This isn't meant to be the saviour of marksmen (It could be, but I doubt it). This post is only to suggest an alternative to the current crit system that solves some of the negatives that people in the LoL community point out as a whole. The goal is NOT to give marksmen more (or less) damage.
There are a couple of things bad about crit:
- Too unpredictable. If you spend 800 gold on a crit cloak, it gives you 0 value 80% of the time you auto
- Unsatisfying. You only get to 75% and then need to build a defensive item, so 1/4 of the time the 9k+ gold you spend on items... just says no
- Not fun to play against. Getting hit for double damage in lane vs a champion with low crit chance can feel frustrating
and a couple of things good about crit:
- Crit gets better as you buy more crit, so it excludes other classes of champion (Bruisers etc.)
- Very simple and easy to understand: Buying 25% crit means that, on average, one in four autos deals double damage to an enemy
- Your average damage per attack is consistent, with a large sample of attacks: AD*(1+Crit chance)
A common suggestion is to just make crit into flat bonus damage, but that would mean bruisers and divers could pick up crit for a guaranteed flat damage increase without needing to invest in a crit build. It would mean there would be more "first punch wins", glass cannon builds and wouldn't make the game more fun for anyone, especially not marksmen
----
TL; DR
My suggestion is somewhere in between the current system and that suggestion, and is as follows: Basic attacks deal 0-100% bonus damage, averaging at your crit chance%. This will mean that crit almost always gives some value, making it more satisfying, all while retaining all the good things about crit
----
The Math
The current system of critical strikes either relies on a random number generator or some sequence. Because a sequence has never been found, it's safe to assume the crit system relies on RNG.
Example of how it probably works: The RNG spits out a value when you basic attack from 0 to 1, if that number is greater than your crit chance as a decimal, you don't crit. If RNG=0.6 and your crit chance is 20%, you don't crit; if RNG=0.15, you would crit
My system is very similar. There are effectively "soft crits" or "hard crits", as opposed to "No crit" or "Crit". As you get more critical strike chance, you get a higher chance of a hard crit and the hard crit has a higher floor of damage
So if you have low crit chance, you have a low chance to hard crit, but you'll likely soft crit instead. So if the RNG gives a value greater than 1 minus critical strike chance, you'll hard crit for Crit chance%-100% bonus damage. If the RNG gives a value less than 1 minus critical strike chance, you'll soft crit for 0%-Crit chance% bonus damage. These both scale linearly on the value the RNG gives (Easy to see in the tables below)
----
Tables to visualise the idea:
Going from left to right, a player with 100 AD gets crit chance in steps of 20%. The tables show the damage output, given some random number (Shown as Rand().) from 0 to 1. Blue rows are hard crits, orange rows are soft crits and yellow rows could be considered either.
In the current system, blue rows would result in double damage; Orange rows would result in no increase in damage
This next table shows the damage values someone with 20% Crit and 100AD could expect with the current system compared to the system I'm suggesting:
As you can see, the basic idea is that you always get some value from crit chance in the form of soft crits, while also scaling and keeping average damage consistent, while also having a consistent late game with hard crits. I think this would improve the QoL of crit users, and hope it can be taken seriously :)
External link →