you can go for crit rate and crit damage, or attack on your nuker
crit rate depends on crit damage, and vice versa
if you have 100 crit rate and 50% crit damage, it would only do 50% increase in attack opposed to 85% increase in attack for attack for crit rate
if you have 50% crit rate and 1000% crit damage, you are only getting 500% crit damage. so why crits? Some passives even make crits bring bad things to ur team! so why crits?
Crit scales off of Crit Rate. The Crit Rate % has nothibg to do with damage. That is just the chance of landing as a Critical Hit. Positive Affinity has +15% Crit Rate. Negative has -30% Crit Rate + Chance To Weak Hit.
If the skill happens to be a Critical Hit due to Crit Rate, then it takes into account the base stat damage and multiplier and Crit Damage. Say you have 3k Atk and 150 Crit Damage and a multiplier of 3.0 ATK, then if it Crits, it will deal 27k damage.
But there are more factors. Damage can increase or decrease according to buffs, Debuffs, passives, and masteries.
Lastly, you wont deal that amount of damage. Defense has a formula which reduces damage taken.
That is how Crit Damage works. It does nothibg if there is not a critical hit.
Some champions have different ways to increase damage, such as Samar Gemcursed, or Seer.
But, basically damage takes your current base stat x multiplier x (Crit Damage + 100 / 10) (if critical).
Not taking into account buffs, Debuffs, passives, masteries, defense, or special skills.
That is how i understand it. If im wrong please correct me.
Crit rate, and, by extension, crit damage, are bottom-line modifiers. Attack (and Attack %) are top-line modifiers. That means that crit/crit damage scale far more than attack does.
Yes, there is a mathematical equation to govern the interaction of them, but it's fairly complex one, as you have to consider replacement value - IE based off your current stat line, whether a 60% ATK % glove will contribute more or less than an equivalent 80% crit damage % glove.
The short way of doing it is to just aim for as close to 100% crit rate as possible, and then favour crit damage over attack % as it is harder to accumulate and tends to pay off more.
First, why can't I quote the OP? That's kinda silly.
Second: OP follow this link, it was described well by Destroyer. But here's a link that might help you more.
Third: PuggHead, you need to back up your claim that there is a cap on the Attack stat. I've check Ayumilove, Hell Hades, Ash and Plarium. If there is one it isn't published there. It is incumbent upon you to back up your statement with something less cavalier than "Called google". If you can't find it or really don't know for sure; you shouldn't detract from the original question with answers like that. And "Called google" is a pretty demeaning way to answer an legitimate and actually good question.
There is no cap to the stats as far as i know- but there are diminishing returns when you get to a certain point with Attack and Defense.
Crit Damage needs a main stat as well because it multiplies off of the main stat. You need a good balance between the two. On Hellhades.com there is a Damage Efficiency tool that shows the best balance between stats.
What strange thoughts Player J has. I've never heard playing to statistical averages referred to as "ego" before. Normally the opposite actually. You go for crit when the math says you will have statistically higher outcomes. It has nothing to do with "meta" or anything like that. I mean, if you don't want to be "meta", you could decide that since Kael has an HP aura, you should stack him with as much HP as you can. It certainly wouldn't be meta if that's the goal!
What strange thoughts Player J has. I've never heard playing to statistical averages referred to as "ego" before. Normally the opposite actually. You go for crit when the math says you will have statistically higher outcomes. It has nothing to do with "meta" or anything like that. I mean, if you don't want to be "meta", you could decide that since Kael has an HP aura, you should stack him with as much HP as you can. It certainly wouldn't be meta if that's the goal!
It's not ego, it is the natural competiveness that is human. We like to win, in order to win (in arena) you have to have high speed and crit rate. Most people playing the game want to win, not because of ego, but because winning gives you more stuff!
GH bonuses are of a huge value and in order to get them you have to conform to the meta. So not ego; but game driven "need".
I actually had given PlayerJ a thumbs up for his good explination of crit rate and why it is important. I removed it when I saw he was equating it to a larger e-shwang...Ego isn't need...