GooseGaws said:
| lestatdark said:
You mean how each individual piece has it's own number of materia slots and may or may not have slot coupling to benefit from effects such as All? This I agree in being somewhat irritating, since it limits you somewhat in the amount of equipment choices that you can have. For example, in Nt. Corel, I would always struggle whether to continue using the Hardedge (32 att power, four slots, two linked, two non linked) or buying the Force Stealer (36 att power, double materia growth, 3 non linked slots), because of the less amount of materia that equipping the Force Stealer would imply. This is just one example in many though.
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Right, exactly. There is a point somewhere mid-way through the game where you get a batch of weapons that is notably more powerful than anything else you've found, but have NO materia slots whatsoever. So not only can you not grow materia with them, you can't even use it at all. That kind of thing just annoys me.
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Ah yes, the infamous no slot weapons that appear near the end of CD1, like the Mop for Cid, Umbrella for Aeris or Nail Bat for Cloud. Their attack was pretty amazing, Nail Bat had an att of 70 and 4% higher critical chance.
Their only use was for no materia runs, since they were the strongest weapons outside the end game weapons such as Ragnarok or Ray Gun and the ultimate weapons. Outside those runs....they were rather useless. It would be far better if they had been only allowed to appear late in the game, such as to not be too overpowered, but with materia slots to make them useful.
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