Related:
http://slickproductions.org/forum/index.php?topic=86.0To expand on my original thought...
Both the SNES and GBA versions of this game do factor in hit rate AND evade when it comes to status inflictions.
My current guess that it operates similarly to the solo multiplier for spells..
1) The hit rate of the attacker is used for comparison, unaffected by hit rate modification such as the back row and blind status... but will be using the level hit rate bonus though...
2) The evade rate of the target.. most enemies (except for 2) have no evasion.. but when status attacks are inflicted onto characters (either by other characters or by the monsters), this is a factor.
For the SNES version only, there's a preceding factor (before the standard checks are made)
The Agility of the attacker and target is a critical factor. Every wonder why those monsters on the moon that dish poison become less effective? When you gain Agility, the chances to be inflicted by a status attack lessens.
A better example is for the opposite.. in JCE's hack, the ????? monster (it's a White Gargoyle) is difficult to inflict weapon statuses against. The monster has a high Agility stat.. the chances to inflict the status is very low.
If you want to test this out, I suggest using the Slumber Sword, as it primarily exhibits this behavior...
This also explains why it is difficult to inflict statuses against yourself.. because the Agility of the attacker and target are the same... it almost resembles the Steal/Sneak algo....