Zyraen82
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- Posted: Tue, 10 Nov 2009 16:55:46 +0000
Edit : Test results added below.
RING CL MANAGEMENT
(NOTE : as per the title, this guide is more or less useless for Shallow Sea runs, which require CL 10.0 or 9.9 to have a reasonable chance of completion...)
Found out from one of the Posters that Shallow Seas (Which I have never entered before) is same as all other instances smile So it does indeed apply! But I'm keeping the old sentence for Archive's sakes
Here's a few general notes, observations, facts to start the ball rolling :
- Except for CL-Independent rings (see here), all other Rings improve with Ring CL
- "Instances" generally are dynamic-CL, meaning they change to match the Overall CL of your strongest team member (if you're solo, just your CL)
- "Quests" usually have a Cap such that you are rough equi-strength to your opponent.
In other words - your *overall CL* doesn't matter much for significant number aspects of the game (coincidentally the ones that drop more loot? lol)
- Just because you're 6.0 doesn't make Taiko Drums easier to kill for the quests in which they count.
- DMP doesn't really become easier at 3.5 CL than it was at 2.8 CL. (though it usually does because you get more rings that make it easier)
Have you ever had a moment, when you suppress CL to play with someone, and find out *gasp* not only are you weaker than the other Player, but you aren't as effective as you remember you were when you were that CL?
This might also be a possible reason why relative few people bother to go back and replay the lower instances (for loot, as the idea might be)
The answer is really quite obvious, if we think about it.
Your Overall CL is the average (somewhat weighted) of your rings.
If you were to suppress all your 10.0 rings to 5.0 so you could revisit She-wolf, then you end up going in with, effectively,
- 8 rings each of 5.0 CL.
But when you were actually leveling up you would go in with something like
- 2 rings 6.5 CL, 2 rings 5.5 CL, the other 4 maybe 2.5 CL.
And surprise-surprise - this actually makes She-wolf a lot easier.
==========================
I think the portals provide perhaps the handiest example of where this is useful/applicable :
- Going in at CL 10.0, I'm using my 10.0 Hack and Mantis against a 10.0 Vampire/Werewolf
- Going in at CL 9.2 (after putting on a 1.0 Divinity and a 1.2 Ghost), I'm using my same 10.0 Hack and Mantis against a 9.2 Werewolf/Vampire.
The second one is significantly easier. If you don't feel it, go try with with 3 ringslots placed for 1.0 rings, and the rest (especially attack rings) at 10.0 CL.
Though of course I lose out a little when Rings drop, but otherwise, its still pretty solid.
=========================
Levelling Up
Know the CL-Independent Rings. Don't spend an orb on them, or maybe max take them to CL 2.0. (Unless you're really feeling the pinch and desperately want to increase your CL to catch up with your girlfriend and every one of your other rings seem so costly to improve, of course...)
When you're about CL 4.0, higher level Rings will start to drop and you can swap them in (plus the Vampire / Werewolf portals make such rings so frickin easy...) That's much better resource usage than salvaging the Rings for Orbs.
Suggest you pick 2 Attack rings (my preference is Slash and Hack, or Hack and Mantis) as key attack rings, level them past your Overall CL.
You can have 1 or 2 healing rings (typically Bandage and/or Diagnose). In my experience with Bandage, generally it works well even when kept at about 0.5 to 1.0 CL under my Attack Rings. In Emergencies, just use more Rage.
Plan your Ringsets in Advance, so you know which rings to get from the Quest.
Decide which Ringsets you want for farming (like Angel set) so that you will keep the Rings instead of Salvage them.
As usual, Salvage those you don't need.
If you keep to these guidelines and plan rings well, you shouldn't be too concerned about Solo-ing most instances up to maybe, Papa Saw (due to that sleepiness.. geez!)
=========================
Playing at Significantly Lower CL - usually Instance Farming
So if you're going to crew with someone of lower CL, and/or go and revisit some instances of lower levels, instead using a normal suppression, I would suggest taking the following steps :
1. Determine your most Essential Rings.
Typically for me, these will be Attack Rings and Healing Rings.
