HallieXIV wrote:
Just a quick note on CP.
Whilst you are correct that it only seems to be jewellery items that come with a CP boost, you can of course add CP+ materia to any item. With CP+ "V" materia, and at least two slots on each item of clothing at level 50, you can massively add to available CP (subject of course of item limits - and we have no idea how that works for level 50 gear yet).
I did a lot of high level (40+) crafting during the last beta test and based on how I was crafting, it seemed sensible to load up on CP materia.
I capped out @ 21, so I'll take your word on this. Just one thing that may not be relevant. On the battle classes, it seemed that each piece of gear had an effective "hard cap" for each stat. For example, my level 15 chest has 2 materia slots, with +3 INT/VIT/MND, and +2 Crit Rating on the base item. I drop a +Crit materia into the first slot, I get +2 Crit Rating. I drop a + Crit materia into the second slot. It is a +2 Crit Rating materia, but
I only get +1 to Crit Rating from that materia. So this piece, at this level, has a "hidden" +5 Crit Rating cap. Brief anecdotal evidence that I saw post-P3 showed that groups of stats had the same caps, these groups may be different, and it seemed to be a piece-by-piece thing. So this chest may have a +6 cap to each base stat, +5 to each battle stat & +3 to Determination (it seemed to be a special case, being relevant for all classes).
Why bring up level 15 battle class gear? It may be that crafting & gathering gear has the same restriction - plugging ONLY craftsmanship, control OR CP materia could result in reduced effectiveness. However, if you loaded up gear with a single stat without restriction, it may be a moot point. Plus crafter/gatherer gear only has 3 different relevant stats - battle classes have at least 6. Caps (if they exist) would naturally be higher.
Aaaaaand ... re-reading your post, this is probably the "item limits" you refer too ... do'h!