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My crit rework: Numbers for former items,...

Creator: NicknameMy December 12, 2011 10:12am
Fluffyknowsyou
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Permalink | Quote | PM | +Rep December 20, 2011 10:51pm | Report
In order for this to work, they would have to take out traditional attack damage items and tone these down just a bit. With these numbers, you could do the following:
Ashe base damage around 50 with +3 each level after 1

Level 10 Ashe with a bf sword ~ 121 ad

Add a zeal,executioner sword, and cloak and dagger for a bonus of 45% increase. ~181.5

Bf sword #2 base attack damage: 165

Item bonuses excluding possible leveling: 247.5

Bf sword #3 base attack damage: 209

Item bonuses excluding leveling: 313.5

Notice how absurd this build is and how much sustained damage this Ashe would have. Critical strike is not perfect and it's what makes it a benefit with marginal returns. Critical strike is directly countered with armor and to get a sustained percentage where you are assured a crit, you need to stack items which generally do nothing to counter armor, or give you any perks related to survival, cool downs, armor penetration etc etc.I mean, how many times have you seen a tournament match where the ad ranged says, " **** it I'm stacking phantom dancers and one infinity edge for the win!"

In short, this proposal is interesting with the right numbers and correct considerations for other existing items. Unfortunately what we have here is an array of steroid inducing items for the already vial be, if not imba ad carries.
NicknameMy
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Searz wrote:
1% crit increases your damage by 1% at 200% crit damage and by 1.6% at 260% crit damage.


Hmm, one simple calculate:

50%+30%=80%
(25%+30%)*1.5=82.5%

Actually, after this calculation, the old PD+IE would be better than the new PD+IE.

For a little calculation.^^

With masteries:

50%+30%+15%=95%
(25%+30%+4%)*1.6=94.4%

Nearly the same now.

BTW: Take a look at Executioner's Calling...
Searz
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You should make IE give a bonus AD depending on your total AD.
Items seem fine, but runes and masteries give too much..
I'm a strong independent black mage who don't need no mana.
PsiGuard
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I don't like it.

/runs away
Thanks to Jovy for the sig!
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Finally... balanced?

I first thought about 10% on IE but well, I am everytime too high so 7.5% should be fine.


In order for this to work, they would have to take out traditional attack damage items and tone these down just a bit. With these numbers, you could do the following:
Ashe base damage around 50 with +3 each level after 1

Level 10 Ashe with a bf sword ~ 121 ad

Add a Zeal, Executioner's Calling, and Cloak and Dagger for a bonus of 45% increase. ~181.5

Bf sword #2 base attack damage: 165

Item bonuses excluding possible leveling: 247.5

Bf sword #3 base attack damage: 209

Item bonuses excluding leveling: 313.5

Notice how absurd this build is and how much sustained damage this Ashe would have. Critical strike is not perfect and it's what makes it a benefit with marginal returns. Critical strike is directly countered with armor and to get a sustained percentage where you are assured a crit, you need to stack items which generally do nothing to counter armor, or give you any perks related to survival, cool downs, armor penetration etc etc.I mean, how many times have you seen a tournament match where the ad ranged says, " **** it I'm stacking phantom dancers and one infinity edge for the win!"

In short, this proposal is interesting with the right numbers and correct considerations for other existing items. Unfortunately what we have here is an array of steroid inducing items for the already vial be, if not imba ad carries.


And now calculate the armor...

And calculate Ashe now with the actual build, IE+PD, she would deal around 500 crits already with those two items. With a 50% chance on crits.


Yeah, and tell me, what do you think about the reworked Executioner's Calling? Is it OP, UP, or viable?....
He is gonna kill you!!!
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Why not make bonus damage cap at 100% (as is crit chance) and then on Infinity Edge raise that bonus cap to 150% ?
Cho is MEGAZERGLING!
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I thought, because people talk about removing randomness again, I should bring this one back up. I updated it.

BTW: One good thing of this is that it makes the former crit way more flexible in use. You can now also use items like Infinity Edge on AD-Casters because of the high AD or somebody like AS- Cho'Gath can profit from it.
He is gonna kill you!!!
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It seems to be that this idea is still in the mind of some other people. A newest forum thread:

http://na.leagueoflegends.com/board/showthread.php?t=2545153
Pheyniex
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mastajdog wrote:

hey... isn't this actually not hypocritical unlike how they praise the random crits but hate the just as random dodge that DOESN'T CAP AT 100%?????????? good idea, see Searz for good math...

îf this is the point of the "rework", i agree with it.


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Permalink | Quote | PM | +Rep September 11, 2012 9:50am | Report
I feel like these changes would create some janky stuff in game. At some point crit would be better to stack than AD because it's a % damage multiplier on auto-attacks which to me would seem like once you get a healthy amount of AD, this new crit would out scale it
Thanks for the Signature MissMaw!

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