User blog:Emptylord/Item reworks/Critical Strikes as a 3-Hit-Passive


 * Armor and Magic Resistance
 * As with +% Base Mana Regeneration, the amount of bonus damage reduction gained from purchases is displayed in the tooltip.
 * For example, purchasing on a champion with 30 MR would show +25 Magic resistance (12.5%) . The next Mantle would show +25 Magic resistance (9%).


 * Critical Strike Chance
 * Based on Lukeatlook's changes to Critical Strike Chance.


 * Riot has stated their only real issue with crit are the small amounts that can decide early game - so remove the small amounts.
 * Critical Strike Chance and Critical Strike Damage runes removed from the game.
 * removed from the game.
 * Please see Marksmen itemization for more information.
 * The now factors each champions separately from minions/monsters, and each champion individually. All minions and monsters are treated as a single entity.
 * Bonus damage dealt by critical strikes reduced to from.
 * now grants 100% critical strike chance on your next attack. This bonus will be lost once you critically strike - so it won't be abused by abilities such as, unless that's an okay abuse-case?
 * The following items grant, with the one which would deal the greatest damage taking priority:
 * - Critical strikes now deal  bonus damage in an area around your target and creates a slowing field.
 * - Critical strikes now deal  bonus magic damage. The bonus magic damage will apply spell effects. You now get to see Fizz's critical strike animation!
 * Existing Champion Interactions
 * No changes to and.
 * now deals 0.5% bonus damage for every 1% of his critical strike chance.
 * now deals 0.6% bonus damage for every 1% of his critical strike chance.
 * now modifies the  to.
 * no longer reduces Yasuo's critical strike damage.
 * now deal 0.75% bonus damage for every 1% of his critical strike chance.
 * Proposed Champion Interactions
 * Frosted attacks and Volley now deal 10 / 20 / 30 / 40 / 50 bonus magic damage. This damage can critically strike.
 * Now deals 0.5% bonus damage for every 1% of her critical strike chance.
 * Damage reduced to 13 / 23 / 33 / 43 / 53 from 20 / 32 / 44 / 56 / 68.
 * No longer shreds armor.
 * Now deals 1% bonus damage for every 1% of her critical strike chance.
 * Critical strikes will refresh the duration of Blood Rush's effects.
 * Now deals 1% bonus damage for every 1% of his critical strike chance.
 * Now deals 0.75% bonus damage for every 1% of his critical strike chance.
 * Critical Strike Modifiers will affect the damage of Lightslinger's second attack (not including the 100% base AD).
 * Lucian's attacks cannot critically strike. Instead, Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
 * Double Up can critically strike, which is calculated only against the initial target.
 * The on-hit cooldown reduction is increased to 3 seconds on critical strikes.
 * Spear Shot can now critically strike. This is merely guaranteed through .
 * Bounce damage is increased to if Sivir's attack critically strikes.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Critical strikes will apply 1 Deadly Venom stack to all enemies within 185-units of his target.
 * Critical Strike Modifiers will affect the damage of Lightslinger's second attack (not including the 100% base AD).
 * Lucian's attacks cannot critically strike. Instead, Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
 * Double Up can critically strike, which is calculated only against the initial target.
 * The on-hit cooldown reduction is increased to 3 seconds on critical strikes.
 * Spear Shot can now critically strike. This is merely guaranteed through .
 * Bounce damage is increased to if Sivir's attack critically strikes.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Critical strikes will apply 1 Deadly Venom stack to all enemies within 185-units of his target.
 * Spear Shot can now critically strike. This is merely guaranteed through .
 * Bounce damage is increased to if Sivir's attack critically strikes.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Critical strikes will apply 1 Deadly Venom stack to all enemies within 185-units of his target.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Critical strikes will apply 1 Deadly Venom stack to all enemies within 185-units of his target.
 * Critical strikes will apply 1 Deadly Venom stack to all enemies within 185-units of his target.


 * Damage Mitigation
 * All effects that mitigate damage will now display those values with floating text, as with.
 * Health shields will now only use white, e.g. -60 from.
 * Magic damage reduction/shields will use purple, e.g. -60 from.
 * Physical damage reduction/shields will use gold, e.g. -8 from.
 * All other forms of damage reduction will use blue, e.g. -60 from, and.
 * The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. and, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to Critical_strike_icon.png), such as a shield icon.
 * Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
 * As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
 * Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
 * Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.


 * No longer halves healing effects.
 * Now reduced the target's base health regeneration to 0 for the duration.
 * The effect has been removed from all sources except, including:
 * The effect has been removed from all sources except, including:


 * Hextech Revolver item.png Spell vamp
 * Area of effect abilities no longer have diminished healing on champions and monsters.
 *  Ability damage heals you for a percentage of the damage dealt. Healing is only one-third effective on area of effect damage dealt to minions.