mmm what about a formula?
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.
Please note: A discussion has already been started about different things you can do with these formulas so please direct those comments and question to the appropriate thread. https://forums.rpgmakerweb.com/index.php?threads/rmmv-damage-formula-ideas-and-help.47099/ A link to the list of...
forums.rpgmakerweb.com
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.