User blog comment:Emptylord/Sandbox/Custom Patch Notes/@comment-1330314-20130816162840

More feedback on critical damage!
 * First off, . Riot said they'd eventually tone down his hyperscaling anyway, but with these changes the damage modifier could be changed to an additive critical damage modifier.
 * While I don't really want there to be a hard cap on critical damage, perhaps there could be a soft cap at 150%? As in, any bonus critical damage beyond 150% is halved? That way, ADCs wouldn't be too affected but it'd prevent abusive cases such as building full critical damage + SotD.
 * Lethality as you posted it is actually a huge buff compared to its current version: currently, Lethality gives 10% extra critical damage, but that's conditional on a crit, so it'd only ever deal an added 10% damage per autoattack at 100% crit chance. The way you've implemented it gives champions 10% starting bonus damage per attack, which is huge. Changing the effect to a mini-IE's as with now (i.e. "Gain 10% of your critical damage as bonus critical damage") would revert it to its original form.
 * Similarly, Reinforced Armor as you've changed it actually modifies its dynamic completely: in its current form, it basically reduces damage from ADCs, but the change you gave it will cause you to take 10% reduced damage from all autoattacks, which is enormous in the early game, and screws over fighters while not doing much in the end to carries. Having it multiplicatively reduce crit damage by 20% would change it back to its current form.
 * Isn't 's passive just additive bonus critical damage on certain autoattacks?
 * On : getting lucky and spiking enemy champions may be satisfying, but it also means the player on the receiving end gets the short end of the stick and takes massive damage for playing absolutely normally, which is the inherent problem with having the RNG determine gameplay effectiveness. Changing it to a large version of MF's E may seem boring (though AP 's apparently quite fun to play), but at least it's fairer. Alternatively, the ult's targeting area could be changed to carpet-bomb a rectangular area and have linear waves of bombs travel across it. That way, you'd still get to spike targets, while having more overall control and giving enemies a fairer death.