User blog comment:Willbachbakal/(Item Concept) A New Kind of Crit/@comment-4290320-20150703164308

Warning: Personal ideas end after the '-'.

It'd be interesting if critical chance just increased the damage of autoattacks by X% of the base damage.

Ex.

We have some random adc/marksman starting with 47 Base AD and gains 3 AD per level. So level 1 this random marksman (marksman sounds cooler, so don't hate me for using it) has 50 AD.

Random marksman is now level 6. They now have 65 (Base) AD. Let's say that our marksman has an ultimate which grants him 10 Bonus AD. The marksman now has 75 AD in total (Taking into account that no runes, masteries or items have been taken).

If Brawler's Glove, for instance, increased the damage of a champion's autoattacks by 20% of their base damage, this would mean that the autoattack of our marksman would deal (65 + 10 +  13) physical damage to a target with 0 armor.

Formula is ((base attack damage + bonus attack damage + 1/5 of base attack damage))

This means that items such as, , {{ii|Youmu's Ghostblade}, and  could use some adjustments, perhaps  increasing the bonus damage from 20% to a larger value. Each item could grant a different bonus to the Critical Strike effect.

Some champs (and all marksmen) will need to have some tweaks in order to compensate for these changes.

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My general idea is changing critical chance entirely. I feel like your idea is interesting, albeit it won't solve all problems, especially the most important thing: Crit chance's reliability (mostly when it is in smaller quantities). I feel like your changes will make the crit-based items a bit snowbally and they seem somewhat off, although I'll partially blame that on my tiredness.

Some of the champion changes are interesting, namely 's, although the others just seem weird to me.