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Give a 0.5 stat boost to whoever picks up the charm, and then the charm is a usable charm that increases by 0.5.
Then if you pick up and use the charm on the same character, that's a whole point increase.
Doesn't sound like a lot, but it adds up.
Part of the problem I think is that the odds of getting a card seem so much lower in this version. Enemies have these massive loot tables, and if a LOG is somehow on there, gg no card.
In both games, you rarely get them to drop off of enemies in the first 3 chapters. And in both they seem to drop pretty regularly on side quests.
I'd say the introduction of charms devalues the stat cards, but that's balanced out by not having the class base leveling system that gives you small base stat boosts if you are in battle when the class levels up. You could get your characters to max base stats by rotating party class and leveling everybody up without too much trouble.
Anyway, I still grab them, though only on characters I plan on having around the rest of the game.
Those all have some value at least. MP Up especially because I don't believe there's an MP Up charm at all.
The real bunk cards are the AVD and AGI ones, since those are the accuracy and dodge stats. Outside of getting hit with False-type debuffs, I don't think I've ever seen a unit's hit chance go below 100% even against the speediest classes. Wait, I've seen one attack - the counter rock throw monsters have - get dodged about 25% of the time by Canopus. Everything else is 100% regardless of AVD, which by extension also makes AGI useless.
Realistically, the stat cards are all close to useless. You'd be lucky to collect 10 or more of a single stat card on a character over an entire story path, and that's still only going to get you 1-2 points of that stat. You'd need to hard grind for dozens of hours to see a meaningful difference on a single unit.
I've seen some direct spells miss Canopus...But I'm pretty sure it still said 100% on the pop-up.
I'm currently playing through another route, level scaled, and the enemies that rarely target him show the minimum hit chance of 25%. Part of this is likely the fact that at a level scaled Chapter 3, the stat bonuses make up a bigger percentage of the total stat, but it does seem to indicate that you can get that stat high enough that enemies have a lot of trouble hitting you.
I think what's going to end up happening though is that at a high enough AVD, enemies will just never attack you (except incidentally with AOE spells), so it's never going to look like you are deriving benefit. Agreed with AGI though--base hit rates are high enough that I'm not sure it does a whole lot. And when you get debuffed on your hit rate with falsestrike or whatever, it looks like a flat -20% chance to hit, so you can't AGI buff yourself enough to overcome it.