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  1. #321
    Rainbow Dash was here,
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    Went to Omega's Wakka did 14463 Tidus did 50333

  2. #322
    Rainbow Dash was here,
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    Rikku's doing 1505

  3. #323
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    Do you grind in the hunter's area? Also, the magus sisters do the most damage.

  4. #324
    Chram
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    Quote Originally Posted by #686578 View Post
    Okay so I'm finally near the end and I'm grinding for end game, dark aeons, omega, etc

    I'm trying to design the perfect piece of armor and for some reason the perfect combo just eludes me

    I'm thinking auto-haste, auto-phoenix, HP+20%, HP+20% for the four slots

    Spoiler: show

    Ability: [Fire Ward]
    Effect: Halves fire damage by physical or magical attacks.
    Requires: Bomb Fragment x4
    Rating: 3/5 stars - effective against Fire-elemental fiends.

    Ability: [Fireproof]
    Effect: Nullifies fire damage by physical or magical attacks.
    Requires: Bomb Core x8
    Rating: 4/5 stars -effective against Fire-elemental fiends.

    Ability: [Fire Eater]
    Effect: Absorbs fire damage by physical or magical attacks as HP.
    Requires: Fire Gem x20
    Rating: 5/5 stars - effective against Fire-elemental fiends.

    Ability: [Lightning Ward]
    Effect: Halves thunder damage by physical or magical attacks.
    Requires: Electro Marble x4
    Rating: 3/5 stars - effective against Thunder-elemental fiends.

    Ability: [Lightningproof]
    Effect: Nullifies thunder damage by physical or magical attacks.
    Requires: Lightning Marble x8
    Rating: 4/5 stars - effective against Thunder-elemental fiends.

    Ability: [Lightning Eater]
    Effect: Absorbs thunder damage by physical or magical attacks as HP.
    Requires: Lightning Gem x20
    Rating: 5/5 stars - effective against Thunder-elemental fiends.

    Ability: [Water Ward]
    Effect: Halves water damage by physical or magical attacks.
    Requires: Fish Scale x4
    Rating: 3/5 stars - effective against Water-elemental fiends.

    Ability: [Waterproof]
    Effect: Nullifies water damage by physical or magical attacks.
    Requires: Dragon Scale x8
    Rating: 4/5 stars - effective against Water-elemental fiends.

    Ability: [Water Eater]
    Effect: Absorbs water damage by physical or magical attacks as HP.
    Requires: Water Gem x20
    Rating: 5/5 stars - effective against Water-elemental fiends.

    Ability: [Ice Ward]
    Effect: Halves ice damage by physical or magical attacks.
    Requires: Antarctic Wind x4
    Rating: 3/5 stars - effective against Ice-elemental fiends.

    Ability: [Iceproof]
    Effect: Nullifies ice damage by physical or magical attacks.
    Requires: Arctic Wind x8
    Rating: 4/5 stars - effective against Ice-elemental fiends.

    Ability: [Ice Eater]
    Effect: Absorbs ice damage by physical or magical attacks as HP.
    Requires: Ice Gem x20
    Rating: 5/5 stars - effective against Ice-elemental fiends.

    Ability: [Dark Ward]
    Effect: Occasionally protects against Dark status.
    Requires: Eyedrops x40
    Rating: 2/5 stars - helpful to have on your primary attackers’ armor, although unpredictable.

    Ability: [Darkproof]
    Effect: Always protects against Dark status.
    Requires: Smoke Bomb x20
    Rating: 3/5 stars - helpful until you have enough Remedy items to make [Auto-Med] armor.

    Ability: [Silence Ward]
    Effect: Occasionally protects against Silence status.
    Requires: Echo Screen x30
    Rating: 2/5 stars - helpful to have on your mages’ armor, although unpredictable. Very few fiends inflict Silence status.

    Ability: [Silenceproof]
    Effect: Always protects against Silence status.
    Requires: Silence Grenade x10
    Rating: 3/5 stars - helpful to have on your mages’ armor. By the time you engage fiends whom you can obtain Silence Grenades from to make this auto-ability, however, you probably have enough Remedy items to make [Auto-Med] instead.

