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I won't go into detail here, there are already tons of guides out there and several threads here in the forum. Use the search function.
There are 828 total nodes in the Standard Sphere Grid, and 77 of those are Abilities/Spells/etcetera. That leaves 751 total nodes to play around with. The above numbers will completely max out (255 per character) all stats, provide 999 MP for all characters, and provide between 67,860 and 68,530 HP (depending on the character - Rikku has the low number, and Auron has the high number) for all characters.
A "perfect" setup would take that into account, I'd say, while a "maximum stats" setup wouldn't care and just go for the mathematics.
What Hinnyuu said is correct. What I gave you was a subjective approach to "max stats". For myself, I want all of the stats to reflect 255. Not because that's better, but because that's my OCD. In all reality I believe (and I could be wrong) that Luck is pointless over... 230? Something around that. And once you have Luck at 230 (or whatever the similar number is) then your Accuracy and Evasion don't need to be maxed. Or something to that effect. This guide here[gamefaqs.gamespot.com] will probably give you more than everything that you need to know regarding stat maxing. It's old, but it should still be valid since they didn't change the way stats function in the Final Fantasy X|X-2 HD Remaster. Just make sure you're looking for the International version as that's what the remaster is based on.
Also, don't listen to anything ^this^ guy says, even if what he says is correct. He's a serious troll who exists only to tell people how right he is, and how much he knows about Final Fantasy X. Not to be helpful, but to shove it in people's faces how ignorant they are, and how great he is. Just a helpful factoid to new people to the Final Fantasy X forums on Steam.
The minimum chance to hit without being in Darkness status is 25%; Darkness is a flat 10% chance, overriding all stats except Luck.
In terms of pure Evasion, at 255 Accuracy you can hit anything that is 103 Evasion or lower at 100%; after that, it drops precipitously (not a linear scale) and anything with 111 Evasion or more is already at the minimum 25% hit chance.
The two enemies for which this is most relevant are Dark Mindy (240 Evasion) and Penance's arms (120 Evasion, respectively). Most other enemies in the game actually have very little or almost no Evasion - even Dark Yojimbo only has 1 Evasion.
Where it all becomes complicated is when Luck enters the equation. Basically, Luck gives a flat % boost point-for-point for all Luck you have MORE THAN THE ENEMY DOES. I.e. if you had 100 Luck and the Enemy had 90 Luck, you'd be 10 points ahead and your chance to hit would be +10 percentage points (i.e. additive, so at the minimum 25% it would be 35%). Similarly, if the enemy luck is higher that number is negative, and you'd hit them LESS.
Luck is why Dark Yojimbo is difficult to hit despite having 1 Evasion, as it also has 114 Luck. Dark Mindy's 240 Evasion is further bolstered by her 130 Luck, making her the single hardest enemy to hit in the game (Penance's arms only have 10 Luck).
What this means is that there's a complicated interrelationship between Accuracy and Luck as to where the "cap" is for either; however, it also means that because Dark Mindy is so far out there, using her as the benchmark can give a real threshold for hit values: since 25% is the lowest hit chance, and you're at that level against her even with 255 Accuracy, you need 75% extra from Luck - in other words, you need 75 more Luck than her 130 Luck, which is 205 Luck to hit her every time.
Luck also increases critical strike chance, though, and is - again - based on the difference between your Luck and the enemy's. Most weapons give a base 3% crit chance to start with (there's some outliers but they're largely irrelevant because CWs are the only weapons that ignore Defense and they all have 3%), which means you need 97% crit from Luck to have a critical hit with every attack - i.e. 227 Luck to crit Dark Mindy.
Now, of course you don't NEED to crit with every attack to deal 99,999 damage... but that just makes it even MORE complicated.
For most intents and purposes, 205 Luck to hit Dark Mindy 100% of the time is effectively the cap. You can shift around some between Accuracy and Luck, but given that Accuracy is VASTLY easier to farm I don't see why anyone would ever want to.
