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Author Topic: Golden Sun  (Read 2572 times)

OblivionKnight

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Golden Sun
« on: December 25, 2007, 01:54:56 PM »
Once more with feeling!  Damage tests and some stuff PD hasn't done yet!  For the awesome!  These are with full djinni set-ups, and I'll be listing unleashes as well.  Well, as I work on it.  Should have it up tomorrow at the latest, though some stuff might be unfinished.  Also, these are taken at level 27, which is low for me, but probably within sanity range for everyone else.  Golden Sun does have semi-random stat growth (within ranges), so it might vary a little, but is generally good.  PP Costs are listed in parentheses next to the skill.

As for psynergy skills...I'm using level 27, and some skills (Grand Gaia, Spark Plasma) become available at levels after this.  However...these skills...are really high levels (Grand Gaia requires Isaac to be level 54), and make the entire cast average damage (or close enough).  I'll note all skills that require higher levels than 27 with an underline.

As for Djinni - As you equip them, you not only gain stat boosts from the Djinni themselves, but certain numbers of Djinni also unlocks a certain class.  These classes give stat bonuses, in addition to the individual djinni bonuses.  In battle (or before battle), you can "ready" a djinni, which means you can summon them in-battle if you want.  If you ready the djinni in-battle, you "unleash" it, which is some type of positive effect (a stat boost, an attack, healing, etc.).  After this, they are "ready" to be summoned.  There are 4 summons per element, requiring 1, 2, 3 or 4 Djinni of the element to be in "ready" position.  Doing this does drop stats, but after they've been summoned, the Djinni will start to get "set" to the character again (1 by 1 at the end of each round), thereby raising stats once more, and raising the class if the class has been lost.  Note that you can also take an action to "set" them manually. 

Whatever you make of this system is up to you. 

Statuses:
Deadly Poison - 20% MHP damage per action; can kill
Paralysis - Target cannot act for the round they are paralyzed, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Stun - Target cannot act for the round they are paralyzed, and for 3 additional rounds thereafter (target cannot act round the status wears off)
Sleep - Target cannot act for the round they are slept, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Silence - Target cannot act for the round they are paralyzed, and from 1-3 additional rounds thereafter (target cannot act the round the status wears off)
Delusion - Lowers hit rate for 5 rounds; seems to drop accuracy by about 50%



Isaac
Lord

Elemental Compatability
Venus Power/Resist - 139/149
Mercury Power/Resist - 78/88
Mars Power/Resist - 76/86
Jupiter Power/Resist - 77/87

Individual Djinni Stat Boosts
Flint - HP +8, PP+ 4, Attack +3
Granite - HP +9, Defense +2, Agility +2, Luck +1
Quartz - HP +10, PP +3, Agility +3
Vine - HP +12, PP +4, Defense +3, Luck +1
Sap - HP +10, Attack +3, Luck +1
Ground - HP+9, PP +3, Agility +3
Bane - HP +12, Attack +4

Djinni Class Change Stat Bonuses
Squire (0-1 Djinni set) - 110% HP, 80% PP, 110% Attack, 100% Defense, 110% Agility, 100% Luck [initial skills]
Knight (2-3 Djinni set) - 130% HP, 90% PP, 120% Attack, 110% Defense, 120% Agility, 100% Luck [initial skills]
Gallant (4-5 Djinni set) - 150% HP, 100% PP, 130% Attack, 120% Defense, 130% Agility, 100% Luck [gains Gaia, Mother Gaia, Grand Gaia, Revive]
Lord (6-7 Djinni set) - 170% HP, 110% PP, 140% Attack, 130% Defense, 140% Agility, 100% Luck [all skills]

Equipment
Great Sword [Attack +90]
Knight's Shield [Defense +28]
Knight's Helm [Defense +33]
Steel Armor [Defense +36]