    Ability: [Sleep Ward]
    Effect: Occasionally protects against Sleep status.
    Requires: Sleeping Powder x6
    Rating: 1/5 stars - near worthless. Fewer fiends inflict sleep than you can count on one hand, and this auto-ability is so unpredictable, it just wastes a slot.

    Ability: [Sleepproof]
    Effect: Always protects against Sleep status.
    Requires: Dream Powder x8
    Rating: 2/5 stars - still nearly worthless, but the fact that it always protects against sleep status makes it better than [Sleep Ward].

    Ability: [Poison Ward]
    Effect: Occasionally protects against Poison status.
    Requires: Antidote x40
    Rating: 3/5 stars - quite useful throughout the game, although unpredictable.

    Ability: [Poisonproof]
    Effect: Always protects against Poison status.
    Requires: Poison Fang x12
    Rating: 4/5 stars - extremely useful. More fiends have poisoning attacks than any other kind of status ailment.

    Ability: [Stone Ward]
    Effect: Occasionally protects against Petrify status.
    Requires: Soft x30
    Rating: 3/5 stars - fiends that inflict Petrify status tend to do so to your whole party at once, so having this in several characters’ armor will mean the difference between a victorious battle, and a Game Over, despite its unpredictability.

    Ability: [Stoneproof]
    Effect: Always protects against Petrify status.
    Requires: Petrify Grenade x20
    Rating: 4/5 stars - fiends that inflict Petrify status tend to do so to your whole party at once, so having this in several characters’ armor will mean the difference between a victorious battle, and a Game Over.

    Ability: [Death Ward]
    Effect: Occasionally protects against instant death status.
    Requires: Farplane Shadow x15
    Rating: 2/5 stars - fairly helpful, although unpredictable. Fiends that use instant death are few and far between, but the ones who do are quite nasty.

    Ability: [Deathproof]
    Effect: Always protects against instant death status.
    Requires: Farplane Wind x60
    Rating: 3/5 stars - useful and necessary in exactly one boss battle late in the game, otherwise, by the time you’ve obtained enough Farplane Winds to make [Deathproof], you’re probably highly leveled, and therefore strong enough to take out fiends who use Doom before the counter winds down to 0.

    Ability: [Zombie Ward]
    Effect: Occasionally protects against Zombie status.
    Requires: Holy Water x30
    Rating: 3/5 stars - necessary in two boss battles late in the game, otherwise, very few dangerous fiends use Zombie attacks.

    Ability: [Zombieproof]
    Effect: Always protects against Zombie status.
    Requires: Candle of Life x10
    Rating: 3/5 stars - necessary in two boss battles late in the game, otherwise, very few dangerous fiends use Zombie attacks.

    Ability: [Slow Ward]
    Effect: Occasionally protects against Slow status.
    Requires: Silver Hourglass x10
    Rating: 1/5 stars - not useful at all, and too unpredictable. By the time you’re far enough in the game to obtain Silver Hourglasses, you’re probably of a high enough level to kill any fiend with one hit that uses Slow.

    Ability: [Slowproof]
    Effect: Always protects against Slow status.
    Requires: Gold Hourglass x20
    Rating: 2/5 stars - not as unpredictable as [Slow Ward], but still nearly useless. By the time you’re far enough in the game to obtain Gold Hourglasses, you’re probably of a high enough level to kill any fiend with one hit that uses Slow.

    Ability: [Confuse Ward]
    Effect: Occasionally protects against Confusion status.
    Requires: Musk x16
    Rating: 4/5 stars - very helpful, although unpredictable. Only the floating eye fiends use Confusion early in the game, targeted at a single character, but the fiends who use it later in the game tend to do so to your entire party at once. Have this or [Confuseproof] on your armor at all times when fighting in the Omega Ruins or Sin.