I normally give Attack Ring a higher CL than Healing ring, depending on the instance, even if I go in with only one healing ring (Bandage on Solos)
2. All other non-essential slots should be left empty, or filled with CL 1.0 rings. I personally suggest keeping on hand a low-CL Angel set for loot.
When doing portals, keeping slots filled does also help, because dropped Rings will auto-equip and push up your Overall-CL.
3. CL-Independent Rings are a real boon. They can be handy and be kept low.
4. Set Bonuses are neat, so you can keep a low level version of a ring just to still have the bonus.
5. If you still have to, Suppress your CL to clear that last difference in CL level.
=========================
Playing (Alone) at Higher CL - usually Soloing
If you're going to Portal on your own, you probably want more rings at 10.0 so that it doesn't affect the number of Orbs you get and the quality of Rings that drop too much. Substituting two 10.0 Rings with 1.0 Rings is a good idea.
I would say that 1.0 Divinity is a must-have to substitute, and it really doesn't really give you any disadvantage at all.
If you have another armor ring, then dropping it to 1.0 is good. If you're solo-portalling, you could probably substitute that AoE slot with a 1.0 Ring also.
I'm planning to experiment some and see if I can drop my CL to 8.8 or so before going to Stone Coatl, but armed with 10.0 Hack, Mantis, and with my Ninja set intact, see if that makes it significantly easier to solo.
=========================
Though really, if you understand it, all the above 3 are about the same for everyone...
Preparation
To have good flexibility along the way, some Tips are
- keep rings that are under CL 1.5. If you lack this, just suppress your CL and go do some Portal Soloing or hunt Lawn Gnomes in Village Greens.
- if you value ringset bonuses, keep low level versions of Rings forming handy ringsets, like Angel Set.
- keep low level duplicates of your current ringset, swapping them to low level, except for "Essential Rings". For eg, on Ninja I would have a 1.0 Divinity and 1.2 Ghost because I don't often use them, though I'm really waiting for another Shuriken to show up, so I can have low level Shuriken and use my 10.0 Ghost.
- for those worried, note that your Inventory for Rings is Infinite wink you can always scroll down to put more rings.
=========================
Now I wonder if this Topic is useful to anyone ?
Its probably too much trouble for people sporting all 10.0 Rings, but I hope that people levelling up might find this helpful, especially when they want to grind a certain orb-giving quest, but they are too high CL for it, and suppressing seems to make things not quite as easy as it used to be...
=========================
Test Results
Testing various levels of Mantis, as used in Dead Mans Path (East) at Overall CL 3.2, on Bootsnakes of CL 2.6, details in post 9 and 10 of this topic.
Mantis 9.6 - 1323 / 20 = 66.15 ==> 66.15 / 9.6 = 6.891 damage per CL
Mantis 7.4 - 1278 / 20 = 63.90 ==> 63.90 / 7.4 = 8.635 damage per CL
Mantis 6.4 - 1211 / 20 = 60.55 ==> 60.55 / 6.4 = 9.461 damage per CL
Mantis 5.8 - 1215 / 20 = 60.75 ==> 60.75 / 5.8 = 10.474 damage per CL
Mantis 5.0 - 1093 / 20 = 54.65 ==> 54.65 / 5.0 = 10.930 damage per CL
Mantis 4.5 - 1079 / 20 = 53.95 ==> 53.95 / 4.5 = 11.989 damage per CL
Mantis 4.1 - 898 / 20 = 44.90 ==> 44.90 / 4.1 = 10.951 damage per CL
Mantis 3.6 - 904 / 20 = 45.20 ==> 45.20 / 3.6 = 12.556 damage per CL
Mantis 3.2 - 746 / 20 = 37.30 ==> 37.30 / 3.2 = 11.656 damage per CL
(for more testing details, see my posts as Replies below this Topic)
The gains from having Mantis upped appear to be reasonably consistent, (subject to testing variance) until somewhere between Mantis 5.0 and 5.8, meaning about 1.8-2.6 CL above the Overall CL, thereafter there is a noticeable reduction in its effectiveness per CL due to diminishing returns.
