|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:16 pm
Important Notice: All information in this guide is approximate Welcome to zOMG! Elite Raiders' Ring guide! I hope this is helpful for better understanding the amazing game we play biggrin ( If you have trouble reading or understanding the guide, please post to let us know where the problem is. We're aware that it may not be particularly user friendly, and would like to change that. ) It's not quite complete, but the bulk of the data is there. Most of what's missing is either really really hard to do, or downright impossible >.>;; Oh, and I should mention that this guide is accurate as of August 2nd, 2010 (PST) as far as we know. Incidentally, the # shows the rings comparative DPS ranking. Hack is the highest at #1, Hornet's Nest the lowest at #14. This assumes only 1 target is hit as well. *note: whole guide was made by OMFG Science, i only posted it a little differently
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:19 pm
---------------------- Quick and Simple DPH and DPS Lists ---------------------- The DPS values are also listed next to the rings in a green font on the right side of your screen, so you can compare where they fall while reading their data =D
Damage per Hit
1. Hack 2. Fire Rain 3. Shark Attack 4. Bump 5. Slash 6. Mantis 7. Dervish 8. Heavy Water Balloon 9. Hot Foot 10. Solar Rays 11. Guns Guns Guns 12. Shuriken 13. Hornet's Nest 14. Hunter's Bow
---
Damage per Second
1. Hack 2. Mantis 3. Slash 4. Bump 5. Shuriken 6. Guns Guns Guns 7. Hot Foot 8. Solar Rays 9. Hunter's Bow 10. Shark Attack 11. Dervish 12. Heavy Water Balloon 13. Fire Rain 14. Hornet's Nest ----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:22 pm
---------------------- Base Statistics ---------------------- The base statistics are the abilities your character possesses based purely on his or her OCL (Overall Charge Level), which is a weighted average of your rings as shown below. Health: 1000 (C.L. x 100) Stamina: 100 (Static) Ghi: 100 (Static)
---
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: 30 (C.L. x 3) Luck: 0 (Static)
---
OCL: [ ( 8*R1 ) + ( 7*R2 ) + ( 6*R3 ) + ( 5*R4 ) + ( 4*R5 ) + ( 3*R6 ) + ( 2*R7 ) + ( 1*R8 ) ] / 36
R(n) refers to the nth highest level ring's C.L. R1 is the highest C.L. of your rings, R2 the second etc...
Empty ring slots count as C.L. 1.0 rings in the calculation.
----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:24 pm
---------------------- Mêlée Attack Rings ---------------------- Melee Attack Rings require you to get up close and personal with the Animated. Accuracy determines the likelihood of your rings hitting, and also scoring critical damage. Melee Attacks have a reach of approximately 1 avatar width. #4 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.
Stamina Cost: 3-4 Stamina Cooldown: 3 seconds
RR1 -> 90-130 Damage (110 Damage) + Knockback RR2 -> 130-190 Damage (160 Damage) + Knockback RR3 -> 140-200 Damage (170 Damage) + Knockback RR4 -> 160-240 Damage (200 Damage) + Knockback#11 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.
Stamina Cost: 5-6 Stamina Cooldown: 5 seconds
RR1 -> 60-100 Damage (80 Damage) + AoE RR2 -> 80-120 Damage (100 Damage) + AoE RR3 -> 100-160 Damage (120 Damage) + AoE RR4 -> 140-190 Damage (160 Damage) + AoE#13 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.
Stamina Cost: 11-12 Stamina Cooldown: 10 seconds
RR1 -> 120 (20*6) Damage + 30 Willpower Debuff (6s) + AoE RR2 -> 180 (30*6) Damage + 50 Willpower Debuff (6s) + AoE RR3 -> 180 (30*6) Damage + 80 Willpower Debuff (6s) + AoE RR4 -> 240 (40*6) Damage + 120 Willpower Debuff (6s) + AoE#1 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.
Stamina Cost: 4-5 Stamina Cooldown: 4 seconds
RR1 -> 110-170 Damage (140 Damage) + 2*20 DoT RR2 -> 150-210 Damage (180 Damage) + 3*20 DoT RR3 -> 200-280 Damage (240 Damage) + 4*20 DoT RR4 -> 270-370 Damage (350 Damage) + 5*30 DoT#2 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.
Stamina Cost: 2-3 Stamina Cooldown: 2 seconds
RR1 -> 70-110 Damage (90 Damage) RR2 -> 100-140 Damage (120 Damage) + 20 Willpower Debuff (8s) RR3 -> 120-180 Damage (150 Damage) + 30 Willpower Debuff (8s) RR4 -> 170-250 Damage (210 Damage) + 50 Willpower Debuff (8s)#3 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.
