About attack probabilities, each enemy data entry can have up to 4 attack data sub-entries, i already felt that some of the first bytes in each entry might affect the probabilities, and you just prompted me to verify that the second attack-related byte is indeed the probability that affects the actual chance, the posted Luca values match the data. But still those values are like "recommendations" for the enemy-specific AI routines that may or may not use them. For example TargetLady starts using explosion anyway as long as some of the other enemies are defeated. Rowd, Nightmare and Culgan can use healing spells but pretty sure they (or other enemies) need to be considerably damaged for them to even consider using it.
Would you happen to know if having more than one crit character in a single unit helps the probability?First off, critical only applies to physical attacks.
About the escape probability, i just loaded up the original game version (was using Pyriel's patch before). If you hack your current party characters to have 1 luck, get into a battle and press Run on the 1st turn, here are some breakpoint addresses of interest (1st turn of a battle only):
8002DAE0 This Lhu loads a character's Luck for the first time, then loops through other characters to find the max value, then turns it into a value in 5-30 range, which stands for the chance to fail escaping (if everyone's Luck is 1, the value will be 30)
8002DBA8 This Slt compares the calculated chance against a normalized rng value, then Xori reverses the result and the function will return v0 value as "IsRunSuccess". If you modify v0 at this point, you can see it indeed affects the outcome of Run. Now you can also give 200 or more Luck to at least one character, re-enter a battle (Luck isn't recalculated upon pressing Run), and the calculated chance to fail will be 5 instead of 30. I'm pretty new to the game and its modding community so i'm not sure why it's became the general consensus that this part of code isn't actually used, especially since Pyriel did find this part of code and has a disassembly of it. I'm pretty sure it does work, it's just hard to notice the difference on practice, especially in normal gameplay (Hero's Luck growth is very strong). Hope someone else can confirm it after debugging it. Omnigamer, you say this code isn't executed, but were you trying it on the first turn of a battle? It's still there for 2nd+ turns, just the address would be different, but that might have helped the impression that it isn't executed. Also, if you have have Stallion (or anyone with a hacked True Holly Rune) in the party, it won't execute indeed as that rune always turns Run into instant success.
I recently updated my reference document with some evade and counter conditions and formulas, if anyone has any comments, additions or corrections, it'll be very appreciated.