FINAL FANTASY X/X-2 HD Remaster

FINAL FANTASY X/X-2 HD Remaster

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Weapon/Armor Customizations
Hey there, been playing FFX since release and finally feel like doing a completionist file. I already have all the Celestial Weapons but I would also like to build a set of conditionally better weapons. So far I have it planned out as such:

Lulu/Yuna: One MP/Magic Booster/BDL/First Strike (my casters/ambush breakers)
Rikku: Gillionaire/BDL/E&C/Pierce
Tidus/Wakka: BDL/E&C/Piercing/Triple OD (Multi-hit OD's)
Auron/Kimarhi: BDL/E&C/Piercing/str+20% (Single-hitters)

Everyone has a Triple OD/ Triple AP/ OD>AP Weapon

Everyone has a "Celestial Armor"

Auron: BHPL/Ribbon/Auto-Phoenix/Auto-Haste (BHPL to maximize Masamune)
Rikku: Master Thief/Auto-Haste/Auto-Protect/Auto-Phoenix
Everone Else: Auto-Haste/Auto-Protect/Auto-Phoenix/Auto-Potion

My biggest questions are:
1) is +20%str even worth it? I considered First Strike/Sensor/orTriple OD as alternatives
2) is Piercing even worth it given Armor Break/ Banishing Blade?
3) is One MP even worth it given no Celestial Weapon bonus for high MP?
4) maybe an Initiative character is worth it since First Strike doesnt effect Pre-emptive strikes
5) Should I have at least one auto-med, or just let them die and let Auto-phoenix/Auto-Potion deal with them?

I've read tons of Forum posts on the matter, but lots of data is old or for NTSC versions of the game. I think you can see I did my research, but any more insight would be really helpful!
Last edited by ~\\Savarast//~; Jan 18, 2019 @ 1:36pm
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Showing 1-7 of 7 comments
Hinnyuu Jan 18, 2019 @ 12:55pm 
Originally posted by ~\\Savarast//~:
I already have all the Celestial Weapons but I would also like to build a set of conditionally better weapons.
The only way customized weapons can ever be better than celestial weapons is if you're exclusively using magic. Because the defense-ignoring special properties of CWs cannot be customized in any way, CWs remain VASTLY superior whenever you are attacking. It doesn't matter what else you customize on them, if you're hitting that much lower because of enemy defense it is no contest.

Magic does not have the same benefit from CWs, but magic is generally not very good at endgame. Even with Double Cast, magic simply is not powerful enough against single targets to compete with Quick Hit attacks. The only fight where magic has an advantage (that is, not counting fights where enemies are immune to physical damage to begin with) is if you are fighting all 3 Magus Sisters at the same time - something you a) don't have to do; and b) can still easily beat with attacks without having to spend 30 hours making the required weapons and grinding out 255 MAG.

Originally posted by ~\\Savarast//~:
Everyone has a Triple OD/ Triple AP/ OD>AP armor
Those are all weapon abilities, not armor.

Originally posted by ~\\Savarast//~:
Auron: BHPL/Ribbon/Auto-Phoenix/Auto-Haste (BHPL to maximize Masamune)
That's fairly pointless, as the 99,999 damage cap means Auron will hit for maximum even at 100% HP once his stats are maxed.

Originally posted by ~\\Savarast//~:
Everone Else: Auto-Haste/Auto-Protect/Auto-Phoenix/Auto-Potion
This is not optimal, as Auto-Phoenix and Auto-Potion are largely redundant, and you are missing protection against the one status effect that's actually dangerous: petrify. Several endgame bosses feature that status, and an attack that causes petrify will shatter the character on death, permanently removing them from the fight. That's a big deal.

There's actually two optimal armors:

Auto-Haste/Auto-Phoenix/Auto-Protect/Stoneproof for all Dark Aeons and Fiend Arena bosses.

Auto-Haste/Auto-Potion/Auto-Protect/Defense+20% for Penance, since you never die there if you do it correctly.