Stamina Cost: 3-4 Stamina Cooldown: 3 seconds
RR1 -> 80-120 Damage (100 Damage) + AoE RR2 -> 100-160 Damage (130 Damage) + AoE RR3 -> 130-190 Damage (160 Damage) + AoE RR4 -> 170-250 Damage (210 Damage) + AoE----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:25 pm
---------------------- Ranged Attack Rings ---------------------- Ranged Attack Rings are rings that can be used to defeat the enemy before they get within striking distance. They're governed by Accuracy, like Melee Attack Rings. #6 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: Medium Stamina Cost: 2-3 Stamina Cooldown: 2 seconds
RR1 -> 60-80 Damage (70 Damage) RR2 -> 70-110 Damage (90 Damage) + AoE RR3 -> 90-130 Damage (110 Damage) + AoE RR4 -> 120-180 Damage (150 Damage) + AoE#12 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: Medium Stamina Cost: 6-7 Stamina Cooldown: 6 seconds
RR1 -> 60-100 Damage (80 Damage) + ??? Hate + AoE RR2 -> 80-120 Damage (100 Damage) + ??? Hate + AoE RR3 -> 100-160 Damage (120 Damage) + ??? Hate + AoE RR4 -> 140-190 Damage (180 Damage) + 4 Hate + AoE#14 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: Long Stamina Cost: 6-7 Stamina Cooldown: 6 seconds
RR1 -> 60 (20*3) Damage + AoE RR2 -> 90 (30*3) Damage + AoE RR3 -> 120 (40*3) Damage + Fear (5s) + AoE RR4 -> 120 (40*3) Damage + Fear (7s) + AoE#7 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: Medium Stamina Cost: 3-4 Stamina Cooldown: 3 seconds
RR1 -> 80 (20*4) Damage RR2 -> 120 (30*4) Damage + AoE + 20 Dodge Debuff (4s) RR3 -> 120 (30*4) Damage + AoE + 30 Dodge Debuff (4s) RR4 -> 160 (40*4) Damage + AoE + 50 Dodge Debuff (4s)#9 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: Extreme Stamina Cost: 2-3 Stamina Cooldown: 2 seconds
RR1 -> 40-60 Damage (50 Damage) + Speed Debuff (6s) RR2 -> 50-70 Damage (60 Damage) + Speed Debuff (8s) RR3 -> 60-100 Damage (80 Damage) + Speed Debuff (10s) RR4 -> 90-130 Damage (110 Damage) + Speed Debuff (12s)#10 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: Poor Stamina Cost: 5-6 Stamina Cooldown: 5 seconds
RR1 -> 80-120 Damage (100 Damage) + 20 DoT RR2 -> 100-160 Damage (130 Damage) + 40 DoT RR3 -> 140-200 Damage (170 Damage) + 60 DoT RR4 -> 180-260 Damage (220 Damage) + 80 DoT#5 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: Short Stamina Cost: 2-3 Stamina Cooldown: 2 seconds
RR1 -> 70-80 Damage (70 Damage) RR2 -> 70-110 Damage (90 Damage) + 20 Accuracy Debuff (8s) RR3 -> 90-130 Damage (110 Damage) + 30 Accuracy Debuff (8s) + AoE RR4 -> 120-180 Damage (150 Damage) + 50 Accuracy Debuff (8s) + AoE#8 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: Long Stamina Cost: 3-4 Stamina Cooldown: 3 seconds
RR1 -> 60-100 Damage (80 Damage) RR2 -> 80-120 Damage (100 Damage) RR3 -> 100-140 Damage (120 Damage) + Sleep (2s) RR4 -> 120-180 Damage (150 Damage) + Sleep (3s)----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:33 pm
---------------------- Debuff Rings ---------------------- Debuff Rings and Effects are guarded against by Debuff Resistance, a currently hidden stat. They serve to reduce the statistics of a foe. 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: Medium Stamina Cost: 5-6 Stamina Cooldown: 6 seconds
RR1 -> 40 Dodge Debuff (45s) + 30-50 Damage (40 Damage) RR2 -> 60 Dodge Debuff (45s) + 40-60 Damage (50 Damage) RR3 -> 90 Dodge Debuff (45s) + 50-70 Damage (60 Damage) RR4 -> 120 Dodge Debuff (45s) + 60-100 Damage (80 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 (Short) Stamina Cost: 5-6 Stamina Cooldown: 5 seconds
RR1 -> 45% Speed Debuff (20s) RR2 -> 50% Speed Debuff (20s) + AoE RR3 -> 55% Speed Debuff (20s) + AoE RR4 -> 60% Speed Debuff (20s) + AoEKnife 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: Medium Stamina Cost: 5-6 Stamina Cooldown: 6 seconds
