This is how I approach luck, how do you?

fireflyege

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Well we all know luck is a useless stat. So I changed that to spirit. I am planning to use Spirit for debuff strenght.

For example I want to give examples.

-Weaken: Reduces enemy's ATK by %10.
-Debilitate: Reduces enemy's ATK by 5 plus %10 of user's Spirit.

I find most debuffs that alter parameters quite boring because it negates an enemy's own strenght. For example if the boss has more of X stat, and you reduce it percentage based then you negate the boss' main strenght which is bad. So I had a different approach and made Spirit, which affects how much strong your buffs and debuffs are.

I plan the stat to also affect heals along with MAG which is Magic, but of course MAG ratios will be higher so that the healers can focus on large healing numbers with their MAG equipments but SPR equipments will offer things like mana regeneration for a reduced but frequent healing.

At least that is the plan. How do you manage with Luck yourselves?
 

Aquachubolt

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I turned Luk into Skill, a stat that primarily effects hit rate and critical rate. Also used for critical evade. I also want to have it effect the trigger rate of certain skill effects.
 

Tai_MT

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Luck primarily affects hit rate of states on enemies. I don't remember the actual formula, but I think maxing the stat out provided like an extra 50% bonus to a state taking effect or something.

I can't recall for certain. It's on the forums here somewhere. Saw a topic on it in the last week or so.

As for myself... I turned it into a stat the player is more likely to use and invest in. "Luck" was turned into "Reflex" which helps Treasure Rolls on specific chests, when my Thief character opens them. It also is the attacking stat for several skills across several of my characters... It's also primarily a Defense type stat against attacks that use "Agility" as their main component in the formula.

Any skill that uses "Agility" (renamed Speed) as the primary stat it attacks with, uses "Luck" (renamed Reflex) to directly oppose that stat. Enemies with low "Reflex" stats are particularly vulnerable to anyone using a Speed Skill. So, big and heavy tanks are easily toppled and murdered by weak little speedsters.

With that said, I've got 3 Skills in the game that use it as the primary stat to attack with and I think roughly 6 skills that use Agility instead. I've got another 2 or 3 skills (can't remember the exact amount) which can buff the "Luck" stat by percentages. I've got weapons that primarily raise that stat as well (though they don't use it to attack). I've even got armors that raise that particular stat (mostly wizard clothes and rogue clothes, but a few of the heavier armors that are enchanted raise the luck stat as well).

If you're going to use a stat at all, you should REALLY use it :D Ha ha.
 

bgillisp

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I kept it as is, but I changed the modifier to be something you might care about, as in, 50 points of LUK over the enemies will double the chance of your status aliment sticking. And since I have a character who focuses on applying status aliments, doubling the chance of those sticking is *very* useful to say the least.
 

Kes

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You can also use it in multiple ways e.g. include it in the damage formula, sometimes in quite complex ways. Among many things I use it for, one character in my current project has a battle skill to top up her MP to the amount of her luck stat. As there are stat points which the player can distribute to customise their characters, some may choose, on the basis of that information, to boost LUK - which has knock-on effects elsewhere.
 

Chaos Avian

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I use the LUK stat as either the critical hit rate or damage dealt by projectiles such as crossbows, bullets, etc. Plus lately I've also been using it as the modifier for DoT like Poison. Rather than it being a basic 8% damage or 15%, I use a simple formula such as (luk * 2) for the damage instead and adjust it for various DoT states. Burn being a higher multiplier for example, that way a Thief using throwing daggers are going to have a fun time.
 

Rinobi

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I use it as Dexterity. Affects skill channeling rate, and state infliction/resistance chance (modified).
 

lianderson

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I do crit chance and a few skills/items.
 
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One of my main uses for luck, or spirit as I usually call it, is adding it to recovery spell formulas. This way a damage caster can't just pickup a healing spell and be more efficient than the priest; being able to blow stuff up does not mean you can mend wounds. I also often consider making damage-based ailments (such as poison) be based on spirit. Effectively I turn it into the go-to stat for 'support casters'
 

fireflyege

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Oh wow @ShadowHawkDragon we have the same approach to the stat in all ways.

But I must add @Tai_MT has an approach to the stat just as perfect as it is.
 

kirbwarrior

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I've done it in three ways;
"Spirit" (as said before) for recovery effects and any defensive effects I can attach to it.
"Luck" where it adds to everything in some manner or another (such as some to damage, some to defense, etc). This is how I usually prefer to use it.
"Charisma" because having a stat for social situations can actually be quite handy. It is also the stat used to make enemies flee and steal from them. Namely, the "thief" stat. The dancer also uses it in place of healing instead of Magic Attack.
 

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