User blog comment:Emptylord/Sandbox/Custom Patch Notes/@comment-4068613-20140214033305/@comment-4068613-20140307104405

I'm not trying to balance around low level play. I'm trying to minimize the knowledge gap between an entry-level player and competent play.

The percent multiplier to the percent multiplier of your attack damage is what I was objecting to. I don't really care about the initial percent multiplier.

When the terminology used to describe the phenomenon is "crit" or "critical", I don't think there's an argument of much merit that can claim that multiplying all attack is more intuitive to a gamer than a chance of doubled attack