RR1 -> 40 Accuracy Debuff (45s) + 30-50 Damage (40 Damage) RR2 -> 60 Accuracy Debuff (45s) + 40-60 Damage (50 Damage) RR3 -> 90 Accuracy Debuff (45s) + 50-70 Damage (60 Damage) RR4 -> 120 Accuracy Debuff (45s) + 60-100 Damage (80 Damage)----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:36 pm
---------------------- Crowd Control Rings ---------------------- Crowd Control Rings and Effects are Willpower based, and work to disable the enemy by preventing them from attacking, or changing who they're attacking. 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: Short Stamina Cost: 5-6 Stamina Cooldown: 6 seconds
RR1 -> Sleep (12-18s) RR2 -> Sleep (12-18s) + AoE RR3 -> Sleep (12-18s) + AoE RR4 -> Sleep (12-18s) + AoEQuicksand 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: Short Stamina Cost: 11 Stamina Cooldown: 10 seconds
RR1 -> Root (10s) + AoE RR2 -> Root (10s) + AoE RR3 -> Root (10s) + AoE RR4 -> Root (10s) + AoEScaredy 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: Poor Stamina Cost: 6-7 Stamina Cooldown: 6 seconds
RR1 -> Fear (12-18s) RR2 -> Fear (12-18s) + AoE RR3 -> Fear (12-18s) + AoE RR4 -> Fear (12-18s) + AoETaunt 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: Short Stamina Cost: 4-5 Stamina Cooldown: 4 seconds
RR1 -> 40 Hate + AoE RR2 -> 60 Hate + AoE RR3 -> 80 Hate + Dodge Debuff (20s) + AoE RR4 -> 110 Hate + 30 Dodge Debuff (20s) + AoE----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:38 pm
---------------------- Healing Rings ---------------------- Healing Rings restore Health to Players. Strange that. 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: Short Stamina Cost: 6-7 Stamina Cooldown: 5 seconds
RR1 -> 250 Damage Healed RR2 -> 300 Damage Healed RR3 -> 400 Damage Healed RR4 -> 500 Damage HealedDefibrillate 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: ??? Stamina Cost: 11 Stamina Cooldown: 60 seconds
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 StaminaDiagnose 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.
Stamina Cost: 8-9 Stamina Cooldown: 8 seconds
RR1 -> 100-140 Damage Healed (120 Damage Healed) + AoE RR2 -> ???-??? Damage Healed (150 Damage Healed) + AoE RR3 -> 160-240 Damage Healed (200 Damage Healed) + AoE RR4 -> 220-320 Damage Healed (300 Damage Healed) + AoEWish 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: Very Long Stamina Cost: 4-5 Stamina Cooldown: 4 seconds
RR1 -> 150-200 Damage Healed (170 Damage Healed) RR2 -> 190-250 Damage Healed (220 Damage Healed) + AoE RR3 -> 230-320 Damage Healed (270 Damage Healed) + AoE RR4 -> 320-440 Damage Healed (380 Damage Healed) + AoE----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:41 pm
---------------------- Buff Rings ---------------------- Buff Ring increase the statistics of the target when used, and are generally fairly long lasting. Unless otherwise stated, all Buff Rings (barring Fitness) affect everyone on the screen who is crewed with the target. 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
Duration: 15 minutes Stamina Cost: 11-12 Cooldown: 15 Seconds
RR1 -> 48 Speed RR2 -> 58 Speed + 2 Luck RR3 -> 67 Speed + 3 Luck RR4 -> 77 Speed + 5 LuckDivinity 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)
Duration: 15 Minutes Stamina Cost: 11-12 Stamina Cooldown: 15 Seconds.
RR1 -> 2 Stamina Regen (Standing) + 4 Stamina Regen (Sitting) RR2 -> 3 Stamina Regen (Standing) + 5 Stamina Regen (Sitting) RR3 -> 4 Stamina Regen (Standing) + 7 Stamina Regen (Sitting) + 8 Luck RR4 -> 5 Stamina Regen (Standing) + 9 Stamina Regen (Sitting) + 8 LuckFitness 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 -> 5 Regeneration (HP/Stm) -> 5/2Fleet 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.