Originally posted by ~\\Savarast//~:
My biggest questions are:
1) is +20%str even worth it? I considered First Strike/Sensor/orTriple OD as alternatives
Even with +20% STR you lose too much damage attacking with non-CW weapons. That being said, it'll probably be the best out of the other options, since none of them are really all that relevant. Things like counter or Triple Overdrive are marginal for most fights, since you attack so much more often than enemies and most overdrives are either useless or very specific use (Attack Reels being the exception).

Originally posted by ~\\Savarast//~:
2) is Piercing even worth it given Armor Break/ Banishing Blade?
No. Any enemy that can be armor-broken you can just use the right bomb or Banishing Blade to do it. And that will help the entire party.

Originally posted by ~\\Savarast//~:
3) is One MP even worth it given no Celestial Weapon bonus for high MP?
Lulu and Yuna do scale with max MP on their CWs. One MP is actually among the most useful abilities, simply because Quick Hit costs a decent chunk of MP. It's rare that you will ever run out in a fight, but it's not like there's much else to use. On the longest fights (e.g. Penance) you can just use Three Stars, though, so it's not SUPER relevant by any means.

Originally posted by ~\\Savarast//~:
4) maybe an Initiative character is worth it since First Strike doesnt effect Pre-emptive strikes
No relevant fight can even be a preemptive strike, so that's useless. What do you care if you ambush an enemy that dies in one hit.

Originally posted by ~\\Savarast//~:
5) Should I have at least one auto-med, or just let them die and let Auto-phoenix/Auto-Potion deal with them?
Auto-Med is pretty much useless at endgame. The only status that matters is petrify, and if that kills you and you're shattered, Auto-Med won't apply anyway. All the other statuses can either be ignored, or can't be cured by Auto-Med anyway (e.g. armor break).

I get that you are going for "completionist", but that is a very subjective term. Otherwise you'd have to do things like get every possible combination of every possible customization on every possible weapon, and things of that sort; the moment you decide to draw a line, it becomes negotiable. And I think you have a lot of choices listed there that I would negotiate away very quickly.
~\\Savarast//~ Jan 18, 2019 @ 1:24pm 
Whoops, yeah the OD>AP is weapon XD

TBH, I more mean "completionist" in that I'd have beaten all bosses/ grid optimized/ Celestial Weapons/ "Celestial" Armors. My original reasoning was that because many Celestial Weapons have wasted customized slots that maybe there would be a customized weapon that might if not deal more damage, have more utility.

Are there many enemies who can petrify/attack before Auto-med would pop off? I figure that would require two consecutive turns no (unless underwater)?

As for Auron, I know its not the most optimized, but I figured with BHL and Ribbon He'd effectively null the need for everyone else to need the optimized armors you posted (-Auto-Haste/Auto-Phoenix/Auto-Protect/Stoneproof
-Auto-Haste/Auto-Potion/Auto-Protect/Defense+20%). Also, I took into consideration the time/effort to build up to max stats to allow for max damage with him a bit earlier. I'm not saying I'm efficient, I always keep all characters at roughly the same level and I also made the choice based a bit on story. I mean, hes an undead warrior and his weapon is based on being damaged so I felt BHPL/Ribbon would suit.

As for why I stacked Auto- Potion/Pheonix it was to keep everyone at max HP for Max damage with their CW's, but now that I look at it if I have max STR I CANNOT deal less than max damage even with 4999hp... BUT I haven't put in the auto-potion on any yet so PHEW

Either way what you've told me has been helpful, if only to really say theres nothing better than the CW's and the two truly optimized armors. Thanks for taking the time to really break down my ideas/concerns succinctly. I guess I might just do OD>AP and CW's rather than building another for no reason. Might take the time to farm for Ribbons instead of Stoneproof though just because it feels more like something for a "Celestial Armor"

Last edited by ~\\Savarast//~; Jan 18, 2019 @ 1:37pm
Hinnyuu Jan 18, 2019 @ 3:19pm 
Originally posted by ~\\Savarast//~:
My original reasoning was that because many Celestial Weapons have wasted customized slots that maybe there would be a customized weapon that might if not deal more damage, have more utility.
Utility in this game is VASTLY overrated. Endgame consists almost entirely of spamming Quick Hit, with maybe an Ultra NulAll or a Banishing Blade to start things off. FFX endgame is much more about gear and stat optimization than it is about combat strategy. No utility is worth the damage loss from not using a Celestial Weapon; depending on who you're fighting, you could lose ~60% damage or more, which is absolutely MASSIVE.

