[RMMV] What does the parameter, LUK affect?

laaghisce

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My question is: What does the parameter/stat, LUK do in this engine?
I have searched through the help.html and the RMMV threads but could not find any information on this.
 

Shaz

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It looks like it plays a part in adding states and debuffs - compares user and target luck rates to get an effect rate
 

laaghisce

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Thank you!
I was hoping it would have been changed to effect ex-parameters like critical rates, but I would imagine a plugin for that will happen eventually.
Still sounds neat to me, thanks again for answering!
 

OtakuD50

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Since neither the editor nor the help file seem to illuminate the exact of Luck, here's the formula provided for VX Ace:

Chance (%) = 100 + (user's luck - target's luck) ÷ 10

May not be the same formula, but it's literally the only thing we have to go on.
 

Liak

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I have a very basic question here: If in RPG Maker MV, you set LUK to the same value for everyone (actors and enemies), it effectively has no effect at all, right? So no need to scripta plugin to turn it off?
 

originalduffman

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Here I go, reviving an old thread. Yanfly just released a new plugin today called Extra Parameter Formulas. If you want to change how the default parameters are calculated, like say making luck affect your critical hit rate, you can do that now. Figured it may be relevant if anyone finds luck to be somewhat pointless by default.
 

Liak

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Good to know. :)


I just saw I still need an answer to my question, too. :D  So thanks for reviving this topic!
 

HintonR

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Hmmm... How does State Rates apply? Do they override Luk? or act as a multiplier. Can someone explain the formula for that?
 

HintonR

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Here is a nice breakdown I found,

But how does this affect Ally to Ally situations...

Does that mean that when an Ally tries to add a State on another ally with Higher Luck, there is a chance that it will fail?
 

caethyril

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Necromancy! :kaoback:
Does that mean that when an Ally tries to add a State on another ally with Higher Luck, there is a chance that it will fail?
Unless the skill applying the state is of Certain Hit type, then yes. (For details, you can search lukEffectRate in rpg_objects.js.)
 

Sa8er

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Game_Action.prototype.itemEffectAddAttackState = function(target, effect) {
this.subject().attackStates().forEach(function(stateId) {
var chance = effect.value1;
chance *= target.stateRate(stateId);
chance *= this.subject().attackStatesRate(stateId);
chance *= this.lukEffectRate(target);
if (Math.random() < chance) {
target.addState(stateId);
this.makeSuccess(target);
}
}.bind(this), target);
};

^Is this the code you mentioned?
Also I'd like to add to laaghisce's original question by asking; How does one 'mute' that? Like if I had modified what luk does so that it now equals a character's max TP and I don't want it to also affect status chance, how would I safely disable that?
 

Pix3M

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For every 10 points of luck in the vanilla code that a battler has over another, they get an additional 1% multiplier to land a status and debuffs are 1% stronger. The LUK stat is so underwhelming that it's one of the first things I modded in my project, ever.
 

caethyril

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@Sa8er this is the default lukEffectRate function (rpg_objects.js):
JavaScript:
Game_Action.prototype.lukEffectRate = function(target) {
    return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0);
};
To disable it, copy the following code into a text editor (e.g. Notepad), save as a .js file (Save As > File Type: All Files, Filename: whatever.js), place in your project's js/plugins folder, import via the Plugin Manager, then save your project and test~
JavaScript:
Game_Action.prototype.lukEffectRate = function(target) { return 1; };
I.e. the effect rate due to luck is always 1 = 100% = no effect. The same approach should also work for RMMZ, since that code was not altered from RMMV.
 

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