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'''Ice''', '''Ice Horn''', and '''Ice Missile''' are a series of [[Mercury]] attack [[Psynergy]] featured in both games. It is available to the [[Water Seer Class series]]. Hence, [[Mia]] and [[Rief]] are the only Adepts that can use this series of Psynergy.
[[File:PsyIceMissileDD.png|thumb|256px|right|Ice Missile being cast in ''[[Dark Dawn]]'']]
'''Ice''' (アイス, ''Ice''), '''Ice Horn''' (アイスホーン, ''Ice Horn''), and '''Ice Missile''' (アイスミサイル, ''Ice Missile'') are a series of offensive [[List of Mercury Psynergy|Mercury Psynergy]] featured throughout the [[Golden Sun series|''Golden Sun'' series]].  


[[File:PsyIce.jpg|right]]
==Basic Characteristics==
==Psynergy spells==
Ice, Ice Horn, and Ice Missle are offensive, ranged Psynergies. The total damage inflicted is determined by comparing the caster's [[Mercury]] [[Power]] to the target's Mercury [[Resistance]] and using this number to modify the base power of the particular Psynergy in use.  
[[File:IceDD.gif|24px]] [[File:Ice.gif]] '''Ice''': “Attack with spikes of ice.”: This costs 5 [[Psynergy Points]], has a base power of 35, and has a range of one target. A mass of ice spikes shoot down onto the target. It is available at level 4.


[[File:IceHornDD.gif|24px]] [[File:Ice Horn.gif]] '''Ice Horn''': “Attack with spikes of ice.”: This costs 11 Psynergy Points, has a base power of 70, and has a range of three targets. A slightly thicker mass of ice spikes shoot down onto the targets. It is available at level 17.
{{PsynergyInfobox
|skin=mercury
|name='''Ice'''<br/>[[File: Ice.gif]][[File:IceDD.gif]]
|element=[[File:Star mercury.gif]] [[Mercury]]
|cost=5
|range=[[File:Range 1.gif]]
|gamedescription=“Attack with spikes of ice.” ([[Golden Sun|GS]]-[[The Lost Age|TLA]])<br/>"Strike with spikes of ice." ([[Dark Dawn|DD]]-present)
|effect=Attack a single target with a base power of 35.
}}
{{PsynergyInfobox
|skin=mercury
|name='''Ice Horn'''<br/>[[File: Ice Horn.gif]][[File:IceHornDD.gif]]
|element=[[File:Star mercury.gif]] [[Mercury]]
|cost=11
|range=[[File:Range 3.gif]]
|gamedescription=“Attack with spikes of ice.” (GS-TLA)<br/>"Strike with blades of ice." (DD-present)
|effect=Attack up to three targets with a base power of 70.
}}
{{PsynergyInfobox
|skin=mercury
|name='''Ice Missile'''<br/>[[File: Ice Missile.gif]][[File:IceMissileDD.gif]]
|element=[[File:Star mercury.gif]] [[Mercury]]
|cost=23
|range=[[File:Range 3.gif]]
|gamedescription=“Attack with spikes of ice.” (GS-TLA)<br/>"Strike with a massive ice projectile." (DD-present)
|effect=Attack up to three targets with a base power of 160.  
}}


[[File:IceMissileDD.gif|24px]] [[File:Ice Missile.gif]] '''Ice Missile''': “Attack with spikes of ice.”: This costs 23 Psynergy Points, has a base power of 160, and has a range of three targets. A thicker mass of ice spikes shoot down onto the targets. It is available at level 42.
Visually, the Ice series features a mass of ice spikes forming in the sky and falling diagonally to strike the targets. The number and size of the ice spikes increase with each stage.
 
===Damage Calculation===
Elemental Power attacks such as Ice, Ice Horn, and Ice Missile use a set base power as the base damage to be modified. For example, the base power of Ice Missile is 160. Thus, an unmodified Ice Missile would do around 160 points of damage.
 
Attacks from each stage of the Ice series take this base damage value and uses it in the following equation:
 
:''final damage = (base damage) * (1 + (User's Mercury [[Power]] - Enemy's Mercury [[Resistance]]) / 200)''
 
To word this in prose, Ice, Ice Horn, Ice Missile take the base damage of the particular attack, and then modify it by how much higher or lower the user's Mercury Power is than the target's Mercury Resistance. The difference between the user's Mercury Power and the user's Mercury Resistance is then divided by 200, then 1 is added to this, resulting in what can be called the "elemental damage multiplier". This number is what the Psynergies' damage is multiplied by.
 