HP 525
PP 129
Attack 296
Defense 201
Agility 166
Luck 10

Attack - 116 physical
Cure (3) - Heals 100 HP
Cure Well (7) - Heals 208 HP
Potent Cure (10) - Heals 418 HP
Revive (15) - Fully Revives a downed target to 100% MHP
Move (2) - Moves things
Retreat (6) - Retreats from things
Ragnarok (7) - 162 Venus/physical
Quake (4) - 16 Venus/magic
Earthquake (7) - 44 Venus/magic
Quake Sphere (15) - 77 Venus/magic
Spire (5) - 49 Venus/magic
Clay Spire (13) - 104 Venus/magic
Stone Spire (22) - 179 Venus/magic
Gaia (7) - 47 Venus/magic
Mother Gaia (17) - 119 Venus/magic
Grand Gaia (32) - 223 Venus/magic

Flint - 218 Venus/physical
Granite - Halves damage taken, MT
Quartz - Fully Revives a downed target to 50% MHP
Vine - Drops Agility by 50%
Sap - 200 Venus/physical, heals Isaac for 100 HP
Ground - Paralyzes ~90%
Bane - 212 Venus/physical, inflicts Deadly Poison ~80%

Venus (1 Djinni ready) - 42 Venus/magic, deals 3% MHP damage as well
Ramses (2 Djinni ready) - 106 Venus/magic, deals 6% MHP damage as well
Cybele (3 Djinni ready) - 190 Venus/magic, deals 9% MHP damage as well
Judgment (4 Djinni ready) - 333 Venus/magic, deals 12% MHP damage as well

Comments: Isaac holds up very well in all regards.  Solid healing, 2HKO damage, decent speed, defense, unique Djinni unleashes with solid status attached...yeah, pretty damn solid in all regards.  Earth also isn't a common element, which helps.  Strikes me as a solid Heavy.
 


Garet
Champion

Elemental Compatability
Venus Power/Resist - 76/86
Mercury Power/Resist - 77/87
Mars Power/Resist - 139/149
Jupiter Power/Resist - 78/88

Individual Djinni Stat Boosts
Forge - HP +10, Attack +2, Agility +2, Luck +2
Fever - HP +8, Attack +3, Agility +2
Corona - HP +12, PP +3, Defense +3, Luck +1
Scorch - HP +8, Attack +3
Ember - HP +9, PP +4, Defense +2, Agility +2
Flash - HP+14, PP +3, Defense +2
Torch - HP +9, Attack +3, Luck +1

Djinni Class Change Stat Bonuses
Guard (0-1 Djinni set) - 110% HP, 80% PP, 100% Attack, 110% Defense, 70% Agility, 100% Luck [initial skills]
Soldier (2-3 Djinni set) - 130% HP, 90% PP, 110% Attack, 120% Defense, 80% Agility, 100% Luck [initial skills]
Warrior (4-5 Djinni set) - 150% HP, 100% PP, 120% Attack, 130% Defense, 90% Agility, 100% Luck [gains Guard, Protect, Impair, Debilitate]
Champion (6-7 Djinni set) - 170% HP, 120% PP, 130% Attack, 140% Defense, 100% Agility, 100% Luck [all skills]

Great Sword [Attack +90]
Knight's Shield [Defense +28]
Knight's Helm [Defense +33]
Steel Armor [Defense +36]

HP 540
PP 130
Attack 269
Defense 219
Agility 123
Luck 8

Attack - 97 physical
Move (2) - Moves things
Heat Wave (6) - 143 Mars/physical
Flare (4) - 17 Mars/magic
Flare Wall (7) - 49 Mars/magic
Flare Storm (12) - 97 Mars/magic
Fire (6) - 41 Mars/magic
Fireball (12) - 80 Mars/magic
Inferno (23) - 152 Mars/magic
Volcano (6) - 56 Mars/magic
Eruption (14) - 108 Mars/magic
Pyroclasm - 191 Mars/magic
Guard (3) - Defense +54 (25%)
Protect (5) - Defense +28, MT (12.5%)
Impair (4) - Drops defense by 25%
Debilitate (6) - Drops defense by 12.5%, MT

