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Should hate be evaluated numerically? |
Yep |
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88% |
[ 46 ] |
Nup. |
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11% |
[ 6 ] |
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Total Votes : 52 |
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Posted: Thu Nov 12, 2009 1:06 pm
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---------------------- zOMG! Ring Data ----------------------
Important Notice: All information in this guide is approximate. Numbers have been rounded to the nearest 10 where applicable.
Welcome to the zOMG! Chatterbox's Ring Guide, a numerical look at precisely what these pretty bands of Ghi-metal actually do.
This data has been collected by many players over many days, and so may not be up-to-date with any given update. If you feel that data is incorrect, or missing, we welcome you to test it and provide it using the forms given at the end of this page. :3
Hopefully this will be of some use to you, even if most of the guild hates zOMG! with a fiery burning passion somewhat reminiscent of heartburn.
---------------------- How to Test + Results Forms ----------------------
These rings were tested at C.L. 10.0 against the Barnacle Fluffs near the first Shallow Sea chest (On Normal Difficulty). Additionally, Player Ghi is required to be at 0.
Example: I'm testing the Hack Ring. I'll make my way to the screen with the fluffs. I then use the Hack Ring at RR1, record the damage and the DoT, then repeat, recording the damage done each time I use it. I'll repeat this about 10-20 times, then slaughter the remaining fluffs, grab my reward and suicide.
I then take the average of these results to give me the number I'm going to report. The average is the sum of all the damage (not including DoT) divided by the number of times I did damage.
Example 2: To test Reflection/Deflection, I'd travel back to those fluffs, and slap on the ring at the appropriate RR, then I'd kill off all bar one fluff. Then, each time the fluff attacks, I'd record either the damage done, 0 for a miss, or Reflect/Deflect for a reflection/deflection event.
When I got 50 or so points, I'd surface, and divide the number of reflections/deflections by the number of times I was hit. Multiplying this by 100 gives me the percentage chance I would report back.
If you need some tips on staying alive during testing, Gataka has compiled a nice list in this post here. I personally like the not going alone one. Testing is fun with friends :3
The form is:
[quote="Ring Name"][color=#000000][b]Range[/b]: [b]Duration[/b]: [b]Stamina Cost[/b]: - [b]Cooldown[/b]:
[b]RR1 ->[/b] Effect 1 + Effect 2 ( ) [b]RR2 ->[/b] Effect 1 + Effect 2 ( ) [b]RR3 ->[/b] Effect 1 + Effect 2 ( ) [b]RR4 ->[/b] Effect 1 + Effect 2 ( )[/color][/quote]
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Posted: Thu Nov 12, 2009 1:10 pm
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---------------------- Mêlée Attack Rings ----------------------
Bump Turn that hip around and BUMP your opponent away from you. Knocking them FAR away at higher Rage Ranks. The process *is* painful to your target.
Range: Enemy Only Duration: --- Stamina Cost: 3-4 Stamina Cooldown: 3 seconds Rage: 6-7%
RR1 -> 110 Damage + Knockback RR2 -> 160 Damage + Knockback RR3 -> 170 Damage + Knockback RR4 -> 200 Damage + Knockback
Dervish Whirling at incredible speed, you deal damage to all foes close to you. Higher Rage Ranks knock your enemies farther back and increase the area you hit.
Range: Enemy Only (AoE) Duration: --- Stamina Cost: 5-6 Stamina Cooldown: 5 seconds Rage: 10-11% question
RR1 -> 80 Damage RR2 -> 100 Damage RR3 -> 120 Damage RR4 -> 160 Damage
Fire Rain Summon burning rain from the sky to fall in an area around yourself damaging your foes and draining their Willpower. Higher Rage Ranks result in bigger damage areas and greater Willpower drains.