[[File:PsyIce.jpg|thumb|right|256px|Ice Missile being cast in the GBA games.]]
For example, if an [[Adept]] with a Mercury Power of 150 casts Ice Missile on a monster with a Mercury Resistance of 50:
*damage = (base damage) * (1 + (Power - Resistance) / 200)
*damage = (150) * (1 + (150 - 50) / 200)
*damage = ({{tt|160|The base power of Ice Missile}}) * (1 + {{tt|100|The difference between the caster's Mercury Power and the target's Mercury Resistance}} / 200)
*damage = (160) * (1 + {{tt|0.5|The percentage by which damage is increased or decreased, in decimal form. In other words, this attack deals 50% more damage than normal.}})
*damage = 160 * {{tt|1.50|The elemental multiplier. One is added to change it from a "percent increase" to a "decimal multiplier".}}
*damage = 240
 
Therefore, a Ice Missile cast under these circumstances would deal {{tt|approximately|All attacks in the ''Golden Sun'' series add a random number between zero and three to damage output after calculations are completed.}} 240 points of damage to the targeted enemy. Since Ice Missile is a ranged Psynergy, adjacent targets take a percentage of the total damage, with the percentage decreasing as distance from the main target increases.
 
==Availability==
The Ice series is unique to the [[Water Seer class series]], available to [[Mia]] and [[Rief]]. The Water Seer class is a mono-elemental Mercury-based class that is available to Mia and Rief when they have no or only [[Mercury Djinn]] Set. Ice is available at Level 4, Ice Horn at Level 17, and Ice Missile at Level 42.  


==Analysis==
==Analysis==
The Ice Psynergy series is similar in many ways to the [[Cool Psynergy series]], both being more powerful, expensive, and having a higher level requirement than the other Mercury-based multiple-target Psynergy Series, the [[Frost Psynergy series|Frost]] series. The Ice Psynergy series attacks a maximum of 3 targets, while Megacool may attack up to 7 targets if possible, making the Ice Psynergy series more cost-effective while making the Cool Psynergy series more flexible. This relationship is analogous to that of the [[Ray Psynergy series]] and the [[Plasma Psynergy series]]. It is largely up to player preference as to which of these to use.
'''General:'''The Ice series is the most powerful series available to the Water Seer class. In this way, it is often compared to the [[Mariner class series]]'s [[Cool Psynergy series]]. The main difference is that Ice Missile is more cost-effective, being less expensive and yet similarly powered to Cool, and has a more limited range. Due to the Water Seer's limited Psynergy lineup, Ice Missile ends up being the most commonly used offensive Psynergy, due to its power in comparison to the [[Frost]]/[[Douse]] series.
 
===By Game===
'''''[[Golden Sun]]''''' and '''''[[Golden Sun: The Lost Age]]'':'''Mia will know Ice when she joins [[Isaac]]'s party, and as the only Water Seer in either game, remains the source of the series. Ice Horn can be an excellent offensive option during the first game, but will be replaced by Glacier by the end, due to the large level difference between Ice Horn and Ice Missile. In ''The Lost Age'', Ice Missile will be Mia's main attack by the end of the game, and can do a great deal of damage to the Mercury-weak monsters at [[Magma Rock]] and [[Mars Lighthouse]].
 
'''''[[Golden Sun: Dark Dawn]]'':'''Rief will know Ice when he joins the party. and Ice Horn will be extremely useful when learned. As the game progresses, the series is temporarily discarded in favor of Deluge, Drench, and possibly the [[Cold Snap Psynergy series]]. However, Ice Missile will still be the strongest option, and can be useful against end-game opponents.
 
==Psynergy cast by enemies==
Members of the Ice series are somewhat common amongst enemy Psynergy lineups. Many fightable [[Mercury Djinn]] can cast at least one stage of the series. In addition, many randomly encountered monsters can cast a member of the Ice series. The [[Amaze monster line#Spirit|Spirit]] can cast Ice, while the [[Ghost monster line#Horned Ghost|Horned Ghost]] and a [[Mimic]] can cast Ice Horn. Meanwhile, a [[Cerebus]] and another [[Mimic]] can cast Ice Missile. Amongst bosses, Ice Missile is among the arsenal of ''Dark Dawn'''s [[Ice Queen]], and it is her strongest offensive Psynergy.  


{{MercuryPsynergy}}
{{MercuryPsynergy}}

Revision as of 16:06, 18 February 2013

Ice Missile being cast in Dark Dawn

Ice (アイス, Ice), Ice Horn (アイスホーン, Ice Horn), and Ice Missile (アイスミサイル, Ice Missile) are a series of offensive Mercury Psynergy featured throughout the Golden Sun series.

Basic Characteristics

Ice, Ice Horn, and Ice Missle are offensive, ranged Psynergies. The total damage inflicted is determined by comparing the caster's Mercury Power to the target's Mercury Resistance and using this number to modify the base power of the particular Psynergy in use.

Ice
Ice.gifIceDD.gif
Star mercury.gif Mercury 5 PP
Range 1.gif
“Attack with spikes of ice.” (GS-TLA)
"Strike with spikes of ice." (DD-present)
Attack a single target with a base power of 35.
Ice Horn
Ice Horn.gifIceHornDD.gif
Star mercury.gif Mercury 11 PP
Range 3.gif
“Attack with spikes of ice.” (GS-TLA)
"Strike with blades of ice." (DD-present)
Attack up to three targets with a base power of 70.
Ice Missile
Ice Missile.gifIceMissileDD.gif
Star mercury.gif Mercury 23 PP
Range 3.gif
“Attack with spikes of ice.” (GS-TLA)
"Strike with a massive ice projectile." (DD-present)
Attack up to three targets with a base power of 160.


