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Agility affects turn order.
Luck affects the chance that a state affects the character. So, if a monster uses a skill that inflicts the Poison state on a character, then character with a higher luck has a slightly higher chance to resist it and thus no Poison state will be applied.
Preemptive strikes and criticals strikes are unrelated to Agility and Luck.
The luck effect on state application is minimal without changes to the code and it's very easy to remove this effect outright.
Thank you for the reply, very useful indeed
What I am planning is to have armour pieces reduce state effects and these variations will be subtle ones from one piece of gear to the next.
The luck stat I am converting to 'Spirit', so it can be applied in damage formulae to skill effects if the player wishes to level their points in this rather than the traditional Magic Attack already there for mage builds.
Agility is trickier, since I am planning to convert this to an alternative offensive based stat called 'Dexterity' for a melee build alongside the Attack stat already there.
This will mean my melee fighters will have an advantage in turn order or speed (I am using the default MZ ATB - no plugin) over my mages.
It's not a problem I don't think, since I can look at applying armour AGL (Dex) penalties to the knights if they want to equip the sturdy armour, or just give mage builds more AGL to compensate when they take an All-Round level up.
I'll just have to put my thinking cap on and find the most balanced solution for it.