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View Full Version : HP <-> MP Materia



BG-57
06-07-2003, 10:34 PM
This has been bothering me a bit. I got the HP <-> MP materia and I realize that it switches your HP and MP so with maxed out HP and MP you can have 999 HP and 9999 MP.

I've only figured out one use for it. It makes it very easy for characters to get limit breaks against weak opponents. This is useful for getting second limit breaks for each level. Of course I realized this very late in the game, so I only used it on two characters. :cry:

But aside from that does this materia do anything useful?

DocFrance
06-07-2003, 10:37 PM
It allows you use Knights of the Round linked with Quadra Magic, I think. Other than that, it's quite useless.

Mo-Nercy
06-08-2003, 03:50 AM
Maybe if you equip heaps of mastered HP Plus onto the character HP <-> MP materia...could that work?

Liquid Glass
06-08-2003, 05:19 PM
How could that make limit breaks go faster?

I also found it pointless..

DocFrance
06-08-2003, 05:24 PM
I don't think so, because I think that the HP<->MP swap is calculated last after all the modifications to HP and MP take place. Here, let me show you:

Let's say you naturally have these stats.
-- HP:1000 MP:100.
Now you attach an HP<-->MP materia.
-- HP:100 MP:1000.
Now you attach a mastered HP Plus materia. The HP calculation would have to be redone.
-- HP:1500 MP:100
-- HP:100 MP:1500

No matter what order you put these two materia in, it would consider the HP Plus to be attached before the HP<-->MP. However, if you used a mastered MP Plus materia:

-- HP:1000 MP:100
-- HP:1000 MP:150
-- HP:150 MP:1000

So you can improve your max HP after you use an HP<-->MP materia. But I don't think you would be able to improve it past 999 HP, since HP is now considered MP, and vice-versa.

Strider
06-08-2003, 08:03 PM
Theeeen, wouldn't it make sense to put an MP Plus, instead?

Rostum
06-09-2003, 12:41 PM
Originally posted by StriderX284
Theeeen, wouldn't it make sense to put an MP Plus, instead?

I don't think you get it. The MP gauge is restriced to the numbers 999 only. Meaning if you switched it around to HP, the HP gauge will be restricted to the numbers 999 only.

:)

Strider
06-09-2003, 05:41 PM
Oh yeah. That. Don't mind me, I haven't even beaten the game yet.

Mo-Nercy
06-10-2003, 09:57 AM
So...it has no use what-so-ever except to cast KOTR 4 times, which is completely pointless to use on except Ruby and Emerald weapons, who can both be easily killed using one KOTR and miming...sounds like it's better to sell it or "give it back to the planet"

o_O
06-10-2003, 10:24 AM
Originally posted by Maester Auron
How could that make limit breaks go faster?

I also found it pointless..

The amount your limit gauge fills as a result of a particular hit is proportional to your max HP, relative to your current limit level. So therefore, the less HP you have, the faster your limit gauge will fill, given the same stats in a monster.

Rostum
06-10-2003, 12:31 PM
I never really found a good use for this, I guess you could do alot of summoning from KOTR, but apart from that I can see no purpose.

Dragonfire
06-10-2003, 02:58 PM
when it comes to limit breaks, i find fury to work very well. You get HP<--> MP too late in the game for it to be useful with that. I usually get my characters that I use the most, to reach 3/2 of there limit breaks when I get to the mythril cave. I usually just lvl Cloud and Barret there, they are part of my main team, along with Cid.