Blue Support Materia: The Engine that Powers the Materia System
Blue Support Materia: The Engine that Powers the Materia System
In-Depth Materia Study Part 2
Compared to most RPG skill systems, the materia system is extremely flexible. Any character in the party can learn any skill and nearly any skill can be further customized in various ways. The only thing the player is limited by is the number of slots in weapons/armor and how those slots are linked to each other. The more slots there are, the more skills characters can use; the more links there are the more skills can be customized. Since slots and links are limited, what then, is the best, most efficient use of slots and links?
Since linked slots are the main cause of the flexibility of the materia system, we're starting with them, or rather, the reason why slots need to be linked in the game at all, the support materia. Support materia are the oddball "family" of materia in the game. All the other materia work just fine without linked slots and can be stuck in any slot in weapon/armor. Support materia, on the other hand, don't do anything unless they're put in linked slots with another materia they're compatible with. Some of them will also do different things depending on whether they're placed in weapons or armor. The main trade-off for the customization support materia bring is that they take up slots that could be used for more skills.
Support materia fall into three main categories. The first category is passive support. These materia's effects are always on and will always work. Nearly all of these materia only have two levels, their first level and their mastered level. The second category has materia that are chance based. Their effects have a percentage chance to work or not. These materia have five levels, with the chance of their effects working incresing for each level. The third category's effects will only work a set number of times per battle before the effect stops working. Fortunately, the character can choose when the effect can be used. These materia have five levels as well, with the number of times the effect can be used increasing each level.
For better or worse, Final Fantasy VII has a large number of bugs, glitches, and general odd behavior programed into it. The support materia certainly have their share, but instead of going into them in this article, I'm going to go into the bugs in the articles that address the materia the support materia are linking too. Mostly because the bugs have more to do with the materia being linked to instead of the support materia themselves.
All
Description
'All' effects on paired Magic
Lvl Ability AP
1 Use paired Magic against all 1x per battle 0
2 Use paired Magic against all 2x per battle 1500
3 Use paired Magic against all 3x per battle 6000
4 Use paired Magic against all 4x per battle 18000
5 Use paired Magic against all 5x per battle 35000
Paired With
Restore, Heal, Revive, Fire, Ice, Lightning, Earth, Poison, Gravity, Seal, Mystify, Transform, Time, Barrier, Destruct, Master Magic
This materia lets the player to chose if a magic spell hits one or all targets. If it hits all targets, the "Split Damage" Formula Modifier is also applied. Split Damage is calculated according to the following formula:
Damage = [Damage * 2 / 3]
This is a straightforward trade off of power for AOE damage at no extra MP cost. Spells that cause status effects have the chance the the stauts effect will work decreased by the same forumla as well. Once summon materia come into the picture, it's almost always more MP efficient to use summons to deal with multiple enemies.
On the other hand, it's also one of the best sources of gil in the game...
Counter/Magic Counter
Description (Command Counter)
Attacks with paired Command when damage is incurred
Description (Magic Counter)
Attacks with paired Magic/Summon when damage is incurred
Lvl Ability AP
1 30% chance of counterattack with paired Command/Magic 0
2 40% chance of counterattack with paired Command/Magic 20000
3 60% chance of counterattack with paired Command/Magic 40000
4 80% chance of counterattack with paired Command/Magic 60000
5 100% chance of counterattack with paired Command/Magic 100000
Paired With (Command Counter)
Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
Paired With (Magic Counter)
All Magic and Summon Materia
These two materia do exactly the same thing for three different families of materia; when a character is attacked, they will use the linked Command/Magic/Summon materia. If the materia has multiple abilities, a random one will be cast. In the case of Magic/Summon materia, MP will be used to cast the ability, and it will fail if the character has run out of MP. There's a lot of shenanigans that can be pulled with this materia. They'll be covered in later articles.
MP Turbo
Description
Uses extra MP and increases power of paired Magic
Lvl Ability AP
1 10% MP Increase, 10% Damage Increase 0
2 20% MP Increase, 20% Damage Increase 10000
3 30% MP Increase, 30% Damage Increase 30000
4 40% MP Increase, 40% Damage Increase 60000
5 50% MP Increase, 50% Damage Increase 120000
Paired With
All Magic and Summon Materia except: Gravity
This is a passive materia that increases the damage and MP cost of spells and summons. Because the damage and MP cost is increased by the same percentage, it doesn't make using the linked materia more cost efficient to cast. It simply lets the player dish out more damage in less turns.
Actually, that isn't quite true. The MP cost is capped at 255 MP, but the damage increase isn't. If the linked materia's spell costs 255 MP at less then a 50% MP cost increase, then MP Turbo will make the spell more cost efficient to cast. However there's only three summons that this applies too: Typhoon, Bahamut ZERO and KOTR. And guess which one of those can't be linked to Quadra Materia...
HP Absorb/MP Absorb
Description
Attacks with paired Materia, absorbs HP/MP at same time
Lvl Ability AP
1 Add HP/MP Absorb effect to paired Materia 0
2 Mastered 100000
Paired With
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
These two materia do exactly the same thing and with all the same materia, but with differing stats and differing degrees. If the ability heals it's target, then the caster is hurt by the absorption.