RING CL MANAGEMENT
(NOTE : as per the title, this guide is more or less useless for Shallow Sea runs, which require CL 10.0 or 9.9 to have a reasonable chance of completion...)
Found out from one of the Posters that Shallow Seas (Which I have never entered before) is same as all other instances smile So it does indeed apply! But I'm keeping the old sentence for Archive's sakes
Here's a few general notes, observations, facts to start the ball rolling :
- Except for CL-Independent rings (see here), all other Rings improve with Ring CL
- "Instances" generally are dynamic-CL, meaning they change to match the Overall CL of your strongest team member (if you're solo, just your CL)
- "Quests" usually have a Cap such that you are rough equi-strength to your opponent.
In other words - your *overall CL* doesn't matter much for significant number aspects of the game (coincidentally the ones that drop more loot? lol)
- Just because you're 6.0 doesn't make Taiko Drums easier to kill for the quests in which they count.
- DMP doesn't really become easier at 3.5 CL than it was at 2.8 CL. (though it usually does because you get more rings that make it easier)
Have you ever had a moment, when you suppress CL to play with someone, and find out *gasp* not only are you weaker than the other Player, but you aren't as effective as you remember you were when you were that CL?
This might also be a possible reason why relative few people bother to go back and replay the lower instances (for loot, as the idea might be)
The answer is really quite obvious, if we think about it.
Your Overall CL is the average (somewhat weighted) of your rings.
If you were to suppress all your 10.0 rings to 5.0 so you could revisit She-wolf, then you end up going in with, effectively,
- 8 rings each of 5.0 CL.
But when you were actually leveling up you would go in with something like
- 2 rings 6.5 CL, 2 rings 5.5 CL, the other 4 maybe 2.5 CL.
And surprise-surprise - this actually makes She-wolf a lot easier.
==========================
I think the portals provide perhaps the handiest example of where this is useful/applicable :
- Going in at CL 10.0, I'm using my 10.0 Hack and Mantis against a 10.0 Vampire/Werewolf
- Going in at CL 9.2 (after putting on a 1.0 Divinity and a 1.2 Ghost), I'm using my same 10.0 Hack and Mantis against a 9.2 Werewolf/Vampire.
The second one is significantly easier. If you don't feel it, go try with with 3 ringslots placed for 1.0 rings, and the rest (especially attack rings) at 10.0 CL.
Though of course I lose out a little when Rings drop, but otherwise, its still pretty solid.
=========================
Levelling Up
Know the CL-Independent Rings. Don't spend an orb on them, or maybe max take them to CL 2.0. (Unless you're really feeling the pinch and desperately want to increase your CL to catch up with your girlfriend and every one of your other rings seem so costly to improve, of course...)
When you're about CL 4.0, higher level Rings will start to drop and you can swap them in (plus the Vampire / Werewolf portals make such rings so frickin easy...) That's much better resource usage than salvaging the Rings for Orbs.
Suggest you pick 2 Attack rings (my preference is Slash and Hack, or Hack and Mantis) as key attack rings, level them past your Overall CL.
You can have 1 or 2 healing rings (typically Bandage and/or Diagnose). In my experience with Bandage, generally it works well even when kept at about 0.5 to 1.0 CL under my Attack Rings. In Emergencies, just use more Rage.
Plan your Ringsets in Advance, so you know which rings to get from the Quest.
Decide which Ringsets you want for farming (like Angel set) so that you will keep the Rings instead of Salvage them.
As usual, Salvage those you don't need.
If you keep to these guidelines and plan rings well, you shouldn't be too concerned about Solo-ing most instances up to maybe, Papa Saw (due to that sleepiness.. geez!)
=========================
Playing at Significantly Lower CL - usually Instance Farming
So if you're going to crew with someone of lower CL, and/or go and revisit some instances of lower levels, instead using a normal suppression, I would suggest taking the following steps :
1. Determine your most Essential Rings.
Typically for me, these will be Attack Rings and Healing Rings.
