Rioter Comments
Bulshlaka (EUW)
: > [{quoted}](name=MaybeAFish,realm=EUW,application-id=Mpd1UjGe,discussion-id=uPlEXKK2,comment-id=00010000000000000000000000000000,timestamp=2020-02-03T17:45:21.485+0000) > > That is not how percentages work. Your attacks are seperate in this 10 auto attack situation. Every single attack has his own 20% chance of the crit to occur. But to prove you are wrong lets have a lootbox. The lootbox will give you 20% chance to get a certain skin. Does that mean you will 100% get that skin if u open 5 lootboxes? Nope. I implied this lootbox situation with the same logic you used with your 10 auto attack situation. BRUV I JUST PASTED HOW THE %%%%ING SYSTEM WORKS IN MY FIRST %%%%ING POST im done
That system will still not solve the problems I have with crit. Still not reliable since it only increases the chance for a few autos and not permanently without an indicator, still an entire problem if the critting is being done too much - since there seems to be no system that reduces the chance based on how much you are excessively critting, also ''If you didn't critical strike for a long time your next attacks will have a higher chance.'' from the wiki. Keywords ''long time''. Clutch moments you won or lost because of crit still exist with this system because of the crit % boost only being obtained by not critting ''for a long time'' and last problem you could arrive to a fight with a higher crit % you gained from maybe attacking some minions or whatever. Why cant you just agree that crit can be done way better.
Sefiroz (EUW)
: Actually, as he mentioned in his first comment, the game has a self-adjusting crit equation system that evens out crits to in the end become close to a definite 20% over all your attacks. You can read more about it here: [Critical Strike | League of Legends Wiki | Fandom](https://leagueoflegends.fandom.com/wiki/Critical_strike) In short, if you don't crit, the chance increases for the next shot, and lowers again when you do crit etc. The result is fairly accurate as well.
That system will still not solve the problems I have with crit. Still not reliable since it only increases the chance for a few autos and not permanently without an indicator, still an entire problem if the critting is being done too much - since there seems to be no system that reduces the chance based on how much you are excessively critting, also ''If you didn't critical strike for a long time your next attacks will have a higher chance.'' from the wiki. Keywords ''long time''. Clutch moments you won or lost because of crit still exist with this system because of the crit % boost only being obtained by not critting ''for a long time'' and last problem you could arrive to a fight with a higher crit % you gained from maybe attacking some minions or whatever. Why cant you just agree that crit can be done way better.
Bulshlaka (EUW)
: > [{quoted}](name=MaybeAFish,realm=EUW,application-id=Mpd1UjGe,discussion-id=uPlEXKK2,comment-id=000100000000000000000000,timestamp=2020-02-03T17:14:09.152+0000) > > It is RNG! Crit can be infinitely more reliable then the way it is right now. Especially in a fight where you will only do a low amount of auto attacks and it becomes even more clear when you fight someone like tryndamere. i mean if it takes more clarity for you than 20% crit = 2 out of your 10 autos are 99% guaranteed to be crit i don't know how much more help you need
That is not how percentages work. Your attacks are seperate in this 10 auto attack situation. Every single attack has his own 20% chance of the crit to occur. But to prove you are wrong lets have a lootbox. The lootbox will give you 20% chance to get a certain skin. Does that mean you will 100% get that skin if u open 5 lootboxes? Nope. I implied this lootbox situation with the same logic you used with your 10 auto attack situation.
Bulshlaka (EUW)
: > [{quoted}](name=MaybeAFish,realm=EUW,application-id=Mpd1UjGe,discussion-id=uPlEXKK2,comment-id=0001000000000000,timestamp=2020-02-03T17:00:45.481+0000) > > Sorry I have no idea what you are talking about. What tests do you want me to bring? What values? Thought I was pretty clear. Also this isn't a bug, it was a concept. The bug reports thread is under Support & Feedback. Right now we are in the Creations & Concepts thread. Also in my opinion crit is broken so that is why I came here with an argument and a possible solution - no matter what other people think. Maybe you can provide me with an argument back on how you think crit isn't broken? Its unreliable, in Stahlvormund's comment is explained how and why it is unreliable. you going into the practice tool buying 15/20/30/40/60/80 crit attacking a dummy for 1000 times posting your results i told you how the system is not RNG despite it being RNG based your argument is that its RNG you have to prove that argument if you prove it then you have a bug on your hands if you don't prove it then the system works as you would expect
It is RNG! Crit can be infinitely more reliable then the way it is right now. Especially in a fight where you will only do a low amount of auto attacks and it becomes even more clear when you fight someone like tryndamere.
