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Ha... ha ha.... hahaha...
That's funny. No, I meant SERIOUS grid maxing. The sort where you clear sphere everything and replace them with +4 spheres. The kind that you use Don Tonberry to achieve.
20 Strength Sphere
30 Defense Sphere
27 Magic Sphere
32 Magic Defense Sphere
55 Luck Sphere
(No clear spheres. This will leave you 80 nodes for 24000 hp if that's your thing)
More HP doesn't give any benefit in this game becasue every attack kills you in one hit regardless of health, or can be reduced to less than 9999 with max defence.
Well, think about it.
255 is the max
255 / 4 = 63.75
So 64 - however many +4 stats are already on the board.
Then Clear every single MP sphere and throw on a +40. You'll need 24 of those.
Fill the rest in with HP spheres.
Don't forget to mention that characters want 0 accuracy, 230 luck, and 60 evasion (again, taking into account base stats). Thats 0 accuracy spheres, 14 +4 evasions, and 54 +4 lucks. (this helps save space, it's necessary for 99,999 HP). This is enough to always crit and always dodge when applicable.
Er... Why would you want 0 accuracy?
If you have 230 luck, you can't miss so accuracy is redundant.
Or can they just grind forever?
(sorry, I answered lots more than you asked)
- Even at 255 defense, some attacks still do 99999 damage
- Healing options are limited over 9999 HP (Drain is better than Curaga!)
- For attacks that do 20k or 30k damage, like Dark Yojimbo's or Penance's, you can apply Protect and cast Cheer 5 times (Rikku's Ultra NulAll overdrive does this automatically) to bring the damage down to 6,000