Duration: 30 Seconds Stamina Cost: 11-12 Cooldown: 60 Seconds
RR1 -> 96 Speed RR2 -> 106 Speed RR3 -> 115 Speed + 30 Will RR4 -> 125 Speed + 50 WillFortune's Favor This ring bestows its wearer with the luck of a golden rabbit, increasing the amount of loot they are rewarded with.
Accuracy -> 40 Dodge -> 40 Luck -> 13Ghost 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.)
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 40 Dodge RR2 -> 60 Dodge RR3 -> 90 Dodge RR4 -> 120 DodgeHealing 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)
Duration: 15 minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 30 Health Regen (5s) RR2 -> 39 Health Regen (5s) RR3 -> 48 Health Regen (5s) + 50 Weight RR4 -> 66 Health Regen (5s) + 100 WeightIron 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.
Duration: 15 minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 80 Willpower + ??? Deflection RR2 -> 120 Willpower + ??? Deflection RR3 -> 170 Willpower + 5% Deflection RR4 -> 230 Willpower + 5% DeflectionKeen 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.)
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 40 Accuracy RR2 -> 60 Accuracy RR3 -> 90 Accuracy RR4 -> 120 AccuracyMeat 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 Duration: 15 Minutes Stamina Cost: 11 Cooldown: 15 Seconds
RR1 -> 400 Extra Health RR2 -> 500 Extra Health RR3 -> 650 Extra Health RR4 -> 850 Extra HealthMy 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)
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 Seconds
RR1 -> 100 Weight + 0% Persistent Armor RR2 -> 150 Weight + 5% Persistent Armor RR3 -> 200 Weight + 8% Persistent Armor RR4 -> 300 Weight + 12% Persistent ArmorSweetheart Blow your sweetheart a kiss with this wonderful ring and make them gush with giddiness. Sweetheart causes the heart to swell with emotion and increases maximum Health.
Range: Self or Ally Duration: 15 Minutes Stamina Cost: 5-6 Cooldown: 6 Seconds
RR1 -> 150 Max Health RR2 -> 200 Max Health RR3 -> 240 Max Health RR4 -> 330 Max Health----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:47 pm
---------------------- Armor Rings ---------------------- Armor Rings directly reduce the amount of damage recieved from an Animated's attack. All Armor rings affect every player on the screen, unless otherwise stated. Armor Rings will also stack their effects with each other. For example if a player is buffed by Teflon and Improb, they'll have incoming damage first reduced by 15% for Improb, then the remaining damage is reduced by 15% for Teflon (and so on should other buffs be present) Persistent Armor bonuses are calculated before Armor Pools are calculated. If you're still confused, swarf has a developer's guide to the zOMG! Armour System here. 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.
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 15% Persistent Armor + 3% Reflection RR2 -> 15% Persistent Armor + 8% Reflection RR3 -> 15% Persistent Armor + 9% Reflection RR4 -> 15% Persistent Armor + 10% ReflectionPot 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.
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 15% Persistent Armor + 2% Deflection RR2 -> 15% Persistent Armor + ??? Deflection RR3 -> 15% Persistent Armor + ??? Deflection RR4 -> 15% Persistent Armor + 14% DeflectionRock 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.
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 seconds
RR1 -> 25% Armor Pool, 20000 damage absorbed RR2 -> 28% Armor Pool, 30000 damage absorbed RR3 -> 31% Armor Pool, 40000 damage absorbed RR4 -> 34% Armor Pool, 50000 damage absorbedTeflon 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.
