User blog comment:Lukeatlook/Pyro's Item Overhaul 9 - The Carry Project/@comment-25935337-20141229141100

What made you decide to go the low crit damage route rather then just eliminating the RNG altogether? The problem with crit frequency deviating from the mean is still there, its just slightly tamer in its outcome.

Few other things that also stand out as odd, the %armour reduction passives on hatchet and BC, they are both marked as unique but have no other identifier with them. Do they stack? If they do you may have inadvertently made LW redundent since the armour reduction and flat pen would outweigh the %pen for bonus armour in the vast majority of situations, assuming a high crit build.

The numbers on the armour pen for assassins may also be a touch off, at the moment your either at 40 flat or 15 flat pen, 15%reduction, and 20 flat reduction, compared to 30 flat, 15%reduction, and 35%pen on live, before taking into account runes/masteries ofc. That might be a damage bump against squishy targets compared to live, as well as greater access to cdr, which would probably do wierd things to the balance of ad assassins when you take into account the overall ehp nerf to single defensive item builds the tank section has entailed, may need adjustment.

Also, how exactly does the new BotRK interact with crit? Can't quite get my head around it, same thing but to a lesser extent with ionic spark. With spark you could just make it add the ad modifier to the damage (so when you crit it would deal its damage +100%baseAD as magic damage, or its damage+200TotalAD as magic damage if you had IE), but that interaction does not work with blade.

The overal concept of it's good, but the way you have done some of it just feels wierd.