Visually, the Ice series features a mass of ice spikes forming in the sky and falling diagonally to strike the targets. The number and size of the ice spikes increase with each stage.

Damage Calculation

Elemental Power attacks such as Ice, Ice Horn, and Ice Missile use a set base power as the base damage to be modified. For example, the base power of Ice Missile is 160. Thus, an unmodified Ice Missile would do around 160 points of damage.

Attacks from each stage of the Ice series take this base damage value and uses it in the following equation:

final damage = (base damage) * (1 + (User's Mercury Power - Enemy's Mercury Resistance) / 200)

To word this in prose, Ice, Ice Horn, Ice Missile take the base damage of the particular attack, and then modify it by how much higher or lower the user's Mercury Power is than the target's Mercury Resistance. The difference between the user's Mercury Power and the user's Mercury Resistance is then divided by 200, then 1 is added to this, resulting in what can be called the "elemental damage multiplier". This number is what the Psynergies' damage is multiplied by.

Ice Missile being cast in the GBA games.

For example, if an Adept with a Mercury Power of 150 casts Ice Missile on a monster with a Mercury Resistance of 50:

  • damage = (base damage) * (1 + (Power - Resistance) / 200)
  • damage = (150) * (1 + (150 - 50) / 200)
  • damage = (160) * (1 + 100 / 200)
  • damage = (160) * (1 + 0.5)
  • damage = 160 * 1.50
  • damage = 240

Therefore, a Ice Missile cast under these circumstances would deal approximately 240 points of damage to the targeted enemy. Since Ice Missile is a ranged Psynergy, adjacent targets take a percentage of the total damage, with the percentage decreasing as distance from the main target increases.

Availability

The Ice series is unique to the Water Seer class series, available to Mia and Rief. The Water Seer class is a mono-elemental Mercury-based class that is available to Mia and Rief when they have no or only Mercury Djinn Set. Ice is available at Level 4, Ice Horn at Level 17, and Ice Missile at Level 42.

Analysis

General:The Ice series is the most powerful series available to the Water Seer class. In this way, it is often compared to the Mariner class series's Cool Psynergy series. The main difference is that Ice Missile is more cost-effective, being less expensive and yet similarly powered to Cool, and has a more limited range. Due to the Water Seer's limited Psynergy lineup, Ice Missile ends up being the most commonly used offensive Psynergy, due to its power in comparison to the Frost/Douse series.

By Game

Golden Sun and Golden Sun: The Lost Age:Mia will know Ice when she joins Isaac's party, and as the only Water Seer in either game, remains the source of the series. Ice Horn can be an excellent offensive option during the first game, but will be replaced by Glacier by the end, due to the large level difference between Ice Horn and Ice Missile. In The Lost Age, Ice Missile will be Mia's main attack by the end of the game, and can do a great deal of damage to the Mercury-weak monsters at Magma Rock and Mars Lighthouse.

Golden Sun: Dark Dawn:Rief will know Ice when he joins the party. and Ice Horn will be extremely useful when learned. As the game progresses, the series is temporarily discarded in favor of Deluge, Drench, and possibly the Cold Snap Psynergy series. However, Ice Missile will still be the strongest option, and can be useful against end-game opponents.

Psynergy cast by enemies

Members of the Ice series are somewhat common amongst enemy Psynergy lineups. Many fightable Mercury Djinn can cast at least one stage of the series. In addition, many randomly encountered monsters can cast a member of the Ice series. The Spirit can cast Ice, while the Horned Ghost and a Mimic can cast Ice Horn. Meanwhile, a Cerebus and another Mimic can cast Ice Missile. Amongst bosses, Ice Missile is among the arsenal of Dark Dawn's Ice Queen, and it is her strongest offensive Psynergy.

Mercury Psynergy in Golden Sun and The Lost Age
Elemental Base Damage Blue DragonCool seriesDouse seriesFrost seriesFrost CardFroth seriesIce seriesPrism series
Elemental Phys. Attack Call ZombieCutting Edge / Plume EdgeDiamond Dust / Diamond Berg
Support BreakCure PoisonElder Wood setPixie setPly seriesRestoreSuccubusWish series
Utility AvoidCloakDouseFrostLiftParch
Mercury Psynergy in Dark Dawn
Elemental Base Damage Cold Snap seriesCool seriesDouse seriesFroth seriesIce seriesPrism series
Elemental Phys. Attack Cutting Edge / Plume EdgeDiamond Dust / Diamond Berg
Support BreakCure PoisonPly seriesRestoreWish series
Utility AvoidCold SnapDouseInsight