User blog comment:HeresyHorus/Critical Strike Chance/@comment-1330314-20140415041810/@comment-24090792-20140415151003

i dont think turning crit chance into a constant X:Y damage modifier will be of any help without changing many other things along with it thus introducing much more complexity than those 3 steps that i have suggested because as you said if it turns out to be too strong everything will get slaughtered by ad champs and you will see a notoriuos power rise of champs that can abuse the new constant modifier and will be picked in every game and in every lane like Caitlyn, Varus and Ashe ( long aa range + spells that scale with aa + utility ) or Talon, Zed, Riven and Tryndamere ( innate aa modifier + mobility and utility ) as well as items like MoM and dont forget about lifesteal too. so all of these things must be changes in order to balance things with the new constant modifier or else classes like tanks and mages will end up being nearly useless because they are murdered too easily and even when lowering the X:Y ratio in favour of squishies tanks and fighters will also have a notorious power rise and again will be needed to tone down along with their items because they will end up being much harder to kill.

but in my original post :

step 1 : help squishies to stand a few more crit hits up to do their jobs while not being able to tank as much as they used to do with full aa + crit dodge.

step 2 : keep crit chance effective against those who build tanky while in the same time keep the class viable in team comps and thats why i kept crits based on chance.

step 3 : prevent abusing scoring crits in a row in a less than 2 sec duel with squishies while it will still occur when dueling a tank because it will be a longer duel.