Critical Chance Or Critical Dmg Reddit

Critical Chance Or Critical Dmg Reddit

Critical Chance Or Critical Dmg Reddit Game

Chance

Critical Chance Or Critical Dmg Reddit 2017

So here is something that bugs me. A while ago Riot started to get rid of randomness inside the game by removing the 3% crit chance in the masteries section and by removing the ability to dodge. While this was a good attempt they actually didn´t remove the lvl 1 lucky crit situation that can result into winning your lane.
Some people still use 1% crit chance from 1 Mark for the opportunity to win the lane jsut by a lucky crit during early trades even though they suffer with 1 less Armorpen.
How does crit chance work?
As we all know, if you have 20% crit chance and you don´t crit with an AA you will more likely crit with the next one. On the other hand if you crit, you next AA won´t have a crit chance of 20%. So basically out of an average of 100 Autoattacks you will do 20% more damage than without the crit chance.
My question is now: Why won´t riot substitute the % crit chance with a simple % damage amplification similar to what rabadons does. The 1% crit won´t be impactfull at all an the randomness issue is solved!
What do you guys think. Would %dmg amplification be a better system than crit chance? (i know lucky crits are fun, but pls review this issue seriously)
TL/DR: Replace %crit chance with %dmg ampl. for less randomness at lvl 1-5
not a native speaker, so have mercy pls <3

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Critical Chance Or Critical Dmg Reddit Free

Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. chance or crit. damage either.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though:
Armor Penetration
The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there.
Critical Chance
This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes:
Against 18 armor: 6.8% damage increase
Against 70 armor: 4.72% damage increase
Against 100 armor: 4% damage increase
With IE against 70 armor: 7% damage increase.
With IE against 100 armor: 6% damage increase.
Critical damage
The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix:
18 armor, 8% crit. chance: 1.49% damage increase
70 armor, 50% crit. chance: 6.49% damage increase
70 armor, 70% crit. chance: 8.85% damage increase
To sum up:
Best early game rune: Armor Penetration.
Worst early game rune: Critical Damage, by far.
Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal.
Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122).
Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.

Critical Chance Or Critical Dmg Reddit 2

There we go already, crit chance is more useful than wpn dmg, assuming strained is used fully. And 3) His math isolates 5% wpn damage and crit chance, but that doesn't make sense. If you have or don't have a talent like strained or berserk, that 5% is going to have a completely different meaning.

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