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« on: 2008-04-07 14:53:26 »
Also, filling in the blanks... Master Support and Master Independant might be interesting, dunno how practical to make they'd be though...
Although as with Master Command (and unlike Master Magic and Master Summon), you'd have to be selective about which ones it included. For example, if Master Support were to include Final Attack, you could easily link Master Support - Phoenix, and equip a Master Summon so your use of Phoenix wouldn't be limited. Thus, invincibility, unless you run out of MP or get Petrified. (and a Ribbon/Safety Bit nicely takes care of the latter)
Just my opinions on them:
Master Support: All, Elemental, Added Effect, HP Absorb, MP Absorb, Added Cut(only if a way to disable this on curative spells can be found), MP Turbo, Steal As Well, Counter, Magic Counter, Quadra Magic, Sneak Attack. (Excluded: Final Attack)
Master Independant: Cover, Chocobo Lure(sure, why not?), Long Range, Counterattack, HP Plus (+50%, same as a mastered HP Plus), MP Plus (see note on HP plus), Magic Plus(same), Speed Plus(same), Luck Plus(same), Gil Plus, Pre-Emptive, EXP Plus, Mega All (Underwater just wouldn't be possible, I guess... also excluded Enemy Lure and Enemy Away for fairly obvious reasons, and HP<->MP for very obvious reasons... maybe should exclude Chocobo Lure too, I dunno). And of course if they were made, include the Break Limits.
I guess this is more hypothetical though.