Duration: 15 Minutes Stamina Cost: 11-12 Cooldown: 15 Seconds
RR1 -> 15% Persistent Armor RR2 -> 15% Persistent Armor + 20 Dodge RR3 -> 15% Persistent Armor + 30 Dodge + ??? Reflection RR4 -> 15% Persistent Armor + 50 Dodge + 5% ReflectionTurtle 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: Varies with RR Stamina Cost: 11 Stamina Cooldown: 3 Minutes
RR1 -> 100% Armor Pool (5s) RR2 -> 100% Armor Pool (7.5s) RR3 -> 100% Armor Pool (11s) RR4 -> 100% Armor Pool (15s)----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:48 pm
---------------------- Ringset Data ---------------------- Ringsets are combinations of rings that when worn on the same hand will provide a bonus to your stats. If the ring set is active, you'll know because the rings will be surrounded with a distinctive yellow glow. Athlete Bonus: 20% Debuff Resistance
Rings: Angel Bonus: 3 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: +1 Stamina Regeneration (Kneeling)
Rings: Dervish Hornet's Nest Coyote Spirit Rock Armor
Space Trooper Bonus: 70 Accuracy
Rings: Guns Guns Guns Duct Tape Improbability Sphere My Density
----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:51 pm
---------------------- Ghi Boosts ---------------------- Ghi Abilities are passive boosts to your statistics, that are earned by interacting with the game world. (Healing and Fighting). There are 3 Levels of Ghi Ability (Minor, Normal and Major) and they advance through them. Once you get a complete list of Minor Ghi Buffs for example, your next advancement will change one of the Minor Ghi Buffs into a Normal Ghi Buff. The power of the Ghi Ability is based on both the level of the Buff, and the amount of Ghi you have ( The G near Stamina ). The number beneath the G represents the percentage of the boost you get. For example, at 50 Ghi, you recieve 100 HP from a Normal Health Buff. 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: 2 Luck
Normal: 3 Luck
Major: 5 Luck Willpower Minor: 20 Willpower
Normal: 30 Willpower
Major: 50 Willpower ----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:52 pm
---------------------- What does it all mean? ---------------------- Well.. If you don't know all the terms, then you probably shouldn't be going into numerical ring analysis, since it's very much geared towards players who have completed the game and are looking to super-power their builds... But I'll provide a quick analysis of what everything means: AoE: Area of Effect. This ring will affect multiple enemies. Area of Effects can be arcs or circles. Melee AoE is player centered, ranged AoE is target centered.Duration: The length of time a rings effect is active for. Obviously, attack rings don't generally have this. DoT was measured separately.Stamina Cost: The amount of stamina that a ring costs to activate. This varies use to use, so we've included ranges where possible.Cooldown: The amount of time before the ring can be used again.RR1-4: Rage Ranks. RR1 is no rage, RR4 is when the entire Rage Bar is used to launch the effect. You should know this though.Persistent Armor: This armor is never going to give you up, never going to let you down... until it's duration runs out. (Persistent Armor is calculated before Armor Pool)Armor Pool: This armor is generally stronger than Persistent, but will wear off after a certain amount of damage is reached (or it's duration runs out).DoT: Damage Over Time. Damage is dealt in periodic increments, rather than dealt all at once.Deflection: Deflection shows as a "DEFLECT!" image above your avatar, and means you take 0 damage from the deflected attack.Reflection: Reflection shows as a "REFLECT!" image above your avatar, and means you not only take 0 damage, but the Animated recieves it's own attack back at it. Now that's karma!zOMG!: The game. Which you just lost. >.>;;Luck: A stat that affects the amount of gold granted. 1 point of luck is a 1% increase in Gold. Boosts to luck do stack.Salvage: Converts a ring into a number of orbs equal to (C.L - 1) x 5, to a minimum of 1 orb. You will loose this ring permanently, though a replacement may be dropped at a later time.---------------------- What do the Ranges mean? ---------------------- Extreme: Extreme Range Rings cover distances of 7 or more avatar widths.Very Long: Very Long Range Rings cover distances of approximately 6 avatar widths.Long: Long Range Rings cover distances of approximately 5 avatar widths.Medium: Medium Range Rings cover distances of approximately 4 avatar widths.Short: Short Range Rings cover distances of approximately 3 avatar widths.Poor: Poor Range Rings cover distances of approximately 2.5 avatar widths.---------------------- Introduction to Crowd Control ---------------------- Fear: Causes the afflicted to move, and makes them unable to attack or use skillsRoot: Makes the afflicted unable to move. They can still attack those in range.Sleep: Makes the afflicted unable to move, attack or use skills. Ends if the afflicted is hit by an attack.----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Oct 21, 2010 2:56 pm
Special thanks to:
Contributors: Valheita gataka tangocat777 anbu-of-sand Thard_Verad OMFG Taylor Gaidin Creas Judeau_the_Modest Fr33d0m4ever and the other members of the zOMG! Research Guild ---Thread Update Log: 8/24/2010: Turtle's cooldown changed again to 3 minutes. (Fr33d0m)8/23/2010: Added Rock Armor's amount of damage possible to be absorbed (Fr33d0m)8/16/2010: Added DoT values for Hot Foot and Fire Rain. (Tay)8/03/2010: Turtle's cooldown reverted from 3min back to 15min. Scaredy Cat's duration at all rage ranks changed from unknown to 12-18 seconds. Duct Tape's duration changed from 12/15/16/17 seconds (RR1/2/3/4) to the more accurate 12-18 seconds at all rage ranks. More testing could probably narrow these numbers a bit further, but for now, these numbers are better. (Tay)8/02/2010: Turtle's cooldown edited from 15min to 3min, as per update. (Fr33d0m)----------------------
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Oct 24, 2010 7:52 am
oh man, if only i knew about this when i was a cl 1!
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|