@Domingorules: Normally it is no problem, but back then I was a notorious power-leveler and RNG-abuser, therefore my team members had forbiddenly high stats
In a regular battle it makes no difference, but in certain battles of the 3rd scenario you have battles where you are confronted with 3-4 member groups of the same enemy, and in this cases it can become an issue (when you were overconfident and split the force).
The AI starts to act different on higher difficulties, but as far as I could remember the in-depth analysis in the forum, this is based on the higher ATT stat, as things like having the chance to get a kill changes the decision making of the AI and therefore they will become more aggressive under certain circumstances.
Yeah, status ailments are finally usable in SF III, not only because of the AGL, but also because of the much higher success chance. At certain chapters of the latter 2 scenarios I even find it kind of overpowered, when you have access tu multiple sleep user's and the most enemys have an average luck stat from 2 to 3.
@ZethaPonderer: Maybe we expressed ourselves a little bit misunderstandable. For most parts of the game and without any intentional manipulation (see my previous post), the influence of the AGL stat is of course not that big, but compared to SF I and SF II where it was almost completely ignorable, it is a step forward. In SF II it could even happen that your characters skipped their turns when the AGL was to high and you used boost *horrible*
In a regular playthrough the only point where you should keep the AGL stat in mind are some of the later thief-ruins, as they become more tricky from chapter to chapter and scenario to scenario. Sometimes it can happen that in a ruin where you cannot block the thieves movement, he gets the item you want under all circumstances (a great rod or a unique very powerful weapon for Julian) in the second to last turn but he is out of your range in this turn and he will exit the ruin in the next turn. Then it will help a lot that you can increase your AGL to outspeed the thief and hence can make sure you will have the chance to get the item in the last turn.
I am not that enthusiastic about the idea to combine AGL & crit stat, of course it would increase the impact of the AGL stat, but it would destroy the great balance between the classes that SF III has.
I prefer the recent crit system (all have the same chances and the chance increases with higher weapon skill level). Making it AGL based would end up like a remix of SF II system, where it was all class dependent (in SF III all members of the same class have comparable AGL). It also would cripple most fighter classes like warriors or archers compared to the already mega-powerful mage classes.
Therefore I would propose to combine the AGL stat with the counter stat, the overall impact would be lower, but it would make sense, as a very agile person can react and initiate the counter while the enemy approaches. Combining it with evasion would also possible, but that could also became unbalanced very fast.
But I agree that combining it with another stat would be a breath of fresh air