[RMVX ACE] LUCK'S PURPOSE AS A PARAMETER.

Posts

Pages: 1
pianotm
The TM is for Totally Magical.
32388
I just noticed something. I have two enemies with same ATK score, but one is significantly weaker than the other. What I did notice is that the strong one had a LUK score of 19 while the weak one only had a LUK score of 7.

Does LUK modify your ATK values?

I put this in Game Design because I realized that understanding the role of parameters most people take for granted can significantly help us in the design of player characters and enemies.
Luck is actually the parameter influencing the chance of status effects going through.

The damage difference must have a different reason.
As Lightniing said, Luck as default only affects the rate of status effects hitting. The other RMs have different uses to the Luck stat, but that's Ace's.
The chance that it alters it by is also a very small amount. The difference in luck between the user and the target needs to be very high (hundreds, if not more) in order for it to be noticeable. Unless you're using very high parameters in your game, Luck does practically nothing by default.
(RMN hiccuped. Double-post)
unity
You're magical to me.
12540
VX Ace Luck is pretty much the "If you want to replace me with some sort of custom stat, you're in luck (no pun intended XD) because I am pretty useless."

Granted, you could expand luck's usage by using it in damage formulas or have it determine what loot you get in chests or something.
The only thing I ever seem to use it for is to remove the "but it had no effect!" message from enemy skills that have no effect. I'll attach "Grow LUK +1" to those skills.

So instead of "Slime is putzing around. But it had no effect." it'll just say "Slime is putzing around."
Marrend
Guardian of the Description Thread
21806
As far as I know...

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Get Effect Change Rate by Luck
  #--------------------------------------------------------------------------
  def luk_effect_rate(user)
    [1.0 + (user.luk - luk) * 0.001, 0.0].max
  end
end

...this is what LUK does. It has no effect on skill-damage unless you specifically put a.luk, b.luk, or whatever, into the damage formula field.
Craze
why would i heal when i could equip a morningstar
15170
that's kinda funny, sgt.

Yanfly has an extra parameters script that lets you retool Luck to affect hit rolls and such, if you want. everybody else is correct =P
Ratty524
The 524 is for 524 Stone Crabs
12986
Why is the LUK stat even there in the first place when it barely affects anything in the game?
pianotm
The TM is for Totally Magical.
32388
Ratty524
Why is the LUK stat even there in the first place when it barely affects anything in the game?


Just lucky, I guess.

.................................................pianotm gets shot.
author=Ratty524
Why is the LUK stat even there in the first place when it barely affects anything in the game?

I don't think Enterbrain understands how effective something is. The sample spells in VX had the SPI-F set to 30 which makes spirit almost useless. Many users took it as a recommendation and the result was a load of VX projects where the spirit stat was negligible.
I think until VX magic/spirit based skills were intended to do more set damage + a bit than derived much from their appropriate stat. Isn't that how Dragon Warrior damage spells worked?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=GreatRedSpirit
I think until VX magic/spirit based skills were intended to do more set damage + a bit than derived much from their appropriate stat. Isn't that how Dragon Warrior damage spells worked?

iirc damage spells in Dragon Warrior were still varied, just more powerful than your basic attacks at a certain point in the game.

I haven't used VX in a long time, so I don't know how "Spirit" worked.
author=LightningLord2
Luck is actually the parameter influencing the chance of status effects going through.


This actually bugged up my first damn game and I only realized it MONTHS later.

People were reporting that many of my status effect and debuff skills (which all have a 100% effect rate) would randomly fail to inflict their effect insanely rarely.

It was only when it happened in a let's play I was watching that I saw it and it clicked. I was beyond upset, as that one incident made the player think the game was lying to him about hit rates and had trouble trusting in the status effects and debuffs that are the core of the battle system. ;_; I made sure to squash that bug soon after.

author=unity
VX Ace Luck is pretty much the "If you want to replace me with some sort of custom stat, you're in luck (no pun intended XD) because I am pretty useless."


That's my plan going forward. I was going to use it as an Armor/shield/bonusHP stat, up until the Yanfly Barrier plugin happened. :s
Craze
why would i heal when i could equip a morningstar
15170
dragon quest actually has variety of ways of dealing spell damage and none of them are like RM*. in the early games, the wisdom stat was for dodging statuses and had no effect on spell damage. in later games, spell damage is based on your wisdom, but only to a certain point. for example, Kafrizzle might deal 150-200 damage based on your Wisdom being between 300-400. Lower than 300, it's 150 damage. Higher than 400, it's 200 damage.
Ahh, thanks for clearing that up. I had thought the earlier DW games were just damage ranges with no bearing from stats. Shows what I know of a series that I keep calling it's NES name!
Heck, early DQ games didn't even have elements. All offensive magic spells were handled as straight-up magic damage, and enemies had a percentage chance to dodge any spell classified as magic damage. So you'd either hit something for the exact damage range, or not hit them at all. Meaning that a monster with 20% chance to dodge magic attacks is no more vulnerable to Fireball than it is to Explodet.

I think it was starting with DQ3 that elements were added. But in DQ1 and 2, every spell such as Fireball, Infernos, and Explodet were treated simply as magic damage.
Pages: 1