Range: Enemy Only (AoE) Duration: 6 Stamina Cost: 11-12 Stamina Cooldown: 10 seconds Rage: 20-21%
RR1 -> 120 Damage + Willpower Debuff (6s) RR2 -> 180 Damage + Willpower Debuff (6s) RR3 -> 180 Damage + Willpower Debuff (6s) RR4 -> 240 Damage + Willpower Debuff (6s)
Hack Land a colossal blow to your foes! Hits things hard, even causing them to bleed for a bit after you hit them. At higher Rage Ranks, the bleeding lasts longer, thus causing more damage.
Range: Enemy Only Duration: --- Stamina Cost: 4-5 Stamina Cooldown: 4 seconds Rage: 8-9%
RR1 -> 140 Damage + 2*20 DoT RR2 -> 180 Damage + 3*20 DoT RR3 -> 240 Damage + 4*20 DoT RR4 -> 350 Damage + 5*30 DoT
Mantis You create a katana from nothing to do your bidding. Does light damage, but attacks again very quickly. At higher Rage Ranks, it also drains an enemy's Willpower.
Range: Enemy Only (Melee) Duration: --- Stamina Cost: 2-3 Stamina Cooldown: 2 seconds Rage: 4-5% question
RR1 -> 90 Damage RR2 -> 120 Damage + Willpower Debuff (8s) RR3 -> 150 Damage + Willpower Debuff (8s) RR4 -> ?190 Damage + Willpower Debuff (8s)
Slash You slash at the nearby foes in front of you, doing damage to all that you hit. Your slash becomes wider and deeper at higher Rage Ranks, allowing you to hit more enemies.
Range: Enemy Only (AoE) Duration: --- Stamina Cost: 3-4 Stamina Cooldown: 3 seconds Rage: 6-7%
RR1 -> 110 Damage RR2 -> 130 Damage RR3 -> 160 Damage RR4 -> 210 Damage
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Posted: Thu Nov 12, 2009 1:11 pm
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---------------------- Ranged Attack Rings ----------------------
Reference: Extreme > Long > Medium > Short > Poor
Guns Guns Guns When all else fails, haul out the artillery and drown your target in lead! Higher Rage Ranks create a wider spray of bullets, causing more damage in a bigger and bigger area around your target.
Range: Enemy Only (Long) Duration: --- Stamina Cost: 2-3 Stamina Cooldown: 2 seconds Rage: 4-5% question
RR1 -> 70 Damage RR2 -> 90 Damage + AoE RR3 -> 110 Damage + AoE RR4 -> 150 Damage + AoE
Heavy Water Balloon You create a giant water ballon and hurl it at your foes, causing a colossal splash in a large area, damaging those affected. Higher Rage Ranks make bigger splashes and Taunt the enemies in the area to attack you instead of your friends.
Range: Enemy Only (Long + AoE) Duration: --- Stamina Cost: 6-7 Stamina Cooldown: 6 seconds Rage: 12-13% question
RR1 -> 80 Damage + ??? Hate RR2 -> 100 Damage + ??? Hate RR3 -> 120 Damage + ??? Hate RR4 -> 180 Damage + ??? Hate
Hornet's Nest Hurl a nest of hornets at the ground, creating a swarm that attacks nearby foes. Higher Rage Ranks increase the area affected, as well as making the target sometimes panic and run away. (Fear)
Range: Enemy Only (Extreme + AoE) Duration: 6 seconds Stamina Cost: 6-7 Stamina Cooldown: 6 seconds Rage: 12-13%
RR1 -> 60 (20*3) Damage RR2 -> 90 (30*3) Damage RR3 -> 120 (40*3) Damage + Fear (5s) RR4 -> 120 (40*3) Damage + Fear (7s)
Hot Foot Set your target's feet on fire, causing it pain for several seconds after the attack occurs. While the target is on fire, it also suffers a Dodge penalty, making it easier to hit. Higher Rage Ranks make this ability affect an area around the target.
Range: Enemy Only (Medium) Duration: 4 seconds Stamina Cost: 3-4 Stamina Cooldown: 3 seconds Rage: 6-7% question
RR1 -> 80 Damage + Dodge Debuff (4s) RR2 -> 120 Damage + AoE + Dodge Debuff (4s) RR3 -> 120 Damage + AoE + Dodge Debuff (4s) RR4 -> 160 Damage + AoE + Dodge Debuff (4s)
Hunter's Bow This bow lets you fire arrows often and far, damaging your foe and slowing it down so they can't get to you easily. Higher Rage Ranks reduce the target's Footspeed.
