>>718124253
Best I've seen is it being the "status" stat.
Rate of application, rate of evasion, and rate of recovery if it's one that doesn't last a set duration. Makes it a stat with meaningful application once you put points into it.
Crits CAN work, but crits in general tend to be a crapshoot. Either getting 1% crit is utterly irrelevant, and crits only matter once you start closing in on 100%, or crits have to be so impactful they're worth only getting sometimes.
Drop rates are shit, because this encourages making .01% drop rates from this one fucker in the sewer that there's only two of in the game bullshit in your game, instead of set drops of things where they belong.
It's not explained properly, but how it works in Oblivion, that being an invisible buff to all your skills, that is handy early, but falls off once you start capping skills is neat. That, done a bit better, could be cool, where Luck is the early game powerhouse stat, that hits walls endgame.