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The Luck Stat

  • Adon237
  • 06/11/2015 04:03 PM
  • 2165 views
The Luck stat in VX Ace is notorious for being seemingly useless and cryptic. By default, it only seems to modify the state apply rate based on the difference between the applier and the target's luk values. Fortunately, Diabolica has made the Luck stat a very lucrative one to invest in. LUK now modifies the engines "extra parameters", giving boosts for things like Hit Rate, Critical Rate, and etc. (in addition to state rate changes)

Keep in mind: LUK values start at 1 and have to be manually increased with items found in the game. LUK values of around 100 are considered very high for a character and by mid-endgame the average character could have anywhere between 5-50 LUK depending on your preferences.

• Hit Rate: Half of the user's luk is added on to their current hit rate. A character with 50 LUK will have +25% added on to their total hit rate. (Hit% can "overflow" aka go above 100% in Diabolica. This serves as protection against target evasion and also HIT reduction)

• Evasion Rate: 20% of the user's luk is added on to their current evasion rate. A character with 50 LUK will have +10% EVA.

• Critical Rate: 20% of the user's luck is added on to their critical hit rate. A character with 50 LUK will have a +10% CRI.
•CEV: 33% of the user's luck is added on to their critical evasion. A character with 50 LUK gets 17% more CEV.

• Magical Evasion Rate: 20% of the user's luck is added on to their current MEV. A character with 50 LUK will have +10% MEV.

• Target Rate: 25% of the user's luck is subtracted from the Target Rate. TGR is one of the various factors in Diabolica that helps enemies determine who they are attacking. Having a lower TGR will lower the likelihood you will be attacked by an enemy's skills that do not have specific targets or criteria in mind. A character with 50 LUK will have a -13% TGR.

• Guard Effectiveness: 20% of the user's luck is added on to GRD. With higher GRD, a character's GUARD skill becomes more effective. A character with 50 LUK will have a +10% GRD.

• Experience Gain Rate: 25% of the user's luck is added on to EXR. With higher EXR, one can gain experience much quicker in battles.

Investing in Luck is a very good idea for any player, and for any class type. All of these boosts are balanced and not unreasonable! It takes some work to get to 50 LUK, as the stat does not progress as you increase your level.

Let me know what you think about it!

Posts

Pages: 1
Sounds like it could be the only stat I ever want to invest in as it boosts absolutely everything.
Craze
why would i heal when i could equip a morningstar
15170
I like the idea of using items, not levels, to raise the luck %-affecting stat. It seems like a nifty idea as long as you're transparent about what Luck raises.

My only concern is that enemies will need some balancing if you get more CEV than crit% per Luck point. I guess you seem competent enough to work around that, though.
While it boosts a lot, most of the boosts are useless unless other stats are high as well. A higher hit rate and critical hit rate wont help you much unless you can hit for a decent amount of damage. The defensive boosts will not stop you from dying if your hit points are crap. Luck will be decent here, but only after you already got a good offense and defense from other stats.
Adon237
if i had an allowance, i would give it to rmn
1743
author=LightningLord2
Sounds like it could be the only stat I ever want to invest in as it boosts absolutely everything.

It doesn't boost "absolutely everything". It is one of the core stats (like ATK, DEF, MAT, etc. ) but it doesn't boost any of the other core stats. It only boosts what are called "extra parameters" in the engine, aka everything I described in the post.

Investing in LUK is different from investing in other stats because those are based on ones level and class. LUK is raised from specific items. So you have no choice in increasing in your other core stats except through levels/classes/equipment. So... I'm not sure what you mean.


author=Craze
I like the idea of using items, not levels, to raise the luck %-affecting stat. It seems like a nifty idea as long as you're transparent about what Luck raises.

My only concern is that enemies will need some balancing if you get more CEV than crit% per Luck point. I guess you seem competent enough to work around that, though.

Thank you! I do plan on making LUK's purpose as obvious as the other stats. I might actually adjust CEV to be somewhere between 10-15% rather than 33% to address that problem.

author=Crystalgate
While it boosts a lot, most of the boosts are useless unless other stats are high as well. A higher hit rate and critical hit rate wont help you much unless you can hit for a decent amount of damage. The defensive boosts will not stop you from dying if your hit points are crap. Luck will be decent here, but only after you already got a good offense and defense from other stats.

That is the idea. I don't want LUK increase to carry one through the game alone. It is a useful stat, but defintely not the only useful stat.
What I mean with boosting everything is the problem with having a stat that boosts your damage capability and migitation at the same type - it makes the stat inherently better than those that boost only one of them. Plus, the faster leveling could let you make up for the lesser amount of other stats you have.

But yeah, this is possible to balance if it's harder to raise than the rest.
This is awesome, though since it is so encompassing and affects things as guard rate and experience rate I'd rather call it Favour instead of Luck? Awesome, tho. ~
Adon237
if i had an allowance, i would give it to rmn
1743
I might call it favor, since it really isn't about "Luck" at all. Thanks for the idea!
Pages: 1