Range: Enemy Only (Extreme) Duration: --- Stamina Cost: 2-3 Stamina Cooldown: 2 seconds Rage: 4-5%
RR1 -> 50 Damage + Speed Debuff (6s) RR2 -> 60 Damage + Speed Debuff (8s) RR3 -> 80 Damage + Speed Debuff (10s) RR4 -> 110 Damage + Speed Debuff (12s)
Shark Attack Groundsharks attack your foe, often knocking it away from you, and also causing some bleeding to persist after the attack. Higher Rage Ranks result in longer bleeding duration and sometimes paralyzing your target with shock. (Root)
Range: Enemy Only (Poor) Duration: --- Stamina Cost: 5-6 Stamina Cooldown: 5 seconds Rage: 10-11%
RR1 -> 100 Damage + 20 DoT RR2 -> 130 Damage + 40 DoT RR3 -> 170 Damage + 60 DoT RR4 -> 220 Damage + 80 DoT
Shuriken Hurl spiny metal stars at your foes! In addition to damaging your target, higher Rage Ranks increase the effect to an area around your target, plus they cause your target to have reduced Accuracy for a time.
Range: Enemy Only (Medium) Duration: --- Stamina Cost: 2-3 Stamina Cooldown: 2 seconds Rage: 4-5% question
RR1 -> 70 Damage RR2 -> 90 Damage + Accuracy Debuff (8s) RR3 -> 110 Damage + Accuracy Debuff (8s) + AoE RR4 -> 150 Damage + Accuracy Debuff (8s) + AoE
Solar Rays Focus the power of the sun into a beam that damages your foe and, at higher Rage Ranks, can knock it away from you, or even stun it to Sleep for a short time.
Range: Enemy Only (Extra Long) Duration: --- Stamina Cost: 3-4 Stamina Cooldown: 3 seconds Rage: 6-7% question
RR1 -> 80 Damage RR2 -> 100 Damage RR3 -> 120 Damage + Sleep (2s) RR4 -> 150 Damage + Sleep (3s)
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Posted: Thu Nov 12, 2009 1:13 pm
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---------------------- Debuff Rings ----------------------
Adrenaline You jump up the nerves of your foe, causing them to jitter and shake, spoiling their ability to Dodge your blows for a time. Higher Rage Ranks also cause damage to your enemy.
Range: Enemy Only (Long) Duration: 45 seconds Stamina Cost: 6 Stamina Cooldown: 6 seconds Rage: ???
RR1 -> Dodge Debuff + ??? Damage RR2 -> Dodge Debuff + ??? Damage RR3 -> Dodge Debuff + ??? Damage RR4 -> Dodge Debuff + ??? Damage
Gumshoe Make the feet of your enemy sticky and slow its Footspeed substantially. Higher Rage Ranks make this ring affect increasingly-sized areas and slow the targets within even further.
Range: Enemy Only (Medium) Duration: --- Stamina Cost: ??? Stamina Cooldown: ??? seconds Rage: ???
RR1 -> Speed Debuff (?s) RR2 -> Speed Debuff (?s) RR3 -> Speed Debuff (?s) RR4 -> Speed Debuff (?s)
Knife Sharpen You draw the keen edge from a foe's G'hi and use it to sharpen your own metaphorical knives. Your foe suffers an Accuracy drain for a short time as you disrupt its lifeforce. Higher Rage Ranks also cause damage to your enemy.
Range: Enemy Only (Long?) Duration: 45 seconds Stamina Cost: 5-6 Stamina Cooldown: 6 seconds Rage: ???