    Ability: [Confuseproof]
    Effect: Always protects against Confusion status.
    Requires: Musk x48
    Rating: 5/5 stars - essential late in the game, especially if you plan on doing much fighting in the Monster Arena. Only the floating eye fiends use Confusion early in the game, targeted at a single character, but the fiends who use it later in the game tend to do so to your entire party at once. Have this or [Confuse Ward] on your armor at all times when fighting in the Omega Ruins or Sin.

    Ability: [Berserk Ward]
    Effect: Occasionally protects against Berserk status.
    Requires: Hypello Potion x8
    Rating: 3/5 stars - fairly helpful, but only late in the game against certain fiends such as the Black Element and Malboro. [Berserkproof] is the better choice, because it doesn’t cost that many more Hypello Potions to customize, and it protects against Berserk status all of the time.

    Ability: [Berserkproof]
    Effect: Always protects against Berserk status.
    Requires: Hypello Potion x32
    Rating: 5/5 stars - essential late in the game, especially if you plan on doing much fighting in the Monster Arena. Have this or [Berserk Ward] on your armor at all times when fighting in the Omega Ruins or Sin.

    Ability: [Curseproof]
    Effect: Always protects against Curse status.
    Requires: Tetra Elemental x12
    Rating: 2/5 stars - useful if you rely on Overdrives. Otherwise, Curse status is by far the least deleterious status affliction.

    Ability: [SOS NulBlaze]
    Effect: Automatically puts the character in NulBlaze status when in critical condition.
    Requires: Bomb Core x1
    Rating: 2/5 stars - effective versus fiends who use Fire-elemental physical and magical attacks, when fighting on low health.

    Ability: [SOS NulShock]
    Effect: Automatically puts the character in NulShock status when in critical condition.
    Requires: Lightning Marble x1
    Rating: 2/5 stars - effective versus fiends who use Thunder-elemental physical and magical attacks, when fighting on low health.

    Ability: [SOS NulTide]
    Effect: Automatically puts the character in NulTide status when in critical condition.
    Requires: Dragon Scale x1
    Rating: 2/5 stars - effective versus fiends who use Water-elemental physical and magical attacks, when fighting on low health.

    Ability: [SOS NulFrost]
    Effect: Automatically puts the character in NulFrost status when in critical condition.
    Requires: Arctic Wind x1
    Rating: 2/5 stars - effective versus fiends who use Ice-elemental physical and magical attacks, when fighting on low health.

    Ability: [SOS Shell]
    Effect: Automatically puts the character in Shell status when in critical condition.
    Requires: Lunar Curtain x8
    Rating: 3/5 stars - effective versus fiends who use magical attacks frequently, when fighting on low health.

    Ability: [SOS Protect]
    Effect: Automatically puts the character in Protect status when in critical condition.
    Requires: Light Curtain x8
    Rating: 3/5 stars - effective versus fiends who use physical attacks frequently, when fighting on low health.

    Ability: [SOS Reflect]
    Effect: Automatically puts the character in Reflect status when in critical condition.
    Requires: Star Curtain x8
    Rating: 3/5 stars - effective versus fiends who use magical attacks frequently, when fighting on low health.

    Ability: [SOS Haste]
    Effect: Automatically puts the character in Haste status when in critical condition.
    Requires: Chocobo Feather x20
    Rating: 3/5 stars - always helpful when fighting on low health.

    Ability: [SOS Regen]
    Effect: Automatically puts the character in Regen status when in critical condition.
    Requires: Healing Spring x12
    Rating: 3/5 stars - always helpful when fighting on low health.

    Ability: [Auto Shell]
    Effect: Always keeps the character in Shell status.
    Requires: Lunar Curtain x80
    Rating: 4/5 stars - useful when fighting fiends who frequently use magical attacks, but this auto-ability also halves healing magic.

    Ability: [Auto Protect]
    Effect: Always keeps the character in Protect status.
    Requires: Light Curtain x80
    Rating: 5/5 stars - downright essential when fighting fiends with high physical offense.

    Ability: [Auto Reflect]
    Effect: Always keeps the character in Reflect status.
    Requires: Star Curtain x40
    Rating: 4/5 stars - useful when fighting fiends who frequently use magical attacks, but this auto-ability reflects healing and support magic off the character as well.