Forge - Attack +67, MT (25%)
Fever - 141 Mars/physical, inflicts Delusion ~100%
Corona - Defense +54, MT (25%)
Scorch - 163 Mars/physical, inflicts Stun ~95%
Ember - Heals 9 PP, MT (7%)
Flash - Reduces damage taken by 90%
Torch - 159 Mars/physical, ITD

Mars (1 Djinni ready) - 42 Mars/magic, deals 3% MHP damage as well
Kirin (2 Djinni ready) - 106 Mars/magic, deals 6% MHP damage as well
Tiamat (3 Djinni ready) - 190 Mars/magic, deals 9% MHP damage as well
Meteor (4 Djinni ready) - 333 Mars/magic, deals 12% MHP damage as well

Comments: Well, his damage holds up (just shy of a 2HKO, though), and he's the most durable character of the cast, with a decent variety in Djinni status attacks.  Sadly, that's it.  He's slow, and he relies on a horribly common element, his boosters would help if he weren't slow, and he's generally not outstanding overall.  Still, the stun status is fairly evil, and delusion might help a bit as well.  High Light



Ivan
Magister

Elemental Compatability
Venus Power/Resist - 77/87
Mercury Power/Resist - 76/86
Mars Power/Resist - 78/88
Jupiter Power/Resist - 139/149

Individual Djinni Stat Boosts
Gust - HP +9, Attack +2, Agility +2
Breeze - HP +12, PP +5, Defense +2, Luck +1
Zephyr - HP +11, PP +3, Agility +2, Luck +1
Smog - HP +9, Attack +3
Kite - HP +8, PP +4, Agility +3
Squall - HP +10, Attack +5
Luff - HP +11, PP +5, Defense +2, Luck +1

Djinni Class Change Stat Bonuses
Wind Seer (0-1 Djinni set) - 80% HP, 140% PP, 80% Attack, 90% Defense, 130% Agility, 110% Luck [initial skills]
Magician (2-3 Djinni set) - 90% HP, 150% PP, 90% Attack, 100% Defense, 140% Agility, 110% Luck [gains Impact, High Impact]
Mage (4-5 Djinni set) - 110% HP, 160% PP, 100% Attack, 110% Defense, 150% Agility, 110% Luck [gains Ward, Resist]
Magister (6-7 Djinni set) - 130% HP, 170% PP, 110% Attack, 120% Defense, 160% Agility, 110% Luck [all skills]

Master Rapier [Attack +86]
Heavy Armlet [Defense +25]
Platinum Circlet [Defense +29]
Silver Vest [Defense +28]

HP 391
PP 219
Attack 242
Defense 170
Agility 203
Luck 9

Attack - 85 physical
Mind Read (1) - Reads minds
Reveal (1) - Reveals things
Ray (6) - 44 Jupiter/magic
Storm Ray (10) - 80 Jupiter/magic
Destruct Ray (21) - 166 Jupiter/magic
Whirlwind (5) - 24 Jupiter/magic
Tornado (14) - 95 Jupiter/magic
Tempest (27) - 175 Jupiter/magic
Plasma (8) - 55 Jupiter/magic
Shine Plasma (18) - 120 Jupiter/magic
Spark Plasma (37) - 203 Jupiter/magic
Impact (7) - Attack +60 (25%)
High Impact (12) - Attack +30, MT (12.5%)
Ward (3) - Resistances +40
Resist (5) - Resistances +20, MT
Sleep (5) - Sleep ~90%
Bind (4) - Silence ~80%

Gust - 135 Jupiter/magic
Breeze - Resistances +40, MT
Zephyr - Agility +203, MT (100%)
Smog - 162 Jupiter/physical, inflicts Delusion ~100%
Kite - Act twice next action
Squall - Paralysis ~90%
Luff - Silence ~90%

Jupiter (1 Djinni ready) - 42 Jupiter/magic, deals 3% MHP damage as well
Atalanta (2 Djinni ready) - 106 Jupiter/magic, deals 6% MHP damage as well
Procne (3 Djinni ready) - 190 Jupiter/magic, deals 9% MHP damage as well
Thor (4 Djinni ready) - 333 Jupiter/magic, deals 12% MHP damage as well