Originally posted by ~\\Savarast//~:
Are there many enemies who can petrify/attack before Auto-med would pop off? I figure that would require two consecutive turns no (unless underwater)?
There aren't many, but those where it matters are serious fights where you do not want to lose party members permanently. Several Dark Aeons can do it, for example. What's even more important, though, is that all the OTHER statuses that Auto-Med could cure are just irrelevant.

Originally posted by ~\\Savarast//~:
As for Auron, I know its not the most optimized, but I figured with BHL and Ribbon He'd effectively null the need for everyone else to need the optimized armors you posted (-Auto-Haste/Auto-Phoenix/Auto-Protect/Stoneproof
-Auto-Haste/Auto-Potion/Auto-Protect/Defense+20%).
I don't understand that logic. How exactly does it affect other people?

Originally posted by ~\\Savarast//~:
Also, I took into consideration the time/effort to build up to max stats to allow for max damage with him a bit earlier.
But why do you need BHPL for that? The scaling factor on CWs is percentage-based, it doesn't really matter a lot how much max HP he has, it just matters what percentage he is at currently. And if you really want to max out Auron's scaling (which *is* a good strategy during early endgame, to be sure) just leave him at 1 HP forever. He'll do max damage that way at pretty much any max HP, due to rounding.
Not to mention it's ludicrously easier to grind STR than it is to grind HP in the first place.

Originally posted by ~\\Savarast//~:
I guess I might just do OD>AP and CW's rather than building another for no reason. Might take the time to farm for Ribbons instead of Stoneproof though just because it feels more like something for a "Celestial Armor"
That's fine, if you don't mind the absurd time it takes to get Ribbons for everyone. You get two essentially for free - one from the x99 Dark Matter capture reward, and one from grinding out x99 Dark Matters during your stat grind (which is likely to happen, or near enough). The others will take time, time, time.
Casurin (Banned) Jan 18, 2019 @ 11:49pm 
Also - for the "best" armor you do NOT want to make it from the 4xfree armors but based on monsterfarm-drops.
"Malboro Menace, Jormungand, Don Tonberry, Catoblepas, Fenrir, Sleep Sprout, Earth Eater, Greater Sphere, Catastrophe, Th'uban, Ultima Buster, Shinryu, and Nemesis"
Normal equipment has a 3% crit bonus, but the items dropped by these here has a 6% bonus (and for Penance it would be 10%). Tiny diference but with that you can have your luck a bit lower and still get 100% crit.
Hinnyuu Jan 19, 2019 @ 12:09am 
Originally posted by Casurin:
Also - for the "best" armor you do NOT want to make it from the 4xfree armors but based on monsterfarm-drops.
"Malboro Menace, Jormungand, Don Tonberry, Catoblepas, Fenrir, Sleep Sprout, Earth Eater, Greater Sphere, Catastrophe, Th'uban, Ultima Buster, Shinryu, and Nemesis"
Normal equipment has a 3% crit bonus, but the items dropped by these here has a 6% bonus (and for Penance it would be 10%). Tiny diference but with that you can have your luck a bit lower and still get 100% crit.
This is true, however it can be very, very, very difficult to get them to drop the right armor you need.

And a completionist run, I would assume, would max out Luck on all characters anyway, so it wouldn't matter.

Not to mention that even if you don't, it's probably faster to grind out enough Luck to make up for those extra % than it is to get the right 4-slot armor to drop for every character.
~\\Savarast//~ Jan 19, 2019 @ 8:15am 
@Hinnyuu: My original logic was that if Auron could BHPL and have Ribbon, so long as he was in party when a party wipe skill was used he'd be able to raise the other two who died. I probably didn't/don't need that, but when I was first starting the Monster Arena it really did help. As for its damage boost, I figured being at 4999hp as opposed to 49999hp while giving the same bonus, at 49999hp I'd likely be able to at least survive another few attacks before falling.