I normally give Attack Ring a higher CL than Healing ring, depending on the instance, even if I go in with only one healing ring (Bandage on Solos)
2. All other non-essential slots should be left empty, or filled with CL 1.0 rings. I personally suggest keeping on hand a low-CL Angel set for loot.
When doing portals, keeping slots filled does also help, because dropped Rings will auto-equip and push up your Overall-CL.
3. CL-Independent Rings are a real boon. They can be handy and be kept low.
4. Set Bonuses are neat, so you can keep a low level version of a ring just to still have the bonus.
5. If you still have to, Suppress your CL to clear that last difference in CL level.
=========================
Playing (Alone) at Higher CL - usually Soloing
If you're going to Portal on your own, you probably want more rings at 10.0 so that it doesn't affect the number of Orbs you get and the quality of Rings that drop too much. Substituting two 10.0 Rings with 1.0 Rings is a good idea.
I would say that 1.0 Divinity is a must-have to substitute, and it really doesn't really give you any disadvantage at all.
If you have another armor ring, then dropping it to 1.0 is good. If you're solo-portalling, you could probably substitute that AoE slot with a 1.0 Ring also.
I'm planning to experiment some and see if I can drop my CL to 8.8 or so before going to Stone Coatl, but armed with 10.0 Hack, Mantis, and with my Ninja set intact, see if that makes it significantly easier to solo.
=========================
Though really, if you understand it, all the above 3 are about the same for everyone...
Preparation
To have good flexibility along the way, some Tips are
- keep rings that are under CL 1.5. If you lack this, just suppress your CL and go do some Portal Soloing or hunt Lawn Gnomes in Village Greens.
- if you value ringset bonuses, keep low level versions of Rings forming handy ringsets, like Angel Set.
- keep low level duplicates of your current ringset, swapping them to low level, except for "Essential Rings". For eg, on Ninja I would have a 1.0 Divinity and 1.2 Ghost because I don't often use them, though I'm really waiting for another Shuriken to show up, so I can have low level Shuriken and use my 10.0 Ghost.
- for those worried, note that your Inventory for Rings is Infinite wink you can always scroll down to put more rings.
=========================
Now I wonder if this Topic is useful to anyone ?
Its probably too much trouble for people sporting all 10.0 Rings, but I hope that people levelling up might find this helpful, especially when they want to grind a certain orb-giving quest, but they are too high CL for it, and suppressing seems to make things not quite as easy as it used to be...
=========================
Test Results
Testing various levels of Mantis, as used in Dead Mans Path (East) at Overall CL 3.2, on Bootsnakes of CL 2.6, details in post 9 and 10 of this topic.
Mantis 9.6 - 1323 / 20 = 66.15 ==> 66.15 / 9.6 = 6.891 damage per CL
Mantis 7.4 - 1278 / 20 = 63.90 ==> 63.90 / 7.4 = 8.635 damage per CL
Mantis 6.4 - 1211 / 20 = 60.55 ==> 60.55 / 6.4 = 9.461 damage per CL
Mantis 5.8 - 1215 / 20 = 60.75 ==> 60.75 / 5.8 = 10.474 damage per CL
Mantis 5.0 - 1093 / 20 = 54.65 ==> 54.65 / 5.0 = 10.930 damage per CL
Mantis 4.5 - 1079 / 20 = 53.95 ==> 53.95 / 4.5 = 11.989 damage per CL
Mantis 4.1 - 898 / 20 = 44.90 ==> 44.90 / 4.1 = 10.951 damage per CL
Mantis 3.6 - 904 / 20 = 45.20 ==> 45.20 / 3.6 = 12.556 damage per CL
Mantis 3.2 - 746 / 20 = 37.30 ==> 37.30 / 3.2 = 11.656 damage per CL
(for more testing details, see my posts as Replies below this Topic)
The gains from having Mantis upped appear to be reasonably consistent, (subject to testing variance) until somewhere between Mantis 5.0 and 5.8, meaning about 1.8-2.6 CL above the Overall CL, thereafter there is a noticeable reduction in its effectiveness per CL due to diminishing returns.