User blog comment:Qwertyfatcat/A different look on Crit/@comment-6191229-20140211035049/@comment-1330314-20140211040024

That's true, crits are pseudo-random and not random, but that doesn't stop them from still being unreliable to some degree. No matter what you do to remove the uncertainty associated with critical strike chance, the issue will still remain: you can't predict the damage of your next few attacks. Sure, if you fiddle with your basic attack animation you can guess if your next attack will crit, but in a legitimate fight you can never be sure when you'll land a critical hit, and it's this uncertainty that needs to go away: your damage output should be determined by your skill and the items you buy, not by the RNG. On average you'll have a constant damage output, but on an attack-by-attack basis there's no real way to know.