User blog comment:Emptylord/Sandbox/Custom Patch Notes/@comment-1330314-20130815135343

The changes to critical strike please my hatred for the RNG. Objectively speaking, it also has the advantage of offering much smoother and more reliable damage output, while allowing for more control in competitive play. However, you only listed a few of its implications:
 * would have to reduce critical damage against oneself by 10%.
 * 's passive would benefit from critical damage, except it'd only amplify the 100 base magic damage.
 * would gain critical damage instead of crit chance, and would require some other condition for its cooldown to be removed (1 second per autoattack? That would be consistent with  and .)
 * would have to benefit from critical damage instead of crit chance.
 * would have to apply a 60% modifier to critical damage instead of being able to crit for.
 * would resume itself to 150% bonus critical damage on next attack, and 250% against minions.
 * wouldn't be affected by critical strikes or critical damage anymore, since both would be based separately on AD.
 * would benefit from critical damage.
 * would have to apply 100% critical damage to autoattacks and 50% critical damage to.

While you're at it, there are still other instances of randomness in the game:
 * 's current unique passive has a 20% chance to deal 100 magic damage to champions and 200 magic damage against non-champions. Changing the effect to 20 bonus magic damage per basic attack against champions and 40 against minions would produce the same damage output over time.
 * , and  could benefit from Yi's new targeting algorithm and strike the nearest unaffected unit/champion instead of going out randomly.
 * The passive on should prioritize champions and then the nearest enemy or neutral unit, instead of striking units at random.
 * currently targets random enemies when not prioritizing champions, and could instead target the three nearest enemies.
 * should target the nearest champion unaffected by the ability and refresh its targeting once all champions in range have been hit, giving him more reliable control and allowing him to use positioning to prioritize champions with his ult better.
 * should have the cannonballs follow champions while they're in the field and otherwise target enemy or neutral units, even if it would require reducing the damage per cannonball.
 * While 's passive is currently better than it was before, having it grant 3 bonus gold upon minion kill and 6 bonus gold upon large minion, monster or champion kill (or the like, basically something that'd give him the same average extra income as he has now) would correspond better to Riot's changes to and, offering bigger rewards for killing tougher enemies, and offer a slightly more reliable source of income.
 * With the upcoming rework to and your own idea, this may be a little pointless, but right now  could be hotfixed into him ignoring  damage per autoattack before calculation (which should be better if applied post-calculation, but that's secondary), offering the same damage reduction overall.