It has a part in quite a few formulas:
Accuracy = [(BaseAccuracy * (1 + aAGI/100 + aLUC/200)) / (1 + (dAGI/100) + (dLUC/200)] * [AccuracyModifiers], capped between 20% and 100%.
Party Rating = (pAGI + 10) * (pLUC + 10)
Enemy Rating = (eAGI + 10) * (eLUC + 10)
Ambush = 5 * [Party Rating / Enemy Rating]
Blindside = 7 * [Enemy Rating / Party Rating]
Escape Chance = [10 * (aAGI + aLUC + 5) / ([vAGI] + [vLUC] + 5)]
Notes:
aAGI, aLUC = Attacker AGI, Attacker LUC
dAGI, dLUC = Defender AGI, Defender LUC
pAGI, pLUC = Highest Party AGI, Highest Party LUC
eAGI, eLUC = Highest Enemy AGI, Highest Enemy LUC
vAGI, vLUC = Average Enemy AGI, Average Enemy LUC.
And, yes, it also works on the Status Effect formula but I don't have the exacts for that; essentially, aLUC needs to equal dLUC (aLUC = dLUC) to get the base chance of the spell success rate before resistances.
Luck
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Re: Luck
I dunno, early on Luck Beads could be pretty useful for increasing ambushes/decreasing blindsides. Maybe not so much later in the game when +5 LUC doesn't result in as large of a percent increase in pLUC, but for around half of the first stratum Luck Beads result in something close to 1.25*pLUC or 1.5*pLUC, yeah?
~~Sereine(L:9)=~=Dhormien(L:9)=~=Kaeshi(L:9)==~==Horace(L:9)==~==Aelen(L:11)~~
~~~Dhana(L:6)==~==Aelen(L:11)=~==Megling(L:6)=~===Ellis(L:6)===~==Lisse(L:6)~~~
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