

The best thing to do is to start with an HQ item, so the stats that are on it are capped. Then add stats that aren't on that item yet. This way you get the full benefit from the materia you're adding, plus higher base stats.My understanding is that the cap per stat will be quite low and will also include the bonus to the stat the item itself gives so in a lot of cases you will only be able to add something like +3 STR. If that is the case, that low grade materia will come in handy since no point wasting the high grade materia.

Oh, are ALL stats that an HQ item gives capped? I didn't realize that.


From the test results I've seen that appears to be the case. On HQ gear, you can only add stats that are not on that gear already. For NQ gear, you can add those stats, but only as much as is on the HQ equivalent.
Using a Rubelite Ring as an example, the HQ version has +7 STR. You can't add any STR to an HQ Rubelite Ring. The NQ version has +5 STR, so you can only add +2 STR to one of those. You can, however, add +7 VIT or DEX to both an NQ or HQ Rubelite Ring.
Last edited by Molly_Millions; 07-16-2013 at 12:35 AM.

Maybe we are talking about the same thing but just in case. I was thinking of something like a Cobalt Cuirass that I think as NQ gives:From the test results I've seen that appears to be the case. On HQ gear, you can only add stats that are not on that gear already. For NQ gear, you can add those stats, but only as much as is on the HQ equivalent.
Using a Rubelite Ring as an example, the HQ version has +7 STR. You can't add any STR to an HQ Rubelite Ring. The NQ version has +5 STR, so you can only add +2 STR to one of those. You can, however, add +7 VIT or DEX to both an NQ or HQ Rubelite Ring.
STR +12
VIT +12
Parry +17
If I HQ that will all those three stats go up to the cap or might it just be some of them...


all 3 will be at the cap.
I think they go up to
STR +15
VIT +15
Parry +20
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