if I include that then in the damage formula, so doesn't matter where the spell comes from.
the aggro depletion is mostly interesting for bosses.
and the combo would happen anyway with regular randomness.
just not an aggro reaction with itself (unless you throw a lot of quick low luck hits while the game has its usual lag issues)
I see. I think +15 aggro for melee is a bit big (not counting luck adjust), but I'll have to try it out. I'm more worried against a group of the regular enemies though, due to their low aggro threshold. Bug again, I'll have to try it out. I can see why you'd have hard time with Luck Adjust. I tried something like, [Enemy Level - (Luck * 3)], but oh boy, luck is affecting things a lot -- you with 15 Luck, the Lv50 enemies are gonna kick your ass, because it'll just add +5 to melee. And the players will be too busy raising their STR, VIT, and INT throughout the entire game, so they won't even have room to raise their luck until Lv50 or so. Yikes.
I do think that at early parts of the game (beginning ~ jewel eater) should give the players a break, and no enemies should counter -- you have so little resource, and money is an issue at that point. Even the healing item is limited to only round drop x9 per battle.
I'd appreciate it if you can make it compatible with No Skill Counter -- that way, players can choose to be only countered by melee and not magic.