Worst case scenario I could rebuild his armor, but his is the -only- one I actually finished early since Masamune has First Strike and Auron was on field throughout the Omega Ruins.

To be clear, I've beaten this game way too many times, but its the first time I really had the option to play the International version so with the Dark Aeons and everything I was motivated to try to complete all the other stuff. But i'm still coming from the mindset of building/using low-mid power characters as opposed to seeing it from a max/high power ones.

I actually started grinding some Dark Matter from Juggernaut since I'm about to unlock the creation that gives 99Dark Matter and I don't want to waste the 60 I have. I don't really mind the grinding tbh especially since you can speed up the game which is a godsend imho.

Auto-med was really only a toss-away idea since I really just thought letting them die and using PD was the better choice. I'm going to build it with Ribbon now since your logic is spot on, even if it'll take just a little more time (LOL). Maybe I'll do 3xribbon and 3xDef 20% instead of building two different sets, but I know some end-game fights really have some characters which are effectively mandatory (Wakka OD, Tidus OD, Rikku OD, Yuna Summons) but I like getting everyone in on each battle regardless.

@Casurin

I did know about the crit% but I decided against it just on the basis that its an "invisible" bonus PLUS if I was going to do that I'd want the 10% ones from Penance. Speaking of which, can you farm him to get those multiple times? It would be cool, but also insane since i'd have to rebuild the armors again x_x

In terms of Luck, I didn't really know why 130 was the "cap" but I did read why 170 is the cap on Agi. Correct me if I'm wrong but the stats are 255 everything else, 170AGI (capped due to max turns you can take), and 130LCK (capped due to 100% crit rate).


Hinnyuu Jan 19, 2019 @ 10:54am 
Originally posted by ~\\Savarast//~:
@Hinnyuu: My original logic was that if Auron could BHPL and have Ribbon, so long as he was in party when a party wipe skill was used he'd be able to raise the other two who died.
That doesn't make much sense, though. Most attacks you face can either be reduced to below 9,999, or they will hit for enough to kill someone even with BHPL. There's very, very few relevant attacks (if any) that hit in the "middle area" of above 9,999 but below 99,999. That's why BHPL is a fairly pointless mod to use, and quite inefficient, too.

Originally posted by ~\\Savarast//~:
I actually started grinding some Dark Matter from Juggernaut since I'm about to unlock the creation that gives 99Dark Matter and I don't want to waste the 60 I have.
That's a reasonable argument. Personally, I capture x10 of everything before I even start grinding for that very reason. But if you already have that many DMs it would be stupid to waste them, I absolutely agree.

Originally posted by ~\\Savarast//~:
In terms of Luck, I didn't really know why 130 was the "cap" but I did read why 170 is the cap on Agi. Correct me if I'm wrong but the stats are 255 everything else, 170AGI (capped due to max turns you can take), and 130LCK (capped due to 100% crit rate).
Yes, 170 AGI is an effective soft-cap, as that is when you stop gaining additional turns in a fight. AGI beyond that only helps in determining who gets the very first turn, but since you should always be starting a fight with a First Strike weapon user in the front line that is entirely irrelevant.

As for LCK, it is not actually capped at 130. It's generally RECOMMENDED to get around 130 LCK simply because that will allow you a good enough hit rate against Penance and Dark Mindy, the two enemies with the most evasion in the game.

Crit rate is also determined by enemy LCK: crit % = playerLCK - enemyLCK. Since Dark Mindy has the highest LCK in the game (130), you need 230 LCK to critically hit her with everything (230-130 = 100%).

Equipment dropped from certain mobs could reduce that requirement a little, but as I said, it's much easier to just grind out some extra LCK than it is to wait for the right 1 mod + 3 empty slots armor to drop for each character.

Note: afaik Overdrives don't take gear into account, so their crit chance is calculated purely based on LCK anyway.
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Date Posted: Jan 18, 2019 @ 12:11pm
Posts: 7