    Ability: [Auto Haste]
    Effect: Always keeps the character in Haste status.
    Requires: Chocobo Wing x80
    Rating: 5/5 stars - one of the best auto-abilities, [Auto Haste] greatly increases the Agility of one character.

    Ability: [Auto Regen]
    Effect: Always keeps the character in Regen status.
    Requires: Healing Spring x80
    Rating: 5/5 stars - another extremely helpful auto-ability, [Auto Regen] can ostensibly keep one character at full HP constantly. If that character is equipped with a Celestial Weapon that does damage dependent on high HP, [Auto Regen] will keep them hitting for 99,999 damage.

    Ability: [Defense +3%]
    Effect: Increases defense power by 3%.
    Requires: Power Sphere x3
    Rating: 2/5 stars - useful early in the game for a slight Defense boost.

    Ability: [Defense +5%]
    Effect: Increases defense power by 5%.
    Requires: Stamina Spring x2
    Rating: 2/5 stars - useful early in the game for a slight Defense boost.

    Ability: [Defense +10%]
    Effect: Increases defense power by 10%.
    Requires: Special Sphere x1
    Rating: 3/5 stars - useful for a slightly larger Defense boost.

    Ability: [Defense +20%]
    Effect: Increases defense power by 20%.
    Requires: Blessed Gem x4
    Rating: 4/5 stars - useful late in the game, before your Defense statistic reaches 255.

    Ability: [Magic Defense +3%]
    Effect: Increases magic defense power by 3%.
    Requires: Mana Sphere x3
    Rating: 2/5 stars - useful early in the game for a slight Magic Defense boost.

    Ability: [Magic Defense +5%]
    Effect: Increases magic defense power by 5%.
    Requires: Mana Spring x2
    Rating: 2/5 stars - useful early in the game for a slight Magic Defense boost.

    Ability: [Magic Defense +10%]
    Effect: Increases magic defense power by 10%.
    Requires: White Magic Sphere x1
    Rating: 3/5 stars - useful for a slightly larger Magic Defense boost.

    Ability: [Magic Defense +20%]
    Effect: Increases magic defense power by 20%.
    Requires: Blessed Gem x4
    Rating: 4/5 stars - useful late in the game, before your Magic Defense statistic reaches 255.

    Ability: [HP +5%]
    Effect: Increases HP by 5%.
    Requires: X-Potion x5
    Rating: 2/5 stars - useful early in the game for a slight HP boost.

    Ability: [HP +10%]
    Effect: Increases HP by 10%.
    Requires: Soul Spring x3
    Rating: 3/5 stars - useful for a slightly larger HP boost.

    Ability: [HP +20%]
    Effect: Increases HP by 20%.
    Requires: Elixir x5
    Rating: 4/5 stars - useful for a significant HP boost.

    Ability: [HP +30%]
    Effect: Increases HP by 30%.
    Requires: Stamina Tonic x1
    Rating: 5/5 stars - the best thing to happen to HP since sliced bread.

    Ability: [MP +5%]
    Effect: Increases MP by 5%.
    Requires: Ether x5
    Rating: 2/5 stars - useful early in the game for a slight MP boost.

    Ability: [MP +10%]
    Effect: Increases MP by 10%.
    Requires: Soul Spring x3
    Rating: 3/5 stars - useful for a slightly larger MP boost.

    Ability: [MP +20%]
    Effect: Increases MP by 20%.
    Requires: Elixir x5
    Rating: 4/5 stars - useful for a significant MP boost.

    Ability: [MP +30%]
    Effect: Increases MP by 30%.
    Requires: Mana Tonic x1
    Rating: 4/5 stars - useful until you have a weapon with [One MP Cost], after which you really don’t need 30% more MP.

    Ability: [Auto Potion]
    Effect: Automatically uses a potion when attacked.
    Requires: Stamina Tablet x4
    Rating: 4/5 stars - especially effective when used in combination with a weapon bearing [Alchemy].

