# RMMVChanging LUK stat use

#### Holographicmatt

##### Villager
So, I have been trying to figure out how to change the luck stat so that every point is 1%. I cannot seem to figure out what I'm looking for and would like to know if maybe there is just a small script to modify the LUK stat.

Basically, if you have 10 luk, it means whatever is checking the LUK stat will activate 10% of the time.

#### ScorchedGround

##### Blizzards most disappointed fan (More than ever)
As you know, by default luk affects the chance to inflict and receive states.
Do you want it multiply or add to the base chance?

So let's say an attack has a 30% chance of inflicting burn.

If you have 10 luck, should the new chance be
40% (+ 10%)
or
33% (* 110%)

Also, should the enemy luck still counteract your own luck?

Last edited:

#### Tiamat-86

##### old jrpg gamer
i use yanfly's base param control to change luck effect formula.
i know can just change it in rpg.js but thats way over my head

#### Elmo_Cosquillas

##### Villager

lets say you make a formula that says

v[x] = math.random(100)+1 ; v[x2] = a.luk - b.luk ; v[x] < v[x2] ? b.addstate(A) : v[x] = 0 ; attack damage or 0

what the formula does is: get a random number between 0 and 99, then add 1 and save that number in a variable, then gets the users luck and substract the targets luck, and save it into a variable.

then it compares if the difference between the the user and the target is greater than the random number between 1 and 100, if its true, then add the state A (you place here your state number) to the enemy, if not resets the variable used to get the random number to 0, then at last is the damage formula.

you can check for buffs and a ton of other conditionals but i just say you this as your last alternative, the formula space in a skill is incredibly powerful to make weird things.

that works for both mv and mz. i think there are mods to sort your formulas so you dont need to suffer to much with them.

note: v[x] =0 is just a void result, since idk how to do just 1 result.

the problem, that is only for skills, its complicated, right now i use luck for critical rate (adding a crit buff of +1000% in the attacker that ends in the same turn) in the basic attack and other skills that can crit, i can even make fixed critical rates with that and secured crits, and works pretty good in that way, but you have to make an edit for that, if you are looking to make the luck stat an actual thing.

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