RR1 -> Accuracy Debuff + 40 Damage RR2 -> Accuracy Debuff + 50 Damage RR3 -> Accuracy Debuff + 60 Damage RR4 -> Accuracy Debuff + 80 Damage
---------------------- Crowd Control Rings ----------------------
Duct Tape Wrap your target up and keep it from moving (Sleep). NOTE: Hitting a target while it is taped will weaken the tape and allow it to move again. Higher Rage Ranks start affecting foes around your original target also, as well as increasing the chance that they get bound by tape.
Range: Enemy Only (Medium) Duration: --- Stamina Cost: 5-6 Stamina Cooldown: 6 seconds Rage: ???
RR1 -> Sleep (12s) RR2 -> Sleep (15s) + AoE RR3 -> Sleep (16s) + AoE RR4 -> Sleep (17s) + AoE
Quicksand Cause the ground at an area to become mostly water and then solid mud for a short while, trapping your enemies where they stand. (Root). Higher Rage Ranks increase the area affected, as well as the chance to stick your foes in the mud.
Range: Enemy Only (Medium + AoE) Duration: --- Stamina Cost: 11 Stamina Cooldown: 10 seconds Rage: ???
RR1 -> ~75% Root (10s) RR2 -> ~90% Root (10s) RR3 -> ~90% Root (10s) RR4 -> ~100% Root (10s)
Scaredy Cat Make your foe flee from you in sheer panic! At higher Rage Ranks, this ring affects entire areas and the tendency for your foes to flee is bigger also.
Range: Enemy Only (Poor) Duration: --- Stamina Cost: 6? Stamina Cooldown: ??? seconds Rage: ???
RR1 -> Fear (?s) RR2 -> Fear (?s) RR3 -> Fear (?s) RR4 -> Fear (?s)
Taunt Sometimes, you need to pull enemies away from your friends. This ring does the trick, making foes in an area angered at you for a while. Higher Rage Ranks increase the area affected and the strength of the Taunt. The highest Rage Ranks also make your foes tremble, draining their Dodge for a time.
Range: Enemy Only (Short) Duration: --- Stamina Cost: 4-5 Stamina Cooldown: 4 seconds Rage: ???
RR1 -> ??? Hate + AoE RR2 -> ??? Hate + AoE RR3 -> ??? Hate + AoE RR4 -> ??? Hate + Dodge Debuff (20s) + AoE
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Posted: Thu Nov 12, 2009 1:15 pm
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---------------------- Healing Rings ----------------------
Bandage Start a bandaging process on you or a friend. Healing then occurs over a short time, a bit at a time. Higher Rage Ranks increase the amount of Health recovered.
Range: Self and Allies (Poor) Duration: --- Stamina Cost: 6-7 Stamina Cooldown: 5 seconds Rage: ???
RR1 -> 250 Damage Healed RR2 -> 300 Damage Healed RR3 -> 400 Damage Healed RR4 -> 500 Damage Healed
Defibrillate Use this on a Dazed ally, and you'll instantly Awaken them. Higher Rage Ranks increase the amount of Health and Stamina recovered, as well as reducing the number of rings temporarily locked because you had been Dazed.
Range: Ally Only Duration: --- Stamina Cost: 11 Stamina Cooldown: 60 seconds Rage: ???
RR1 -> 2 Rings Unlocked + 300 Damage Healed + 30 Stamina RR2 -> 3 Rings Unlocked + 400 Damage Healed + 40 Stamina RR3 -> 4 Rings Unlocked + 650 Damage Healed + 65 Stamina RR4 -> 5 Rings Unlocked + 1000 Damage Healed + 100 Stamina
Diagnose You analyze the wounds of all allies in the area around you and heal them of some of their wounds, including your own! Higher Rage Ranks increase the healing effect and the area affected.
Range: Self + AoE Duration: --- Stamina Cost: 8-9 Stamina Cooldown: 10 seconds Rage: ???
RR1 -> 120 Damage Healed RR2 -> 150 Damage Healed RR3 -> 200 Damage Healed RR4 -> 300 Damage Healed
Wish Heal any of your friends, one at a time with this quickly-recharging and powerful ring. Higher Rage Ranks heal targets standing around your target also. The bigger the Rage Rank, the bigger the area affected.