Bulshlaka (EUW)
: > [{quoted}](name=Stahlvormund,realm=EUW,application-id=Mpd1UjGe,discussion-id=uPlEXKK2,comment-id=00010001,timestamp=2020-02-03T16:44:19.285+0000) > > It would still make a difference in the end whether an AA crits or not as that can be deciding to deplete a targets HP below the 0 threshold. > > While the formula Riot employs still guarantuees that over a large number of hits, crit is effectively a %-damage increase, for the individual cases it still is somewhat luck based as I wouldn't know anyone who counts their AAs that crit or didn't crit to predict the next one. > In case whether a crit or no crit can decide whether you kill an enemy champion or dragon or baron etc. the current system can feel very luck-based whereas a pure %-damage increase would be very reliable. i can't even begin to understand the base logic of this argument maybe you guys never played any game with crit and never read about why crit is a thing and it's pairing with crit damage when implemented go read some topics then come back at trying to fix something that isn't broken
Hello again, crit is different in every game and implied with different rules on how to obtain a critical hit and a different combat system with different outcomes. So it isn't smart to compare League's crit with crit from different games. Also what do you not understand from their comment? Do you not understand how crit is luck-based? Do you not understand why that is a bad thing or what? Please tell me.
Bulshlaka (EUW)
: > [{quoted}](name=MaybeAFish,realm=EUW,application-id=Mpd1UjGe,discussion-id=uPlEXKK2,comment-id=00010000,timestamp=2020-02-03T16:41:15.955+0000) > > Hello, The problem Im trying to fix is that you will not always crit 30 or more times every 100 attacks, you might even crit less. I was thinking for a solution on how crit could be consistent. could you please do the tests and bring some actual values to your argument and then report the bug? because as of now you are pretty much trying to fix something that according to a very wide consensus is not broken
Sorry I have no idea what you are talking about. What tests do you want me to bring? What values? Thought I was pretty clear. Also this isn't a bug, it was a concept. The bug reports thread is under Support & Feedback. Right now we are in the Creations & Concepts thread. Also in my opinion crit is broken so that is why I came here with an argument and a possible solution - no matter what other people think. Maybe you can provide me with an argument back on how you think crit isn't broken? Its unreliable, in Stahlvormund's comment is explained how and why it is unreliable.
: It would still make a difference in the end whether an AA crits or not as that can be deciding to deplete a targets HP below the 0 threshold. While the formula Riot employs still guarantuees that over a large number of hits, crit is effectively a %-damage increase, for the individual cases it still is somewhat luck based as I wouldn't know anyone who counts their AAs that crit or didn't crit to predict the next one. In case whether a crit or no crit can decide whether you kill an enemy champion or dragon or baron etc. the current system can feel very luck-based whereas a pure %-damage increase would be very reliable.
Yes! Couldn't have explained it better. Finally found someone that agrees that crit isn't reliable. I've posted this topic before on reddit but I got mass downvotes and comments from people that aggressively disagree with me on how this isn't a problem etc.
Bulshlaka (EUW)
: my dude >Critical strike chance will adjust dynamically based on the number of basic attack that didn't critically strike. At 30% critical strike chance you're sure to have 30 or more attacks critical strike per 100 attacks. If you didn't critical strike for a long time your next attacks will have a higher chance. When averaged over a large number of autoattacks and at base critical damage (100% bonus damage), critical strike chance is essentially a damage multiplier where each 1% of critical chance adds 1% bonus damage.
Hello, The problem Im trying to fix is that you will not always crit 30 or more times every 100 attacks, you might even crit less. I was thinking for a solution on how crit could be consistent.
HercaZ (EUNE)
: lol? 30% crit strike means you deal ~1 crit in each 3 hits. Tried it many times and it works just like that..Pick any champ and test in test toll or something. Your concept of luck might came from the fact that 30%+30%+30% is actually 90% not 100%, which means that 1/3 chance of crit strike while you have 30% crit rate might not be absolute and sometimes it might be 1/4, to be it 100% 1/3 the crit rate needs to be 33.33%. But this needs further testing I am sure you can do it if you are really in to it... How it is calculated with different champs due to their passives and other traits it can differ..
Hello, thank you for your reply but I think you misread my concept. I don't know where you are getting that 30% crit from.
Rioter Comments
Rioter Comments
: Got stuck between a rock and volibear
If u didnt already know, its collision. You cant walk through units except if u are like janna with w or kassadin with his passive or something. You cant walk through volibear so he got you stuck. But personally I think that collision really shouldn't exist. I've seen people dying because they got stuck in minions or champions its complete bs
: You can see their stats from your match history
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments

MaybeAFish

Level 212 (EUW)
Lifetime Upvotes
Create a Discussion