Yes but I have to say that it got really boring. Don't know how many.
is it worth it? Absolutely not. It is just that would be the highest you can get with the least number of spheres used - so you could uselessly increase your HP :P
Also - haven't found it in any guides, but the Overdrivemode "Warrior" - it scales with expected damage vs damage dealt - it might actually be worth it to Not have max attack but a bit lower. With crits and celestial weapons you will still do 99.999 dmg but gain more OD from attacking, but would have to test it against the strong enemies at the end to be sure.
(It was really noticeable the last time i played - with lower attack i got way more OD against the arena bosses then when Attack was maxed out)
I just want to make sure: You are saying here that if you your chances were higher than the minimum before luck was factored into the equation, it would then decrease down to, at max, the minimum 25% (terrible phrasing, I know =^p).
Or is it that the minimum hit chance is normally 25%, but with the addition of luck, it can decrease below that? Could you have a zero% chance to hit an enemy with a normal attack? If I had to bet, I wouldn't bet on this being the case, for clarification. It's just that for a split second I was able to interpret your statement this way due my brain being silly and due to you choosing to start at the minimum 25% for the increasing part of your example (25% to 35%). Which made me think it might be possible that you can then start at the minimum 25% for the decreasing chance part and thus go below 25%. So out of genuine curiosity, I wanted to make sure. Like I said, I don't really think this is what you meant, since you probably would have clarified that more and also that first statement about the minimum chance and darkness sounds like a very absolute, universal/general statement. But still, might as well as make sure.
Though regardless, the chance of hitting an enemy will never be zero, due to the bare minimum 3% crit chance, at least?
You can have 255 accuracy and the enemy 0 Evasion - that would give an intermediate result of 100.
Now if you have say 30 Luck and the enemy has 130 (Dark mindy) it would decrease down to 0.
They are absolutes BEFORE Luck is taken into consideration - aka no matter your stats or conditions, your chance to hit will be exactly 10% with Darkness, and at least 25% otherwise. BUT Luck comes after that, is not affected by any limits and can make you miss 100% of the time - as well as always hitting even while having darkness.
No?
No!
Absolutely not.
That is the chance to deal critical (double) damage when acutally hitting the enemy, it got nothing to do with your chance of landing an attack at all.
You can have 100% hit chance and still 0% crit.
The 3% just means you have a 3% higher chance of dealing critical damage then what you'd expect form purely looking at the characters and enemies luck.
Thanks for letting me know! Glad I made sure.
Ah okay. I remember reading a looooong time ago something about how critical hits never miss. If by a certain %chance you "roll" a crit, it is a guaranteed hit. But I could have just been misunderstanding what was being said (they could have just been stating something obvious- that you can only get a crit if it is an attack that hits, and therefore, if it was a crit, that means necessarily it was an attack that hit and therefore "crits never miss." Which would be silly to say, but yeah), or they were just wrong.
Either way, thanks for letting me know again.
So from what you're saying here, you'll never have a zero% chance of achieving a critical hit (given that you have a chance to land a hit at all), because the users luck vs enemies luck gets applied, and even if the result is zero, the 3% weapon crit chance still applies AFTER the fact? Or can it go negative, and then the game remembers that value and then if the 3% chance isn't enough to push that negative value into positive, it still counts as a 0% chance? Going to go for a bet again (because it's fun) and guess that it is the former rather than later.
Not that it really matters in practice, critical hits are largely irrelevant in the decision-making process.
technically speaking , do you even need 999 mp ? or would something like 500-700 be enough ?
The problem with this question is that the definition of "perfect stats" is subjective. For example, I consider perfect stats to be 255 for normal stats (strength, defense, etcetera) for all characters, 999 MP for all characters, and then as high as you can go with HP for all characters (this is variable as characters have different base HP). Depending on your definition you could say that MP isn't even necessary and stick with only base MP (although I don't know why anyone would want to do that).