Range: Allies only (Long) Duration: --- Stamina Cost: 4-5 Stamina Cooldown: 4 seconds Rage: ???
RR1 -> 170 Damage Healed RR2 -> 220 Damage Healed + AoE RR3 -> 270 Damage Healed + AoE RR4 -> 380 Damage Healed + AoE
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Posted: Thu Nov 12, 2009 1:19 pm
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---------------------- Buff Rings ----------------------
Coyote Spirit Use this ring to give you or any friend a faster Footspeed. This ring also makes you able to Dodge attacks a bit more nimbly. Higher Rage Ranks increase the Footspeed bonus, as well as providing you the Luck of the Coyote
Range: Self and Ally (Short) Duration: 10 minutes Stamina Cost: 5-6 Cooldown: 5 Seconds Rage: ???
RR1 -> 48 Speed + ??? Luck RR2 -> 58 Speed + ??? Luck RR3 -> 67 Speed + ??? Luck RR4 -> 77 Speed + ??? Luck
Divinity Use this to draw lifeforce energy to you more quickly, increasing the rate at which you and your nearby friends regain Stamina, even during combat! Higher Rage Ranks let you recover Stamina even more quickly, and the highest Rage Ranks even help you find loot more easily. (Luck)
Range: Self + AoE Duration: 5 Minutes Stamina Cost: 11 Stamina Cooldown: 6 Minutes 40 Seconds. Rage: 20-21%
RR1 -> 2 Stamina Regen (Standing) + 4 Stamina Regen (Sitting) RR2 -> 3 Stamina Regen (Standing) + 5 Stamina Regen (Sitting) + ??? Luck RR3 -> 4 Stamina Regen (Standing) + 7 Stamina Regen (Sitting) + ??? Luck RR4 -> 5 Stamina Regen (Standing) + 9 Stamina Regen (Sitting) + ??? Luck
Fitness When you wear this ring, you just get…better! Accuracy, Dodge, Willpower, Weight, Health Regeneration, Stamina Regneration and even Luck are all given minor bonuses. This ring is passive and does not need to be clicked to be fully functional. Just wear it and it works!
Accuracy -> 20 Dodge -> 20 Willpower -> 30 Weight -> 25 Luck -> ??? Regeneration (HP/Stm) -> 25/2
Fleet Feet Sometimes, you just need to get away. This makes you, and any friends around you, greatly increase your Footspeed for a brief time. Since you're probably running into or out of trouble, this also bolsters your Willpower with a modest bonus at higher Rage Ranks.
Range: Self + AoE Duration: 30 Seconds Stamina Cost: 11-12 Cooldown: 60 Seconds Rage: ???
RR1 -> +96 Speed RR2 -> +106 Speed RR3 -> +115 Speed, +30 Will RR4 -> +125 Speed, +50 Will
Ghost You become slightly ethereal and matter occasionally, err, passes through you in a fairly disturbing fashion. (Dodge) Higher Rage Ranks increase the amount of Dodge bonus you receive. (Dodge bonues also decrease the chance that a monster will Critical Hit you during a fight.)
Range: Self and Ally (Medium) Duration: 6 Minutes Stamina Cost: 5~6 Cooldown: 5 seconds Rage: 10%
RR1 -> 40 Dodge RR2 -> 60 Dodge RR3 -> 90 Dodge RR4 -> 120 Dodge
Healing Halo Create this halo over you and your nearby allies. You all then regenerate health more quickly, even during combat! Higher Rage Ranks increase this effect and the highest Rage Ranks also make all affected targets harder to knockback. (Weight)
Range: Self + AoE Duration: 4 minutes 50 seconds Stamina Cost: ??? Cooldown: 5 minutes 30 seconds Rage: ???