Comments: Uh...fast.  Very, very fast.  Plus, he can double that speed as well, making him even scarier.  This is especially nasty due to the large amount of accurate, powerful status attacks he has.  Delusion, silence, paralysis and sleep are very good, and will allow him to win many battles off of a sheer annoyance factor.  In addition, his draw of Djinni is solid, and with Kite plus the status attacks, he will easily see a Thor summon, or simply overwhelm them with his below average (but compoundable) damage.  Durability vaguely fails, but the speed sells him.  He's Nash, in other words.  Heavy.



Mia
Paragon

Elemental Compatability
Venus Power/Resist - 78/88
Mercury Power/Resist - 139/189
Mars Power/Resist - 77/87
Jupiter Power/Resist - 76/86

Individual Djinni Stat Boosts
Fizz - HP +9, PP +4, Defense +3
Sleet - HP +12, Attack +3, Luck +1
Mist - HP +11, Attack +4
Spritz - HP +8, PP +4, Agility +3
Hail - HP +9, Attack +4, Luck +1
Tonic - HP +8, PP+3, Defense +2, Luck +2
Dew - HP +13, PP +4, Agility +4

Djinni Class Change Stat Bonuses
Water Seer (0-1 Djinni set) - 90% HP, 130% PP, 90% Attack, 100% Defense, 80% Agility, 130% Luck [initial skills]
Scribe (2-3 Djinni set) - 100% HP, 140% PP, 100% Attack, 110% Defense, 90% Agility, 130% Luck [initial skills]
Cleric (4-5 Djinni set) - 120% HP, 150% PP, 110% Attack, 120% Defense, 100% Agility, 130% Luck [gains Wish, Wish Well, Pure Wish]
Paragon (6-7 Djinni set) - 140% HP, 160% PP, 120% Attack, 130% Defense, 110% Agility, 130% Luck [all skills]

War Mace [Attack +84]
Heavy Armlet [Defense +25]
Platinum Circlet [Defense +29]
Oracle Robe [Defense +43, Regens 10 HP each round, Mercury Resist +40]

HP 422
PP 196
Attack 243
Defense 200
Agility 129
Luck 11

Attack - 85 physical
Ply (4) - Heals 138 HP
Ply Well (8) - Heals 277 HP
Pure Ply (12) - Heals 1178 HP
Wish (9) - Heals 110 HP, MT
Wish Well (13) - Heals 222 HP, MT
Pure Wish (20) - Heals 502 HP, MT
Cure Poison (2) - Cures cancer...I mean poison
Restore (3) - Cures sleep, stun and delusion
Break (5) - Dispel, MT
Frost (5) - 18 Mercury/magic
Tundra (8) - 36 Mercury/magic
Glacier (15) - 80 Mercury/magic
Ice (5) - 28 Mercury/magic
Ice Horn (11) - 56 Mercury/magic
Ice Missile (23) - 170 Mercury/magic

Fizz - Full healing
Sleet - 127 Mercury/magic, drops Attack by 25%
Mist - Sleep ~95%
Spritz - Heals 126 HP, MT (30%)
Hail - 117 Mercury/magic, drops Defense by 25%
Tonic - Heals status effects, MT
Dew - Fully Revives a downed target to 100% MHP

Mercury (1 Djinni ready) - 42 Mercury/magic, deals 3% MHP damage as well
Nereid (2 Djinni ready) - 106 Mercury/magic, deals 6% MHP damage as well
Neptune (3 Djinni ready) - 190 Mercury/magic, deals 9% MHP damage as well
Boreas (4 Djinni ready) - 333 Mercury/magic, deals 12% MHP damage as well

Comments: Healer.  Not much else I can say, I guess.  She's pretty much equal to Garet in speed, with less durability, and significantly less damage.  While she has a Djinni that unleashes a sleep effect, she's too damn slow to really capitalize on it, and her damage just doesn't cut it.  Light.


