So I'm a bit new to melding, but I just melded a mind I to a coral ring (iLv 19), and its giving me MND+0. I know theres gotta be some mechanic im missing here which is screwing me up, but I dont know what it is. Any advice?
So I'm a bit new to melding, but I just melded a mind I to a coral ring (iLv 19), and its giving me MND+0. I know theres gotta be some mechanic im missing here which is screwing me up, but I dont know what it is. Any advice?
You meld over the item limit
For example an HQ ring gives 12 int and you add an int meld it will add 0 int
It shows up as Red and tell you before the meld
There's a bit to research but the key one AFAIK is that HQ items are maxed on the stats they give you. That should help you a lot =]
Gear had attribute limits so when you add said materia to piece of gear it'll tell you if you'll receive it all or not, for that materia you would of seen a red warning before attuning it to the armor letting you know that only "this much" would be added when melding said materia to the piece of gear.
This is done to prevent players from stacking attributes so one player won't just put STR into everything, instead they have to balance it out based on the cap of said attribute per piece of gear.
The best use for materia is by adding stats that the item does not currently have. For example if your hat has 4 int and 5 spell speed (totally making up numbers) you can either add 1 or 2 more int and spell speed to cap it off or if it is HQ the values will likely already be maxed. In that case you could give yourself maybe some Determination or Accuracy, the best way to think of it is not boosting high stats, but slightly increasing your lower stats.
This is why if you are using heavy STR gear you load the gear with VIT or another secondary stat, as well as things like critical hit or skill speed.
It prevents you from overloading your base stat on gear, and gives you the freedom to branch out into other stat bonuses.
All items have a max stat allowance, HQ items are at this max already. What this means is say in example your Coral Ring has Int. and Vit. there is only so much Int. and or Vit. you can put into it. Now you can use say a Fire I materia to add + fire dmg as that stat is not present on the ring and you will not reach the stat cap for the new stat.
That's not true in every case. You need to try the meld and pay attention to how many points of the stat you are trying to add will actually be added to the item. In the case of crafting chest pieces you can add some stats that are already on the item.All items have a max stat allowance, HQ items are at this max already. What this means is say in example your Coral Ring has Int. and Vit. there is only so much Int. and or Vit. you can put into it. Now you can use say a Fire I materia to add + fire dmg as that stat is not present on the ring and you will not reach the stat cap for the new stat.
For crafter/gatherer gear, you can usually add some more of the same stat that's already on the gear, which is an exception to the rule.
I just add materia with stats that do not exist on the item already, because most of the time the items main stats are already capped or near capped and you lose out on a few points.
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