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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.
Those are all weapon abilities, not armor.
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.
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.
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).
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.
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.
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.
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.
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"
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.
I don't understand that logic. How exactly does it affect other people?
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.
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.
"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.
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.
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).
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.
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.