How do YOU make Luck relevant?

overlordmikey

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This post is one part asking about it and one part discussing it.

Basically just what it says.

For example - in our current game "Sweeping Love" luck effects a few things outside of the norm.

-Luck is one of the three stats that decide max MP. (M.Attack, M.Def, Luck)
-Crit Rate, Evasion, and possibly even Magic Evasion will be mildly effected by luck to different degrees.
-The "Void" Spell Category damage output will probably be effected by luck somewhat.
-Once I figure it out it will allow enemies to have a chance to drop certain items as long as the person beating them has a high enough Luck.

So how do you utilize Luck in yer games?
 

Zaeran

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That's a good question!

In my game GuildMaster: Langris, elemental aversion (weakness) and affinity (resistance) play a huge role in combat. There is a mechanic in the game called "glaring", where there is a slight chance when a battler is hit with an element that they have an affinity for, the will enter a state called glaring, where their next physical attack is near guaranteed a critical hit or their next magic spell is tripled (damage or recovery), and their evasion is greatly increased.

All battlers have a base 10 percent chance to glare when the conditions are met, but the chance is directly affected by LUK stat. Every 2 LUK is an additional percent to glare.
 

jonthefox

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It depends on what your other stats are and do! Hehe.

In the conventional setup, you have a pair of stats that affect physical or basic attack damage input and output, another pair of stats that affect magical or skill damage input and output, and another stat that affects utility like turn order, turn frequency, possibly running away from battle and such. So...if we're left with one more stat, it seems logical to make this another kind of utility stat.

We have to think: why would the player want this stat over others? Whether this is through point choices when leveling up, class bonuses, or equipment bonuses...What is the player opting into with this stat, as opposed to one of the others?

Since the other stats cover the functions of dealing damage, mitigating damage, restoring resources (heal spells/skills), and "speed", a good use of this stat would be to affect STATUS EFFECTS. Maybe this stat lets you inflict more powerful versions of negative states on enemies, and positive versions of states on allies.
 
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I do a weird mechanic in mine since there really isn't any "fighting" going on. (Puzzle maker here)

In fact, Luck is the "only" real stat that matters in my game ahahaha.
I created a dangerous state that OHKO's the player, and it's given to an invincible enemy that can only perform chances to cast that state.

It sounds a bit unfair, but in actuality, if you do some other stuff before coming to this dungeon...you can find armor that increases your luck stats, which resist the chance of that dangerous state being applied to you. So it's easier to escape.
 

Soulrender

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Actually it's quite easy to use luck in games:
Let's say you have yanfly's Passive states plugin so I use it for two cases:
1. Passive ability for instant kill - more luck more probability to instant kill opponent (do not work on bosses, because game would be to easy)

2. Crafting equipment if - more luck, more probability for successful upgrade.

3. Loot chests - bigger luck, bigger chance for more valuable loot.

4. Lockpicking - more luck, more probability to unlock something.
 

Redeye

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I'm partway into planning out an RPG inspired by the "Soulsborne" games. In that game, all 6 stats fill different niches, such as Strength being used for heavy weapons, Intelligence being used for scholarly magic, and so on, and you invest in these stats based on what kind of build you're going for.

Luck is a very niche stat that covers a variety of things, such as raising the damage you deal with status effects like Poison, and raising the effectiveness of items (particularly items that deal damage). Some "lucky" weapons also grant skills that scale with Luck. So depending on how you build your character, it can either be a vital or supplemental stat.
 

MoonBunny

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I've included it in a few damage formulas, and I've considered having it as part of the actual damage calculations, with a small percentage of Luck influencing the calculation's result.
 

Willibab

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I start by renaming it into something completely different and then go from there :p Im actually not against luck based stuff in games but i dont need a main stat for it :p
 

HarlekinLehl

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I don't see how luck would affect mp in a "logical sense" I'm just not using the luck stat at all in Dungeon Rummage. I can imagine using it for chances of avoiding traps in the dungeons or affecting certain chances when rummaging. Since I'm not using traditional combat, I can focus on using that's on other things than you usual stuff.
 

Fernyfer775

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In my game, Eternal Twilight, I repurposed the Luck stat into a stat I called "Power" - which was then used to show players how strong their characters were. The Power stat was strictly for visual purposes and didn't impact anything in battle. In certain boss fights or dungeons, you could then see a "recommended power level" to know if you were ready for the incoming fight(s) or not.

All gear also had this Power stat so that players could, at a quick glance, see if a certain item was stronger than the one they currently already had equipped.
 

TheoAllen

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While I don't use this personally, once I explored and made a concept of manipulating the outcome of variance. In short, LUK (or I would rename it as DEX) and agility would affect the outcome of whether you are going to hit the upper cap or bottom cap of the variance more often.

