![]() Maximum stats for the Standard Sphere Grid: This is where your value judgment comes in: would I rather have 9999 HP so I can make everyone do normal damage and have an easier time healing, or would I rather have absurd amounts of HP to survive an attack that the boss does relatively infrequently, given that I can just cast Auto-Life? Auron is an exception: he does the most damage at or below 25% HP. This is somewhat important if you want to actually deal 99999 damage to the bosses in the arena. Most of the Legendary Weapons scale their damage with Strength (as normal), but do additional damage based on how much HP or MP you have out of your total. If you don't max out any of these stats, you can reach 99999 HP. If you max out on Strength, Defense, Agility, Magic, Magic Defense, and Luck, you'll wind up with a little over 55000 HP. If you want to craft Break HP Limit onto your armors, you need 30 Wings to Discovery, which is dropped by Shinryu, the 7th Original Creation. You can reach 9999 HP rather easily, but going beyond that is a value judgment. That will dramatically lower your damage per turn, on top of the additional crafting you have to do (Break Damage Limit, etc). 1 MP Cost is an ability that you can craft, but it's onto weapons, which means you won't be using the Legendary Weapons for Tidus, Auron, KImahri, Rikku, or Wakka. I will erase the MP nodes, there is an item that allow you to pay 0 MP for everything. > I think there is enough room almost everything (I remember I maxed up all the stats in the PS2 game). ![]() You can still replace +200 HP nodes with +300s (again, real-estate). The common wisdom is that 9999 HP is fine, and you craft armor with Auto-Haste/Protect/Shell and Auto-Phoenix to easy-mode Arena bosses. You can then replace every non-plus-4 Strength, Magic, Defense, Magic Defense, and Agility to reach max on either grid. The catch is that you need 255 Luck this might save you some nodes due to the lack of Expert Grid real-restate (or cause you a lot of headaches). If you're a true min-maxer and not some casual scrub, then you only need between base and 50 Evasion and a little over 100 Accuracy to dodge or hit everything that is not automatic. Gagazet, which is about 70% of the way through the story. This is how you continue to improve Kimahri after using 1s or 2s other characters start completely new sections with 3s and 4s. ![]() You can force characters off of the intended path by using Key Spheres on Locks. You can complete the intended area and start a new path (around levels 60-70) for everyone except Kimahri, who finishes at level 30 with balanced stats. It's very difficult to stray off of the intended paths because of the Lock Nodes that need Key Spheres. Tidus/Wakka/Auron are autoattackers, Lulu is a Black Mage, Yuna is a White Mage/Summoner, Rikku is a Thief. The game intends for you to play each character following a progression model that is pre-determined. The Standard Grid has everyone start at a different spot. The trade-off is that there are less nodes total, so if you want to customize your whole Grid, you're doing yourself a long-term disservice by having fewer nodes. From here, you can play any character how you'd like, right away. The Expert Grid has all of the characters start in about the same spot. Much more difficult for some forms of color-blindness. Now, is there any difference with the normal one? Because I really cant see any. I'm halfway to beat FFX and I started using the Expert sphere grid.
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