I don't think their statlines should be touched. Frankly, it's much more important that their racials get a brush up instead.
Here's what I'd suggest:
- Remove Unluck. Misfortune abilities can instead just work off consuming Luck Drain on enemies for bonus effects.
The reason I'd like this is for simplicity's sake: Unluck works a bit oddly with how Luck Drain is currently set up, leaving situations where you can only get so much Unluck after a while. This way, Luck Drain is simply the resource itself and is spent so you can get more.
- Fortune Vaccuum's Luck Drain applies a number of times to random enemies, rather than 1 for each. (E.g. Applies 3 + SAN/15 times, Max Drain LV: 5+SAN/4)
Luck Drain currently favours large battles since there are more targets to drain, whereas against few enemies, fights often end before you get to use your abilities. This aims to tweak that by favouring the inverse.
- Bosses no longer immune to Luck Drain, Confusion makes Fortune Vaccuum and Misfortunes able to apply on allies and Luck Drain is shared between Ominas.
Luck Drain is not so strong of an effect that I feel bosses should be immune to it with these changes, let alone in it's current state.
The Confusion part doesn't have to be tweaked this way but I think it's in theme to be unlucky for your friends when confused.
Luck Drain should ideally be advantageous for multiple Omina, whereas currently I think it limits how much Unluck each can get (unless I'm confused, admittedly it's not a common occurrence to have 2+ Omina in a party.) While they might end up both spending it, at least they can also jointly build it up without stepping on each other's toes.
- Omina's Curse reduced to 1M and applies 3 (+SAN/15) Times.
This is a simple buff. The effect is hardly strong enough to be 3M and it now benefits from SAN. As 1M, it becomes a reliable extra action to slip in for non-critical builds.
- Misfortunes reworked to be passive-like 0M skills, much like their lucky Redtail counterparts. They apply to enemies suffering from LV5 or higher Luck Drain.
This change is made for two reasons: to make it more broadly appealing by being a low commitment option that works autonomously and as mentioned to be more like Redtails, given they follow a similar naming scheme for these abilities and thematic inverse, it also makes sense that these are in some ways similar.
- Yellow Misfortune applies to enemies with LV5+ Luck Drain, lowering their Hit by 15. Whenever they glance or miss, they lose 1 LV of Luck Drain.
This ability is mostly untouched, it does what it currently does but as an automated effect.
- Green Misfortune applies to enemies with LV5+ Luck Drain, giving them a 20% chance to be Knocked Down after Moving or using a Movement Skill. When they are Knocked Down by this, they lose 5 LVs of Luck Drain. (Each enemy can only be knocked down by this once per 2 Rounds.)
I wanted to keep the effect in tact but Knockdown is pretty strong so it needed limits, this is mostly represented by the high Luck Drain and low chance of activating.
- Red Misfortune applies to enemies with LV5+ Luck Drain, after they take any action, there is a 50% chance for them to take armor-ignoring Blunt, Piercing or Slashing physical damage equal to their Level (min. 20). This damage can be glanced (but not fully evaded). When they take damage by this, they lose 3 LVs of Luck Drain. (Each enemy can only be damaged by this twice per Round.)
Pitfall traps couldn't really exist in a way I liked with this new version, so I decided to change it to a more harmful theme of bad luck, the kind of bad luck where you stub your toe or step on something sharp. The damage is admittedly small but given how skills like Earthbound Vengeance can add up, I wanted to err on the cautious side for effectiveness.
Here's what I'd suggest:
- Remove Unluck. Misfortune abilities can instead just work off consuming Luck Drain on enemies for bonus effects.
The reason I'd like this is for simplicity's sake: Unluck works a bit oddly with how Luck Drain is currently set up, leaving situations where you can only get so much Unluck after a while. This way, Luck Drain is simply the resource itself and is spent so you can get more.
- Fortune Vaccuum's Luck Drain applies a number of times to random enemies, rather than 1 for each. (E.g. Applies 3 + SAN/15 times, Max Drain LV: 5+SAN/4)
Luck Drain currently favours large battles since there are more targets to drain, whereas against few enemies, fights often end before you get to use your abilities. This aims to tweak that by favouring the inverse.
- Bosses no longer immune to Luck Drain, Confusion makes Fortune Vaccuum and Misfortunes able to apply on allies and Luck Drain is shared between Ominas.
Luck Drain is not so strong of an effect that I feel bosses should be immune to it with these changes, let alone in it's current state.
The Confusion part doesn't have to be tweaked this way but I think it's in theme to be unlucky for your friends when confused.
Luck Drain should ideally be advantageous for multiple Omina, whereas currently I think it limits how much Unluck each can get (unless I'm confused, admittedly it's not a common occurrence to have 2+ Omina in a party.) While they might end up both spending it, at least they can also jointly build it up without stepping on each other's toes.
- Omina's Curse reduced to 1M and applies 3 (+SAN/15) Times.
This is a simple buff. The effect is hardly strong enough to be 3M and it now benefits from SAN. As 1M, it becomes a reliable extra action to slip in for non-critical builds.
- Misfortunes reworked to be passive-like 0M skills, much like their lucky Redtail counterparts. They apply to enemies suffering from LV5 or higher Luck Drain.
This change is made for two reasons: to make it more broadly appealing by being a low commitment option that works autonomously and as mentioned to be more like Redtails, given they follow a similar naming scheme for these abilities and thematic inverse, it also makes sense that these are in some ways similar.
- Yellow Misfortune applies to enemies with LV5+ Luck Drain, lowering their Hit by 15. Whenever they glance or miss, they lose 1 LV of Luck Drain.
This ability is mostly untouched, it does what it currently does but as an automated effect.
- Green Misfortune applies to enemies with LV5+ Luck Drain, giving them a 20% chance to be Knocked Down after Moving or using a Movement Skill. When they are Knocked Down by this, they lose 5 LVs of Luck Drain. (Each enemy can only be knocked down by this once per 2 Rounds.)
I wanted to keep the effect in tact but Knockdown is pretty strong so it needed limits, this is mostly represented by the high Luck Drain and low chance of activating.
- Red Misfortune applies to enemies with LV5+ Luck Drain, after they take any action, there is a 50% chance for them to take armor-ignoring Blunt, Piercing or Slashing physical damage equal to their Level (min. 20). This damage can be glanced (but not fully evaded). When they take damage by this, they lose 3 LVs of Luck Drain. (Each enemy can only be damaged by this twice per Round.)
Pitfall traps couldn't really exist in a way I liked with this new version, so I decided to change it to a more harmful theme of bad luck, the kind of bad luck where you stub your toe or step on something sharp. The damage is admittedly small but given how skills like Earthbound Vengeance can add up, I wanted to err on the cautious side for effectiveness.