you are not removing luck you are givin warranty
this is not the right way to do it imo you are rewriting the game not just "removing" the luck part of it.
The points system does indeed add new mechanics to the game and that's an obvious downside to it. However, it's still better than removing secondaries - doing that arguably changes the game even more. If you can come up with a better solution than remove secondaries, Joim and others will probably listen. But as for now, the points system stands as the best solution (forgot why the semi-states idea was rejected but nevermind).
you are not removing critical hits you are just renaming them with "moves that breaks trough defence boost".
IMO this is partially correct. I don't understand why crits & misses have to be replaced by all these weird mechanics. Why not simply have a power nerf, or even a points system like the secondaries? Still waiting for Joim to get back on this one..
we don't use hypnosis or grasswhistle in competitive battles(unless you are just relyig on luck) but with the charge system people will
Agree, but those two moves are fine with the new mechanics in place (at least on paper). I'm worried about the more problematic ones like OHKO. Seriously, OHKO moves are broken and probably still are even with made luckless. I just don't understand why they should be allowed here when they're not in normal play.
Joim, in order to prevent misconceptions about the idea of Skillmons, perhaps you should re-state its #1 purpose. I sometimes get confused as well, and I'm only going by what's written on your github:
"The purpose of this mod is to get rid of luck on competitive Pokémon while modding the game as least as possible."
If this is true, what's with the obsession of removing crits & misses, to the point even their stats don't exist anymore? You're aware that many moves, abilities etc that feed on crits would then have to be changed, so doesn't this go against the "while modding the game as least as possible" part? Wouldn't a better way be to leave the stats alone, and only target the luck elements they cause? Get it - removing luck ≠ removing crit/accuracy/evasion stats. They're different things.
I'm going to bring up a possible solution that I mentioned previously. For a typical move, the chance of crit is 6.25%. To remove luck caused by the crit (without removing the critRatio stat), adjust its damage output to the theoretical average:
power output = (BP * 0.9375) + (BP * 0.0625 * 1.5)
Simple. It's almost like to how you applied accuracy to base power. For a Super Luck mon, this becomes
(BP * 0.875) + (BP * 0.125 * 1.5). For a Sniper mon holding Razor Claw using a 90% accurate move,
((BP * 0.875) + (BP * 0.125 * 2.25)) * 0.9. Basically:
[ (BP * (1 - ChanceOfCrit)) + (BP * ChanceOfCrit * CritMultiplier) ] * CapTo1(Accuracy)
All this needs is a slight tweak to the damage formula. It would bypass the massive mechanics and BP overhaul you currently have.