Luck (DEX) acts as an offensive stat while agility act as a defensive stat. The more luck you have, the more often you're going to hit the upper bound of the damage variance more often and vice versa.

Going by this way, luck and agility would not scale by level. Instead, they would stay at the same number except when an external factor modifies the number such as buff or equipment rather than level.

Now that I think about it, it is probably better to use it in a real-time battle rather than turn-based battle.
 

Mimironi

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I have Luck (currently called Skill, but might rename it) also affect the amount of damage a character does with status ailments like bleed/burn/etc, on top of all the default stuff luck does.
 

Tiamat-86

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everything ive played around with for luck all start off with using plugin to remove luck's effect on state rates. turn it into just a blank stat to rename and use however.

ive tryed it as a mending stat only effects healing formulas.
or more broadly using it as a Wisdom stat. just having INT/MND as 2 different but similar things.

ive used it before as a jack of all trades stat just adding it into all formulas.
5 luck = 1atk, 1def, 1mat, 1mdf

ive used it as a Talent stat. ie: actor 2 is a miner, actor 4 is a thief.
mining outcrop would check actor 2's talent stat for success/fail
while locked chest checks actor 4's talent stat.
basically just a X level check but could alter it slightly from more then just leveling up.

easily coulda made some other uses for it but was just something played around with while trying out some other 'proof of concept' mechanics
 

overlordmikey

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I don't see how luck would affect mp in a "logical sense" I'm just not using the luck stat at all in Dungeon Rummage. I can imagine using it for chances of avoiding traps in the dungeons or affecting certain chances when rummaging. Since I'm not using traditional combat, I can focus on using that's on other things than you usual stuff.

It's a hold over from when I was gonna call it something like "Mana" or "Energy" during some earlier stage and it was gonna effect some magic and health stuff, but then decided that I could have it effect things that were more "luck" related so scraped that.
 

HarlekinLehl

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For me, luck is a bit of a strange stat really. Sure, you can say a person just has a lot of it. But's it's not really something you can raise via levels is what I think. Of course it works different in most RPGs. I'd probably just not use it at all as a luck stat or have it affect all kind of little things that act on a chance basis. Could be anything really.
 

Tai_MT

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I renamed "Luck" into "Reflex". Then, I started using it as a defensive stat to counter enemies/skills that use "Agility" as their primary attack stat. Makes it always relevent.

Oh, I guess I also utilize it for "Opening Locked Chests" on a single character. Character picks the lock using "Reflex" as the primary stat to determine the loot inside.
 

Oddball

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I'm using luck as a way to determine if class effects go off or not
Certain actions link to a common event that takes the charecters current base luck into a variable, lets say a charecters current luck is 6, another random variable is rolled and if the result is below the charecters luck, then some effect goes off, usually the actor gets a state

I also have a few passive skills that utilize this mechanic in certain ways, but i won't spoil everything
 

kirbwarrior

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Ironically, I always remove what Luck does first before considering anything else. But my favorite use of luck is how it works in many games but far more easy to grasp; It adds to other stats. Some games have it add a fraction but in some of my games luck is just the best stat and the hardest to increase. It came up in some stat-buy game I made a long time ago and I wanted to make sure that generalist was always an option. A specialist build would pick two stats to increase, a generalist would pick luck and build all four.

Otherwise, I think I've always renamed it into a different stat that would do something in the game.
 

overlordmikey

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I'm using luck as a way to determine if class effects go off or not
Certain actions link to a common event that takes the charecters current base luck into a variable, lets say a charecters current luck is 6, another random variable is rolled and if the result is below the charecters luck, then some effect goes off, usually the actor gets a state

I also have a few passive skills that utilize this mechanic in certain ways, but i won't spoil everything
I kinda like this one. I mean if yer gonna have luck in the game this is a fun way to go about it. If yer not offended, I may try something like it in a future game. I assume the random variable is something between 1~(max of Luck Stat or a little higher) so logically the higher the luck the better chance of setting it off?

(I kinda find it funny that removing Luck is such a common thing).
 

Oddball

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I kinda like this one. I mean if yer gonna have luck in the game this is a fun way to go about it. If yer not offended, I may try something like it in a future game. I assume the random variable is something between 1~(max of Luck Stat or a little higher) so logically the higher the luck the better chance of setting it off?

(I kinda find it funny that removing Luck is such a common thing).
I won't be offended if you use it. I'm using low stats in my game (iv'e found it makes it easier to balance that way across all levels, but if you can find something that works for higher stats, go for it). Like i'm going back and forth on wether to make a max stat 10 or 20

And yes, the higher the luck, the better the chance of it going off
 

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