Junctions Magic to Hit
Description
Hit-J is a junction ability in Final Fantasy VIII. When a party member junctions a Guardian Force that has Hit-J mastered, they can raise their physical attack's accuracy by equipping spells from their current Magic inventory to their Hit stat in the junction menu. All of Squall's weapons already have perfect accuracy and so he does not need Hit-J.
Obtained[]
The GFs Diablos, Cerberus, and Eden learn Hit-J for 120 AP. If removed with Amnesia Greens, there is no way to get Hit-J back as no "Hit-J Scroll" item exists.
Mechanics[]
Hit-J allows the character equipping a GF who knows the ability to junction spells to their Hit stat. This stat determines the character's physical attacks' accuracy. Any spell can be junctioned to Hit-J, but different spells offer variable increases. The best spell for Hit-J by far is Triple.
Whether a physical attack hits is determined by the attacker's Hit Rate and Luck, and the target's Evasion stat and Luck, using the following formula:
Units with 255% hit rate always hit regardless of the target's stats. Units with Stop have their Evasion fall to 0%.
The following spell list is from worst to best for Hit-J; effect on Hit per single spell. The maximum is 100 spells to one stat, and each spell can be junctioned to one stat at a time (exception, see junction glitch); if the player wants to equip a spell to another stat, it will be unequipped from the current -J ability. When using a draw point, if the offered spell is currently being junctioned to an active party member's stat, it will show a symbol next to it when choosing the recipient upon using the draw point. Maximum Hit is 255%; at this stat, the character will never miss even if blinded. Limit Breaks never miss no matter what the Hit% is.
Spells | Effect |
---|---|
Cure / Zombie | Hit +0.02 |
Cura / Esuna / Life / Protect / Shell / Silence / Sleep / Scan | Hit +0.03 |
Berserk / Bio / Pain | Hit +0.04 |
Drain | Hit +0.05 |
Dispel / Regen / Reflect / Full-life / Confuse | Hit +0.08 |
Fire / Blizzard / Thunder / Curaga / Death / Break / Haste / Slow | Hit +0.10 |
Meltdown / Float | Hit +0.12 |
Demi | Hit +0.14 |
Fira / Blizzara / Thundara | Hit +0.16 |
Water | Hit +0.18 |
Firaga / Blizzaga / Thundaga / Stop | Hit +0.20 |
Aero | Hit +0.22 |
Holy | Hit +0.24 |
Flare | Hit +0.26 |
Blind / Quake / Apocalypse[note 1] | Hit +0.30 |
Tornado | Hit +0.38 |
Double / Meteor | Hit +0.40 |
Aura | Hit +0.50 |
Ultima | Hit +0.60 |
Triple | Hit +1.50 |
- ↑ Cannot be junctioned in a normal playthrough
Use[]
Hit-J is a boon to have on characters other than Squall, as he already never misses. Selphie's ultimate weapon also has native 255% hit rate. Hit-J is thus good for Quistis, Zell, Rinoa, and Irvine. Hit rate has no effect on magic, summons, or Limit Breaks.
Hit-J is first learned by Diablos, recruited from the Magical Lamp given by Headmaster Cid at the Timber mission briefing at the Balamb Garden gates. Cerberus is recruited at the Battle of the Gardens also learns it, and the player can get one more Hit-J from Eden, drawn from the boss at the bottom of the hidden island in the corner of the world map accessed in the late game.
Triple is by far the best spell for Hit-J, and likely where the player should be allocating their Triple stock out of all -J abilities, though Triple is also great for Spd-J and Str-J. Triple is easiest obtained by drawing from the boss fought under a timer in Centra Ruins: the player can whittle its HP to almost dead and then draw until the timer is about to run out. The player can also make stocks of 100 of the spell with Time Mag-RF from Three Stars, obtained as a reward for Obel Lake, from Weapon enemies, and Squall's card.
The characters do not miss too often even without Hit-J (unless fighting Cactuars), and so mastering Hit-J is likely not a priority when first recruiting a GF that can learn it.
Citations[]
- ↑ ForteGSOmega (2010, February 2). Final Fantasy VIII – Battle Mechanics FAQ. GameFAQs. Archived from the original on 5 March 2024.