RR1 -> 10 Health Regen (Standing) + 20 Health Regen (Sitting) RR2 -> 13 Health Regen (Standing) + 26 Health Regen (Sitting) RR3 -> 16 Health Regen (Standing) + 32 Health Regen (Sitting) + 50 Weight RR4 -> 22 Health Regen (Standing) + 44 Health Regen (Sitting) + 100 Weight
Iron Will When you fight a foe using Sleep, Root, Fear or other Willpower-based ability, Iron Will erects defenses around your mind (or the minds of any of your friends) to help you resist their evil influence. Higher Rage Ranks amplifies your mind still further, allowing you to Deflect occasional incoming attacks.
Range: Self and Ally (Short) Duration: 6 minutes Stamina Cost: 5-6 Cooldown: 5 seconds Rage: ???
RR1 -> 80 Willpower + ??? Deflection RR2 -> 120 Willpower + ??? Deflection RR3 -> 170 Willpower + 5% Deflection RR4 -> 230 Willpower + 5% Deflection
Keen Aye Use this on you or a friend to help them spy out where a foe *will* be, letting you hit it more easily. (Accuracy) Higher Rage Ranks increase the Accuracy boost. (Accuracy bonuses also increase the chance that you will Critical Hit a monster on any particular attack.)
Range: Self and Ally (Short) Duration: 6 Minutes Stamina Cost: 5-6 Cooldown: 5 seconds Rage: ???
RR1 -> 40 Accuracy RR2 -> 60 Accuracy RR3 -> 90 Accuracy RR4 -> 120 Accuracy
Meat Be a meateater and beef up big and strong! You heal a big chunk of damage you've suffered as well as increasing your maximum Health the same amount. Higher Rage Ranks increase the amount of Health increased.
Range: Self Only Duration: 10 Minutes Stamina Cost: 11 Cooldown: 10 minutes Rage: 20-21%
RR1 -> 400 Extra Health RR2 -> 500 Extra Health RR3 -> 650 Extra Health RR4 -> 850 Extra Health
My Density Are you getting knocked around by monsters? There's an easy way to solve that. Weigh more! Using this ring increases your Weight and sticks you to the ground. Higher Rage Ranks actually make you dense enough to resist some damage directly! (Persistent Armor)
Range: Self and Ally (Short) Duration: ??? Stamina Cost: 5-6 Cooldown: ??? Rage: ???
RR1 -> 100 Weight + 0% Persistent Armor RR2 -> 150 Weight + 5% Persistent Armor RR3 -> 200 Weight + 8% Persistent Armor RR4 -> 300 Weight + 12% Persistent Armor
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Posted: Thu Nov 12, 2009 1:23 pm
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---------------------- Armor Rings ----------------------
Improbability Sphere Use the Improbability Sphere to give you or a friend moderate defense (Persistent Armor), as well as to Reflect an attack back against the attacker of you or a friend! Any attack Reflected back on the attacker does the damage to the attacker instead. Higher Rage Ranks increase the amount of Armor and the…probability...that Reflection will occur.
Range: Self and Ally (Short) Duration: 6 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds Rage: 20%
RR1 -> 15% Persistent Armor + ??? Reflection RR2 -> 15% Persistent Armor + ??? Reflection RR3 -> 15% Persistent Armor + ??? Reflection RR4 -> 15% Persistent Armor + 11% Reflection
Pot Lid Use Pot Lid to give you or a friend moderate defense (Persistent Armor) and to sometimes Deflect an attack away from you or a friend completely. Any Deflected attack is nullified completely! Higher Rage Ranks make it more and more likely that a Deflection will occur on an attack.
Range: Self and Ally (???) Duration: 6 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds Rage: ???
RR1 -> 15% Persistent Armor + ??? Deflection RR2 -> 15% Persistent Armor + ??? Deflection RR3 -> 15% Persistent Armor + ??? Deflection RR4 -> 15% Persistent Armor + 13% Deflection
Rock Armour Cover each of your allies in Rock Armor giving them strong protection against incoming damage. (Armor Pool) The Rock Armor lasts for several minutes, or until it absorbs enough damage to break up. Higher Rage Ranks make stronger and stronger Armor.
Range: Ally Only (Short) Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds Rage: ???