    Ability: [Auto Med]
    Effect: Automatically uses a status-restorative item when afflicted by Blind, Curse, Zombie, or Poison.
    Requires: Remedy x20
    Rating: 4/5 stars - astoundingly useful when fighting fiends who use status attacks, however, [Auto Med] will not activate if the character is afflicted by Sleep, Stone, Death, Berserk, or Confuse.

    Ability: [Auto Phoenix]
    Effect: Automatically uses a phoenix down when a party member dies.
    Requires: Mega Phoenix x20
    Rating: 5/5 stars - especially effective when used in combination with a weapon bearing [Alchemy].

    Ability: [Pickpocket]
    Effect: Steal or mug rare items first.
    Requires: Amulet x30
    Rating: 4/5 stars - if you plan on doing a sizeable amount of theft, either this or [Master Thief] is a must!

    Ability: [Master Thief]
    Effect: Receive only rare items when stealing, despite however many common items the enemy may be carrying.
    Requires: Pendulum x30
    Rating: 5/5 stars - if you plan on doing a sizeable amount of theft, either this or [Pickpocket] is a must!

    Ability: [HP Stroll]
    Effect: Regenerates HP when walking in the field.
    Requires: Stamina Tablet x2
    Rating: 3/5 stars - if you can’t save up the items for [Auto Potion] or [Auto Regen], this auto-ability is a cheap way to get the same effect. You can also win armor with this fairly early in the game, from Qactuars in Thunder Plains.

    Ability: [MP Stroll]
    Effect: Regenerates MP when walking in the field.
    Requires: Mana Tablet x2
    Rating: 4/5 stars - excellent to put on your mages’ armor, because there is no spell, item, or other means of regenerating MP.

    Ability: [No Encounters]
    Effect: Eliminates random monster encounters.
    Requires: Purifying Salt x30
    Rating: 5/5 stars - no random battles, what’s not to love?

    Ability: [Break HP Limit]
    Effect: Allows you to have more than 9,999 HP, up to a max of 99,999 HP.
    Requires: Wings to Discovery x30
    Rating: 5/5 stars - the best thing to happen to HP since sliced bread and [HP +30%].

    Ability: [Break MP Limit]
    Effect: Allows you to have more than 999 MP, up to a max of 9,999 MP.
    Requires: Three Stars x30
    Rating: 3/5 stars - worthless once you have a weapon with [One MP Cost], after which you really don’t need thousands of MP.

    Ability: [Ribbon] (FFX International and FFX PAL only!)
    Effect: Complete protection against Poison, Sleep, Confusion, Stone, Dark, Berserk, Death, Slow, and Zombie. No protection against Curse, Power Break, Armor Break, Magic Break, or Mental Break.
    Requires: Dark Matter x99
    Rating: 5/5 stars - words cannot express the coolness of the auto-ability, however, words are all we mortals have.

    Don't overcomplicated yourself. Go to the Monster Arena and grind SP via the Don Tonberry method. If you don't want to spend an eternity maxing out all your characters then just max out Tidus, Wakka and Rikku (henceforth known as TWR) since those are arguably the three best characters to use. As a side note, Auron is useful during the Penance fight for Tornado but I leave maxing him out to your discretion.

    This armor is pretty useful for almost all the DA fights:

    Auto-Haste
    Auto-Phoenix
    Ribbon
    (Whatever the fuck you want in this slot.)

    Auto-Haste should be self-explanatory. Auto-Phoenix is extremely helpful since you don't want to waste precious turns reviving fallen members manually. Ribbon is to protect you from dumbass status ailments. The fourth slot is up to you but I don't suggest putting in Break HP Limit. As a side note, you can actually farm Dark Yojimbo for armor with Ribbon on it and 3 empty slots.

    If your going to fight Penance then use this armor:

    Auto-Haste
    Auto-Potion
    Auto-Phoenix
    Defense +20%

    Penance is actually not really that powerful. Judgement Day is a Game Over (only used if both arms are alive) but beyond that his only moves is Obliteration which can't kill you in one hit if you have Max stats and Defense +20% (Use Rikku's Ultra NulAll Overdrive and you increase your Defense even more.) Auto-Potion ensures your in top health all the time and don't waste time healing. The second phase of the fight he uses Immolation which kills a character and saps all MP away. Auto-Phoenix takes care of this. Toss a Turbo-Ether with Quick-Pockets to give them back MP.


