- Joined
- Oct 17, 2012
- Messages
- 394
- Reaction score
- 98
- First Language
- Español
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- RMVXA
Hi everybody. When I was working on my project I couldn't avoid to notice of all states, Luck is probable the most expendable parameter. You could just change the luck effect in script editor (I'm using VX Ace) and it'd have no effect at all in the game. Of course, that doesn't mean the stat can't be used, but the mere default effect sometimes it's not enough to justify the use of it (specially in a project where you give the player free stats customization) so I'd like to hear some ideas you have used for your project, uses you have seen of this stat in another games or ideas you'd use to make this stat more relevant. Here are some things I have observed and could help to give more relevance to this stat.
- Making the use of states and buff/debuff more relevant: The fact this state only have this use doesn't mean it's useless per se, that'd depend specifically of how important are states or buffs/debuffs in your project. For example, if your random enemies are difficult enough to give you a beat if you're careless, or adding states as a layer of strategy to cripple them and beating them quicker would add states, and by extension, Luck stat more important. Reducing the states resist/inmunity equipment would make Luck a more important stat by itself because if you don't want to be crippled by states, Luck would be the best way to avoid them.
- Adding more effects to this stat: Luck could have another effect like increasing evasion, critical hit rate, critical evasion or another parameters is a way to make Luck a more useful state as well. Fire Emblem games gives Luck more uses besides increasing evasion and hit rate (which is already important enough if you want to make an offensive unit works with more consistance) taking this stat in mind to activate unit's skills.
- Utility scaling: After seing Wavelenght's post about this topic I became interested in this approaching, and even when all stats can see its utility improved with this concept, Luck would be the most benefited due to its not good enough initial use.

