I disagree that a wide damage variance is specifically a crit thing. I prefer it be interpreted literally as should be a difference between 'high damage' and a 'lucky hit'. That said, I will concede that the Leper can be made into a critical hit machine since Revenge, when mastered, gives a chance to generate a Crit token, and certain trinkets can push him into it further.
In this game, critical hits automatically deal maximum damage. It's not that rolling well makes you a Critical Hit Class, it's that attacks with wide damage variance disproportionately benefit from critical hits. Both Grave Robber and Leper have this trait.
Damage variance is something different. Sure, I can say that the Leper can benefit from crit, but everyone benefits from a crit. And it's not just maximum damage, it's 1.5 times the max damage. The Grave Robber 'needs' a crit to deal 15, while the Leper just needs to roll not terribly and solve his accuracy issues.
The Leper's just innacurate, not low damaging garbage. While both have a wide variance, his minimum damage of 6 is still on par with heroes like Highwayman and Hellion, and they still need a mastery point while the Leper starts off at a minimum damage of 6 unlike everyone else. The Highwayman would be a better description of a Critical Hit Class than the Leper, who is inaccurate but doesn't necessarily 'need' crits for damage.
Edited by Shadeblade11
This was removed, but I contest that it is a valid example:
From the text of the article, it doesn't seem like the Critical Hit Class requires that the class focus on a literal Critical Hit mechanic, but that they are generally a high-risk/high-reward archetype with an emphasis on luck. The Leper fits this. (I would also argue that even if we only accept a literal Critical Hit focus, his attacks have the same wide damage variance as Grave Robber, strongly favoring crits.)
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