killiancurse21
FFX-pert
Okay, I don't know how well this is or isn't known here... but try NOT using Break HP Limit.
What, sounds crazy, you say? Not at all.
Consider the following points:
-Obviously, the waste of an armour slot and the time spent to get high HP
-There are very few ways to heal more than 9999 HP in one move. Items cannot. Mix can, but that requires using up an overdrive. Curaga can, but not by much. Life/Full-Life can, but require you to be KO'd first. Elemental spells with Element Eater armour can, but that requires both a second armour slot AND low Magic Defence.
-Most attacks that you'd need it for, you can find other ways to deal with
-Especially against enemies that kill you in one move or use gravity-based attacks, having more HP is a disadvantage more than an advantage
Let's use Penance as an example. Obliteration does about 22000 damage to everyone. This would require either a mix, or three turns, to fully heal, unless you use the element eater method - which leaves you with only two spare armour slots.
Now, suppose it did less than 9999. You could then replace Break HP Limit with Auto-Potion, and if you only have X-Potions (or mix Trio of 9999 first), you'll get fully healed every time - without using up a single turn, as opposed to the three turns you'd have to use with Break HP Limit.
But, it doesn't do less than 9999, you say? Oh yes it does. Give yourself Protect and Defence+20%. Obliteration now does about 9400 damage. Yes, Defence+20% and Auto-Potion use up two armour slots as well - but for a much greater end effect. With BHPL + [element] Eater, you'd still need to spend at least two turns per Obliteration healing, since Obliteration hits everyone (use Doublecast to cut down to two instead of three). With Auto-Potion and Defence+20%, you need to waste only one turn - not one per Obliteration, but one full stop, and that's to give everyone Protect. Don't like that? Auto-Protect yourself. Another slot used up - but you would find that most Break HP Limit armours will have Auto-Protect anyway, so it's no difference here. This still leaves you with one free slot, where you can put your preference of Ribbon or Auto-Haste. By comparison, due to all the turns you'd be missing, you would have no choice but to go for Ribbon with Break HP Limit - keeping the arms dead (and thus, the nasty statuses away) is simply not practical with BHPL, but very easy when your healing is automatic and not using up a turn.
What about those attacks that can't be reduced? Let's look at a few.
Th'uban's Convergence is one that, no matter what you do, you cannot reduce below 9999 damage. However, it only hits one person. Auto-Phoenix, or regular revival, solves the problem.
Dark Yojimbo's Zanmato is another one. You can't reduce this at all. However, there are two points why BHPL will not help here. Firstly, you can predict exactly when he'll use it, and therefore summon an aeon to take the damage (in most cases, you could also use Auto-Life, although this specific example removes that). Secondly, it does 99999 damage anyway - so Break HP Limit will make no difference.
Penance's Judgement Day, while also doing 99999 anyway, has another point to it (and is not the only one to have this point, I just can't think of any other example right now) - you can prevent it from ever happening. As long as he doesn't get a turn with both arms alive, you will never see him use this attack. Another example is Nemesis's Armageddon - while you cannot prevent it if the battle goes on long enough, you can very easily defeat him before he can use it (he uses it on either his 9th, 10th or 11th turn since either the start of battle or the last time he used it - it is possible to predict exactly which one, won't go into detail here).
So, is it really true that every attack in the game falls into one of these - perfectly predictable, preventable, does 99999 anyway, can be reduced below 9999, or only hits one? Almost. There is exactly one attack in the game that does not fit under any of these - and that is Nemesis's Ultra Spark. So, do we need BHPL for Nemesis then? Absolutely not. All of Nemesis's /other/ attacks fall into one of these categories. You can simply throw Auto-Life on (one mix will do it, which you can charge up for before the battle) and let that take you through it - nothing else is there that will get rid of your Auto-Life. By the next time he tries to use it, you should've already beaten him.
So - is it really worth getting Break HP Limit, and more importantly, spending hours fighting Ironclad for HP spheres, when there's only one attack in the entire game that even comes close to needing it?
No. There is exactly ONE battle where BHPL is useful, and that's Dark Valefor - and only if your stats are low. And even then, 10,000 HP is enough - so no insane time raising. You only need one BHPL armour for this fight, which you can win from Omega Weapon, circumventing the huge effort to get a BHPL armour.
The only time BHPL may be needed is in certian Single Character Challenges.