The HP Absorb materia absorbs HP according to the following formula:
HP Absorption = [Damage / 10]
The MP Absorb materia absorbs MP according to the following formula:
MP Absorption = [Damage / 100]
Of the two materia, I'd say that MP Absorb is more important as there's lots of ways to regain HP without using items, but very few ways to regain MP via using MP. It's possible to cast spells for free if they're linked to MP absorb and their damage is high enough and they hit multiple enemies or multiple times. If an ability does 9999 damage per hit, then the max HP that can be absorbed is 999 per hit and the max MP is 99 per hit.
Elemental
Description
Adds Materia element to equipped weapon or armor
Lvl Ability AP
1 Half Element 0
2 Void Element 10000
3 Absorb Element 40000
4 Mastered 80000
Paired With
All Materia except Support Materia
This is one of those materia that change effects if they're placed in weapon slots or armor slots. If it's placed in a weapon slot it will make all your attacks the element of the paired materia, no matter what level the materia is. If it's placed in an armor slot, then it will half, nullify or absorb attacks of the element of the paired matera depending on the level.
Added Effect
Description
Adds Materia status to equipped weapon or armor
Lvl Ability AP
1 Added Effect 0
2 Mastered 100000
Paired With
Poison, Seal, Mystify, Transform, Time, Destruct, Contain, Choco/Mog, Odin, Hades
This works the same as the Elemental materia but for status materia. If it's placed in a weapon slot it will give the weapon a 20% of causing that status on hit. If it's placed in armor it will nullify all status effects of the linked materia.
Quadra Magic
Description
Paired Magic used 4 times
Lvl Ability AP
1 Use paired Magic with 4x-M 1x battle 0
2 Use paired Magic with 4x-M 2x battle 40000
3 Use paired Magic with 4x-M 3x battle 80000
4 Use paired Magic with 4x-M 4x battle 120000
5 Use paired Magic with 4x-M 5x battle 200000
Paired With
All Magic and Summon Materia except: Knights of Round, and Escape Materia
This is the MP Turbo materia's big brother and is the source of "Quadra Damage" Damage Modifier. If a spell is AOE, then it halves the damage of the spell and casts it four times. If a spell is not AOE, then it picks a target at random and does the same thing. If the target dies before all four castings are used, then the uncast castings are not used. Oh, and there's no MP cost increase either.
This materia was most certainly designed with boss fights in mind. It essentially doubles the damage of the spell for free and if your stats are high enough, it does even more damage due to how Quadra Damage is calculated before the Sanity Check.
Bugs/Glitches
If the first cast of Quadra Magic is reflected, the rest of the Quadra casts will hit the target the first cast was successfully reflected to without going though the refection process.
If you link multiple Quadra Magic to multiples of the same type of materia then the spell will hit an extra time per Quadra Magic linked. This maxes out at five Quadra materia for a maximum of 8
Example: Three Quadra Magic materia are linked to three Fire materia. When Fire3 is cast, it will hit six times instead of four.
Sneak Attack
Description
Pre-emptive attack with paired Materia
Lvl Ability AP
1 20% chance of Sneak Attacking with paired Materia 0
2 35% chance of Sneak Attacking with paired Materia 20000
3 50% chance of Sneak Attacking with paired Materia 60000
4 65% chance of Sneak Attacking with paired Materia 100000
5 80% chance of Sneak Attacking with paired Materia 150000
Paired With
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
This materia gives a character a chance to auto-attack with a materia before the ATB gauges start filling. If there are multiple targets and the abilty is single target a target will be chosen at random from all valid targets.
Final Attack
Description
Automatically uses paired Materia when disabled
Lvl Ability AP
1 Use paired Materia when KOed, 1x maximum 0
2 Use paired Materia when KOed, 2x maximum 20000
3 Use paired Materia when KOed, 3x maximum 40000
4 Use paired Materia when KOed, 4x maximum 80000
5 Use paired Materia when KOed, 5x maximum 160000
Paired With
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
This materia uses the linked materia when the character is KOed for a maximum five times per battle. If the ability targets enemies, then it will pick a random target. If the ability targets alies, then it targets the characters casting the ability.
Added Cut
Description
Attacks simultaneously when paired Materia is used
Lvl Ability AP
1 Use Attack on target(s) after using paired Materia 0
2 Mastered 200000
Paired With
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
This adds a normal attack to all the abilities an the paired materia. If the ability is single-target, then the attack will hit the enemy targeted by the ability. If the ability is AOE, then the attack will pick a random target from all enemies hit.
Steal As Well
Description
Steal simultaneously when paired Materia is used
Lvl Ability AP
1 Use Steal on target(s) after using paired Materia 0
2 Mastered 200000
Paired With
All Magic and Summon Materia, Steal, Sense, Throw, Morph, Deathblow, Manipulate, Mime, Master Command
This uses the Steal effect on all targets that the linked materia hits, even AOE abilties. The math behind the Steal effect will be gone over later.
General Bugs/Glitches
Final Attack, Sneak Attack, Counter (Command Counter), Magic Counter and Counter Attack all share the same invisible command space. There's only space for eight abilities with these effects and only the first eight abilities placed on a character will be used. Fortunately, this is pretty hard to do as you'd need sixteen linked materia slots and multiples of the support materia.
In the next article, we'll see how the support materia interact with the most common materia type; the magic materia.
Next Article:
In-Depth Materia Study Part 3
Green Magic Materia: The Building Blocks of the Materia System