RR1 -> 25% Armor Pool RR2 -> 28% Armor Pool RR3 -> 31% Armor Pool RR4 -> 34% Armor Pool
Teflon Spray This makes some of any incoming damage bounce away instead of hurting you or a friend (Persistent Armor). At higher Rage Ranks, it also makes your target harder to hit (Dodge) and eventually can occasionally Reflect an attack back against your foe.
Range: Self and Ally (???) Duration: 6 Minutes Stamina Cost: 11-12 Cooldown: 15 Seconds Rage: 20%
RR1 -> 15% Persistent Armor RR2 -> 15% Persistent Armor + 20 Dodge RR3 -> 15% Persistent Armor + 30 Dodge + ??? Reflection RR4 -> 15% Persistent Armor + 50 Dodge + 5% Reflection
Turtle When trouble is overwhelming, the best thing to do is curl up in your shell and hope the bad things go away. This creates a protective field that can absorb an amazing amount of damage out of any incoming attack, but only lasts a short time. (Armor Pool) Higher Rage Ranks create stronger shells.
Range: Self Only Duration: 30 Seconds Stamina Cost: 11 Stamina Cooldown: 2 Minutes Rage: ???
RR1 -> 40% Armor Pool RR2 -> 45% Armor Pool RR3 -> 50% Armor Pool RR4 -> 55% Armor Pool
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Posted: Thu Nov 12, 2009 1:27 pm
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---------------------- Ringset Data ----------------------
Athlete Bonus: ??? Debuff Resistance
Rings:
Angel Bonus: ??? Luck
Rings: Hunter's Bow Solar Rays Wish Healing Halo
Chef Bonus: 70 Dodge
Rings: Hack Knife Sharpen Pot Lid Meat
Demon Bonus: 2 Health Regeneration
Rings: Fire Rain Scaredy Cat Teflon Spray Iron Will
Medic Bonus: 48 Speed
Rings: Defibrillate Bandage Diagnose Adrenaline
Ninja Bonus: 30 Accuracy + 30 Dodge
Rings: Mantis Shuriken Divinity Ghost
Pirate Bonus: 10% Persistent Armor
Rings: Slash Quicksand Shark Attack Keen Aye
Prankster Bonus: 300 Max Health
Rings: Gumshoe Heavy Water Balloon Hot Foot Fleet Feet
Shaman Bonus: ??? Stamina Regeneration
Rings: Dervish Hornet's Nest Coyote Spirit Rock Armor
Space Trooper Bonus: 70 Accuracy
Rings: Guns Guns Guns Duct Tape Improbability Sphere My Density
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Posted: Thu Nov 12, 2009 1:28 pm
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---------------------- Base Statistics ----------------------
Health: 1000 (C.L. x 100) Stamina: 100 Static
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Accuracy: 500 (C.L. x 50) Dodge: 500 (C.L. x 50) Willpower: 500 (C.L. x 50) Speed: 192 Static Weight: 100 Static Regeneration: 20 (C.L. x 2)
---------------------- Ghi Boosts ----------------------
Accuracy Minor: 20 Accuracy
Normal: 30 Accuracy
Major: 50 Accuracy
Dodge Minor: 20 Dodge
Normal: 30 Dodge
Major: 50 Dodge
Health Minor: 120 Health
Normal: 200 Health
Major: 300 Health
Luck Minor: ??? Luck
Normal: ??? Luck
Major: ??? Luck
Willpower Minor: 20 Willpower
Normal: 30 Willpower
Major: 50 Willpower
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Posted: Thu Nov 12, 2009 1:30 pm
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---------------------- External Links + Affiliates. ----------------------
Tiered Ring Analysis - A discussion on what these numbers mean in Gameplay. z!EL Ring Data Guide - Now outdated. Good for comparisons however. ---I'd also like to take a moment to thank the following: Contributors: gataka tangocat777 anbu-of-sand Thard_Verad OMFG Taylor Gaidin Creas Judeau_the_Modest Inspirations: [Makata] Lux Fortuna Uron Teff.
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