If any of you want specific BHPL-free strategies for any enemy, feel free to ask me.
What, sounds crazy, you say? Not at all.
Consider the following points:
-Obviously, the waste of an armour slot and the time spent to get high HP
-There are very few ways to heal more than 9999 HP in one move. Items cannot. Mix can, but that requires using up an overdrive. Curaga can, but not by much. Life/Full-Life can, but require you to be KO'd first. Elemental spells with Element Eater armour can, but that requires both a second armour slot AND low Magic Defence.
-Most attacks that you'd need it for, you can find other ways to deal with
-Especially against enemies that kill you in one move or use gravity-based attacks, having more HP is a disadvantage more than an advantage
Let's use Penance as an example. Obliteration does about 22000 damage to everyone. This would require either a mix, or three turns, to fully heal, unless you use the element eater method - which leaves you with only two spare armour slots.
Now, suppose it did less than 9999. You could then replace Break HP Limit with Auto-Potion, and if you only have X-Potions (or mix Trio of 9999 first), you'll get fully healed every time - without using up a single turn, as opposed to the three turns you'd have to use with Break HP Limit.
But, it doesn't do less than 9999, you say? Oh yes it does. Give yourself Protect and Defence+20%. Obliteration now does about 9400 damage. Yes, Defence+20% and Auto-Potion use up two armour slots as well - but for a much greater end effect. With BHPL + [element] Eater, you'd still need to spend at least two turns per Obliteration healing, since Obliteration hits everyone (use Doublecast to cut down to two instead of three). With Auto-Potion and Defence+20%, you need to waste only one turn - not one per Obliteration, but one full stop, and that's to give everyone Protect. Don't like that? Auto-Protect yourself. Another slot used up - but you would find that most Break HP Limit armours will have Auto-Protect anyway, so it's no difference here. This still leaves you with one free slot, where you can put your preference of Ribbon or Auto-Haste. By comparison, due to all the turns you'd be missing, you would have no choice but to go for Ribbon with Break HP Limit - keeping the arms dead (and thus, the nasty statuses away) is simply not practical with BHPL, but very easy when your healing is automatic and not using up a turn.
What about those attacks that can't be reduced? Let's look at a few.
Th'uban's Convergence is one that, no matter what you do, you cannot reduce below 9999 damage. However, it only hits one person. Auto-Phoenix, or regular revival, solves the problem.
Dark Yojimbo's Zanmato is another one. You can't reduce this at all. However, there are two points why BHPL will not help here. Firstly, you can predict exactly when he'll use it, and therefore summon an aeon to take the damage (in most cases, you could also use Auto-Life, although this specific example removes that). Secondly, it does 99999 damage anyway - so Break HP Limit will make no difference.
Penance's Judgement Day, while also doing 99999 anyway, has another point to it (and is not the only one to have this point, I just can't think of any other example right now) - you can prevent it from ever happening. As long as he doesn't get a turn with both arms alive, you will never see him use this attack. Another example is Nemesis's Armageddon - while you cannot prevent it if the battle goes on long enough, you can very easily defeat him before he can use it (he uses it on either his 9th, 10th or 11th turn since either the start of battle or the last time he used it - it is possible to predict exactly which one, won't go into detail here).
So, is it really true that every attack in the game falls into one of these - perfectly predictable, preventable, does 99999 anyway, can be reduced below 9999, or only hits one? Almost. There is exactly one attack in the game that does not fit under any of these - and that is Nemesis's Ultra Spark. So, do we need BHPL for Nemesis then? Absolutely not. All of Nemesis's /other/ attacks fall into one of these categories. You can simply throw Auto-Life on (one mix will do it, which you can charge up for before the battle) and let that take you through it - nothing else is there that will get rid of your Auto-Life. By the next time he tries to use it, you should've already beaten him.
So - is it really worth getting Break HP Limit, and more importantly, spending hours fighting Ironclad for HP spheres, when there's only one attack in the entire game that even comes close to needing it?
No. There is exactly ONE battle where BHPL is useful, and that's Dark Valefor - and only if your stats are low. And even then, 10,000 HP is enough - so no insane time raising. You only need one BHPL armour for this fight, which you can win from Omega Weapon, circumventing the huge effort to get a BHPL armour.
The only time BHPL may be needed is in certian Single Character Challenges.
If any of you want specific BHPL-free strategies for any enemy, feel free to ask me.