So essentially stat% is how much the character's stats (core stat damage) buff the armor's ability (BR%) to buff the weapon's BR?
Melee% is the probability distribution of damage (I assume based off of the 10 turn model) that dictates whether an armor will do alot of its damage all at once but rarely, little damage often, or more or less even distribution throughout all attacks and turns? But if lucky strikes already have a cap of 10% chance regardless of LUK (unless LUK stat is 0 or lucky strike frequency modifying gear), how can there potentially be an armor that (assuming it only does one hit) does 255% damage 75% of the time and therefore 75% damage 25% of the time? Or is this impossible?
So to increase damage of a lucky strike you can either increase the LUK itself or increase the stat%, or both? And if you wanted an armor that did very weak attacks but nuke-like direct damage from lucky strikes going off of a weapon with the base of 15, an armor's BR% being low like 200 (to focus on the effects of LUK), therefore making the weapon's base 30, and the monster's elemental resistance 100%. Once would need:
stat% low (100%)-->39,000 LUK minimum
stat% mid? (23,000)-->aprox. 1,200 LUK
stat% high (45,000%)-->250 LUK minimum