Okay, here are a few of my suggestions/critiques/comments.
- For the ring data, a few more figures would be helpful. You give the formula for calculating a ring's effect at any CL. Just to make things easier, you should also tell us the what that number is at CL 10. For example, the ring coyote spirit says it gives a dodge bonus of (5 x RCL). Next to that formula, you should write (50 @ CL 10.0). It just makes it easier on the eyes. =)
- Another comment about ring data - When you're listing the durations of the various buffs, you list the time in seconds (For example, Coyote Spirit at RR4 lasts for 1320 seconds). Next to that, you should list that number in minutes that equates to (22 minutes).
- Defib Ring Data is Inaccurate. RR4 only unlocks six rings (and that means that RR3 must be inaccurate as well).
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Defibrillate
- Adrenaline increases Dodge, not Accuracy
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Adrenaline
- Divinity
DOES have an effect increase with rage (as well as an AoE radius increase, if I remember correctly).
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Divinity
- I believe that Healing Halo's effect also increases with rage, although only while sitting, and not standing. I'm not 100% certain about this, but I'm sure you can do a few tests to find out.
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Healing Halo
- For Hunter's Bow, you should make note of how long the speed debuff lasts at each rage rank.
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Hunters Bow
- Improb Sphere does not boost dodge.
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Improbability Sphere - Grants + to dodge. Also chance to reflect damage back
Stamina Cost -
Rage Rank 1 -
Rage Rank 2 -
Rage Rank 3 -
Rage Rank 4 -
- Mantis costs 2 stamina, not 2.5
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Mantis
- Shuriken costs 2.5 stamina, not 3.
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Shuriken
- Teflon costs 10 stamina, not 12.
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Teflon
- Wish costs 4 stamina, not 2.
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Wish
I'm guessing that a lot more of your ring data is outdated/inaccurate, but those are the ones I noticed off the top of my head xP
- It would be extremely helpful if you could calculate the Damage per Second (DPS), Damage per point of Stamina (or every 10 points of stamina), and perhaps (less important) Stamina used per Second for all of the attack rings. With the data you already have, that shouldn't be too hard. The same thing could should be done for the healing rings - Health gained per Second and Health gained per point of Stamina.
- This list is not only outdated, but also isn't very helpful. Perhaps you could use the data acquired from the above calculations to make a new list that has the attack rings that deal the most damage in a single blow, and also the rings that deal the most Damage per Second. DPS is much more helpful and accurate than "Damage done during 10 seconds".
Uron Teff
Additionally to the data above, the Developers provided us with a list of all the attack rings and the damage they do in a given time frame. Basically they distinguished two types of criteria - Attack Rings Listed in Terms of Highest Damge Per Attack and Attack Rings Listed in Terms Most Damage Dealt in 10 Seconds. The results are shown below.
Attack Rings (in order of damage in a single blow)
Hack
Shark Attack
Bump
Mantis
Slash
Dervish
Solar Rays
Guns, Guns, Guns
Shuriken
Heavy Water Balloon
Hunter's Bow
Fire Rain
Hot Foot
Hornet's Nest
Attack Rings (in order of most damage in a 10-second period)
Mantis
Bump
Hack
Slash
Guns, Guns, Guns
Shuriken
Solar Rays
Fire Rain
Shark Attack
Hunter's Bow
Hot Foot
Hornet's Nest
Dervish
Heavy Water Balloon
That's all I can think of for now xP