Ever since the change to
Deadliness
, you can only start off the game with crit if you buy a
Brawler's Glove first, or you use crit runes, or through a character skill like
Ashe's passive. Normally on AD carries or AD top laners, you fill rune pages with 15 AD from marks and quints, and don't get any crit until you buy a
Zeal. I've found great success in replacing 1-2
Greater Mark of Attack Damage with
Greater Mark of Critical Chance. Without any crit, your crit is 0%, having
something is statistically better than having nothing. One
Greater Mark of Critical Chance will increase your crit to .93% - barely 1%. Though it's low, the occasional lucky crit in lane can really mess up your enemy laner thanks to the crit damage boost from
Lethality
. My reasoning for using a 2nd
Greater Mark of Critical Chance is that it effectively doubles my crit chance of .93% to 1.86%. But consecutive runes will not double my crit chance, so I stop at 2.
It is Ashe's passive that guarantees the critical strike. All the calculations here are fine, this is just one more thing to add to the math. That 1.86% chance of critical will actually be slightly less on Ashe because when critical from her passive hits, the critical runes don't do anything, while AD runes will add the damage to the critical strike.
So, let's say that on every 30 hits, one will be guaranteed critical strike from passive (I just said 30, i have no idea what's the average). That means that those critical runes will have about 3% less chance to lucky hit on average. Now, 3% of 1.86% is very, very little.
But also AD runes will add damage to that guaranteed critical, which makes also a tiny difference, but it's the second tiny difference.
So to wrap it all up, I'm not saying one is better than the other. But that passive slightly reduces the effectiveness of critical runes while slightly increasing the damage from AD runes. This is my first comment on this site, weee :D
One thing i also want to point out and i'll keep it simple.
Landing a crit afford you to move in a better position instead of attacking and that is harder to measure. e.g. instead of making 2 attacks you only need 1 thus granting you more time depending on your AS.
i agree that crit runes are nice. It's like gambling; if u "win" it is awesome ;P
but I dont use them, the chance for crit is too low for me.
yea but from what i'm understanding from the math i've seen it's less like gambling in the loterey and more like buying dollar scratch offs, yea you still might have the same percent chance of hitting it big but you're trading a relatively minuscule amount of damage for the chance to chunk him...i feel like it's one of those "the numbers might be misleading because of the nature of early laning phase" things, that being said i also feel like it's one of those "to each his own" things
but I dont use them, the chance for crit is too low for me.
When it comes down to where there's only a small difference, it's up to preference.
I think 1-2 crit runes is a nice idea...
I get that if u land a crit. strike, u'll get an advantage right there. but i also get that the enemy champion dont uses a potion cuz of one strike. so u must "poke" several times for that to happen. This is why the average is so interesting.
And its ok that u havent mention anything about it being more efficent, but then u also havent mention that it is less efficient, and that it is based on very much luck to gain anything on it.
all in all, im not trying to provoke, it was just another view of things. I just wasnt aware if u knew or didnt know if it was "better" mathematicly, I hope u get that. But i agree, this is a game, not a statisticial sheet. I just like to play with numbers, like others like to play champs in LOL! :)
Crit chance is mathematically speaking a percentual increase of your attack damage. By replacing roughly 1 flat damage with roughly 1% crit chance; you'd need 100 attack damage for the crit chance rune to break even. However, this is assuming one in every 100 attacks is a critical strike and therefore we add 1% increased damage to each attack. Problem is, this is not how crits work. Crits come in spikes, increasing the damage by 100% on one single attack. If you manage to get this in the early-game, it is simply devastating!
So yeah, if you look at the average damage increase, crit marks lose. This is why no one really uses them. However, a single crit can actually win the lane which is why this is actually a good idea.
Besides, the difference is minimal, overal just 1 damage per attack, which persists only untill you get your
This rune page is about taking advantages -- If you get off a crit on a guy, and he chugs a potion and you don't, you have an advantage over him because you now have more sustain. You shouldn't look at the game as only math.