    Dark Valefor: Pull out Anima and use Oblivion. If not, just Quick Attack it to no end. If it's not dead by the time Overdrive comes up, use an Aeon as a meat shield. Repeat and kill it.

    Dark Ifrit: He'll kill your party members in one hit really quickly but he can only target one person unless he uses Overdrive. If he does, use an Aeon. Quick Attack till he's dead.

    Dark Ixion: Read Dark Ifrit.

    Dark Shiva: She's quick as fuck so you NEED maxed out Agility, Accuracy and Luck to hit her and keep up with her. Heavenly Strike is O.H.K.O. Otherwise she's just a glorified Dark Ifrit. If her Overdrive is near bring out a meat shield.

    Dark Bahamut: This one is actually hard unless you do what I did. Pretty fucking pathetic:



    Dark Yojimbo: Make sure to have the Ribbon. Pretty much another glorified Dark Ifrit. He doesn't have that much HP either so he goes down quick.

    Dark Anima: Similar to Dark Shiva. Bring out the meat shields when Oblivion starts coming up.

    Dark Magus Sisters: If you fight them all at once, Ultima Strategy is the best:



    If you fight them alone, just fight as normal. Quick Attack to no end.



    PS: By the way, if you use Auto-Potion make sure to toss out all your Potions and Hi-Potions. Keep only X-Potions.

  5. #325
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    Magus sisters do the most damage on the off chance that you can get them to do what you want. AoE wakizashi that does max damage is 100% consistent as long as you have high enough favor.

    By Hunter's Area do you mean the Monster Arena? No, I do not.

  6. #326
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    Quote Originally Posted by Antithesis View Post
    Auto-Haste
    Auto-Phoenix
    Ribbon
    (Whatever the fuck you want in this slot.)
    I think I'll do this with either HP+30% or Auto-Potion

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    If I have to use an Aeon, it's Yojimbo as well... but then I give him like a bajillion monies and he just instakills whatever is in front of me.

  8. #328
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    Other than that, I never use them

  9. #329
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    I use anima because he is too cool for school.

  10. #330
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    Kills you just by looking at you.

  11. #331
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    HOT LITTLE SNATCH

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    Quote Originally Posted by Silentleroy View Post
    he
    Lol.

  12. #332
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    By the time you get Anima, aeons are basically only good to be meatshields for certain attacks. Early game they actually have some worth for damage n' shit too.

  13. #333
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    w/e, haven't played in a long time so if you want to nitpick go ahead.

  14. #334
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    Quote Originally Posted by Kiarax View Post
    By the time you get Anima, aeons are basically only good to be meatshields for certain attacks. Early game they actually have some worth for damage n' shit too.
    In a game a normally I like to have fun. Summoning Anima was p. fun.

  15. #335
    Chram
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    It's not nitpicking, it's fact. Aeons are useless except as meat shields post-first Seymour Fight.

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    nitpicking at the "he" part.

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    Why does that one video have their hp at 99999 and another video I watched of a guy beating all the dark aeons only had 9999 max. He seemed to have everything else maxed out so why wouldn't he get max hp (his rikku had 14k at some parts but that's all I saw)

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    Quote Originally Posted by Blarg View Post
    Why does that one video have their hp at 99999 and another video I watched of a guy beating all the dark aeons only had 9999 max. He seemed to have everything else maxed out so why wouldn't he get max hp (his rikku had 14k at some parts but that's all I saw)
    'cause you have to use a skill slot on Break HP Limit. Which isn't necessarily worth it.

  19. #339
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    adding 90k hp seems like it would be p. good or do you also have to add a bunch of +hp things as well?

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    Adding 90k hp is only good when you're taking lots of damage. Having high HP that you never really lose any of does you no good. Or, against certain enemies... a death is pretty much certain regardless of how much hp you have, rendering the super high HP worthless.

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