Averages

HP: 470
1) Garet - 540
2) Isaac - 525
3) Mia - 422
4) Ivan - 391

Defense: 198
1) Garet - 219
2) Isaac - 201
3) Mia - 200
4) Ivan - 170

Agility: 155
1) Ivan - 203
2) Isaac - 166
3) Mia - 129
4) Garet - 123

Damage: 128
1) Isaac - 162 (Ragnarok)
2) Garet - 143 (Heat Wave)
3) Ivan - 120 (Shine Plasma)
4) Mia - 85 (Attack)

*I'm not taking into account the higher level skills, as they make the whole cast average or so at damage, which vaguely strikes me as wrong.
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

OblivionKnight

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Re: Golden Sun
« Reply #1 on: December 25, 2007, 01:55:41 PM »
Some GS endgame boss testing.
(From the Wonderful Finn, Tonfa Baton and that crazy New Jersian, Meeple!)

Saturos:

3000 HP
260 PP
160 Agility (Slightly slower than Isaac)

Physical: 99 to Isaac
Potent Cure: Heals 300 HP
Protect: Increases defense by 17
Heat Flash: 165 (he had Impact on, if that matters) to Isaac, randomly causes Dellusion
Pyroclasm: 142, 147, 139, 120
Inferno: 82, 89, 134, 127
Break: Dispels status affects (positives ones anyway)
Haunt: Causes Curse status

Resistant to Fire.
Slightly resistant to Wind.
Somewhat weak to Ice. (may get more accurate numbers later)

Meep's numbers are mostly correct. Just noting a few things:

Pyroclasm must have been centered on Garet in Meep's tests. A focused Pyroclasm dealt 200 to Ivan and 180 to Isaac. Still not great, but gives him decent 3HKO damage.

Heat Flash caused Delusion (Blind) with a near-100% rate. It deals 115 damage without Impact.

Haunt's accuracy fails at life. (5-10%!? Might have been lucky, but still)

Menardi:

2600 HP
300 PP
220 Agility (Faster than Ivan)

Resistant to Fire.
Slightly resistant to Earth.
Somewhat weak to Ice.

Physical: 76
Impact: Raises attack by 97
Physical After 2 Impacts (Not sure if it stacks, she used it 2x in a row O_o): 186 to Isaac
Death Sieze: N/A 115,N/A, 126, 33% chance of instant death
Death Sieze w/ 2 Impacts (see above): 193 to Isaac, 33% chance of Instant Death
Fire Blast: 85, 88, 83, 72
Flare Storm: N/A, 56, 75, 70
Super Nova: 143, 93, 87, 68
Wish: Heals 80 HP
Resist: Raises Resist by 20
NOTE: Death Sieze was used 6 times in the fight, and its ID hit twice, so yeah, unless its actual chances are listed in the guide...

Supernova deals ~140 damage when focused. Fear.

Death Size went 1/10 against me.

Fusion Dragon:

5000 HP
500 PP
Doubleacts
First attack is 190 Agility (Went after Ivan), second goes last

Resistant to Fire.
Slightly resistant to Wind and Earth.
Somewhat weak to Ice.

Attack: 105
Break: Dispels stat buffs
Evil Blessing: 75 fire + Curse (33% rate)
Deadly Gas: 30 fire + Deadly Poison (33% rate)
Outer Space: 200 fire
Dragon Driver: 130 fire
Drain Fang: 75 draining, has accuracy issues
Severe Blow: HP-1
« Last Edit: December 25, 2007, 01:59:22 PM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

superaielman

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Re: Golden Sun
« Reply #2 on: October 02, 2016, 09:50:45 PM »
Note: Heat Flash's damage is lower in practice (It's a fire physical and was under Impact when tested). Death Seize is earth elemental.
"Reputation is what other people know about you. Honor is what you know about yourself"- Count Aral Vorkosigan, A Civil Campaign
-------------------
<Meeple> knownig Square-enix, they'll just give us a 2nd Kain
<Ciato> he would be so kawaii as a chibi...