Ring System Release Info

screams_internally

This is just gonna act as an information gathering spot for ring abilities and what their numbers and requirements are. As information is still being found out, expect the contents of the post to change dramatically throughout the coming days.

Feel free to share any information and to let me know if there’s anything wrong in this post.

Let’s just hope that this system doesn’t get abandoned like Photon Art customization I suppose!

Gathering 

fishin

  • Gathering is the only way to get materials for both cooking and ring crafting/upgrading. You’ll typically need planet rocks and a specific gem to craft a ring.
  • You get 100 stamina for Fishing and 100 stamina for Mining per character.
  • Each action consumes 10 stamina from their respective bars.
  • The stamina is only consumed once you actually get the item. If you’re interrupted for whatever reason, you won’t lose any.
  • There’s a small chance for a “One More” to occur. This is RNG giving you a free gathering attempt.
  • The bars take roughly 5 hours to fully recharge, meaning you can get 3 free gathering attempts per character in a given 10 hour window of time.
  • This amounts to around 30 Mining and 30 Fishing attempts per day for free. 10 more if you’re willing to push to 15 hours.
  • You can restore Stamina through the use of “Stamina Drinks”, which can be obtained in-game and bought for Arks Cash
  • Levelling up either gathering skill restores 100 stamina for them. This can overfill, so no excess stamina is lost this way.
  • The cost of a Stamina Drink via Arks Cash increases wich each purchase. The first two cost 50AC. The ninth costs 350AC and the tenth onwards costs 750AC each. The price resets at midnight JST.

 

Fever

Each gathering attempt has a chance to trigger a Fever. Each time you gather increases your “combo” meter, which increases the chance of triggering a Fever. If you hit 25, a Fever is guaranteed.

During a fever, a gathering node will not expire. You’ll also get more materials per attempt and have a greater chance at rare materials. Attempts still cost Stamina, however.

Fever combos can be built via either fishing or mining.

Given it costs 10 stamina per attempt you have a total of 20 attempts in which to trigger a fever per session. As it requires 20-25 to stand a good chance of getting a fever, you’ll often either be out of Stamina or very low on it by the time you actually trigger a fever. It’s arguably the most irritating part of the system’s design.

Due to the above, t’s recommended that you drain your fishing bar before you start mining. This will give you the best chance to trigger a fever while mining, which is preferable as you’ll need rare mining materials for rings.

Naturally as those spending Arks Cash can get higher combos, they’ll have a significant advantage with regard to getting rare materials quicker. As such, they’ll also be able to max out their rings faster than non-paying players. While annoying, it has yet to be seen how significant a time advantage this is. Let’s just hope the whales share data on the skill rings they rushed to max out so the rest of us can learn which rings are terrible and which aren’t.

Ring Material Costs

  • L / JG Sonic Arrow
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / JG Heavenly Fall
    • Vopal Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / JG Rising Flag
    •  Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / DS Whirlwind
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / TD Air Chase
    • Naberu Rock x 3, Forest Emerald x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Knuckle Chase
    • Naberu Rock x 3, Ruins Amethyst x 6, Lambda Grinder x 15, 30000 Meseta
  • L / Front Stylish Roll
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Katana Gear Guard Release
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • L / Tech Charge Parrying
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / Recast Reverser field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • L / Hunter Gear Save
    • Naberu Rock x 3, Forest Emerald x 1, 30000 Meseta
  • L / High Time Keep
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • L / Short Combat
    • Naberu Rock x 3, Ruins Amethyst x 6, Lamda Grinder x15, 30000 Meseta

Right Rings

  • R / Massive Hunter
    • Vopar Roxk x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Striking
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Crit Strike Ranged
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Crit Strike Tech
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Killing Bonus
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Striking
    • Naberu Rock x 3, Ruins Amethyst x 1, 30000 Meseta
  • R / Perfect Keeper Ranged
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Perfect Keeper Tech
    • Earth Rock x 3, Forest Emerald x 1, 30000 Meseta
  • R / Photon Flare
    • Vopar Rock x 3, Coast Sapphire x 1, 30000 Meseta
  • R / Attack Advance
    • Earth Roxk x 3, Forest Emerald x 1, 30000 Meseta
  • R / Ele PP Restore Field
    • Earth Rock x 3, Tokyo Opal x 1, 30000 Meseta
  • R / Boost Slayer
    • Earth Rock x 3, 3000 Meseta
Ring Ability Information

Information on this section is still coming out.

For Right-rings, be aware that if your main or sub-class has the ring-skill, the ring’s effect will not apply.

Some of this data was obtained through data-mining and may not match the numbers shown in-game. The numbers themselves should however be accurate. This is particularly relevant to the Crit rings as there seem to be rounding issues with the displayed numbers.

L / Twin Dagger Air Chase

  • Twin-Dagger normal attacks and some PAs will chase the currently targeted enemy as long as you’re mid-air

L / Knuckle Chase

  • Knuckle normal attacks and some PAs will chase the currently targeted enemy as long as you’re on the ground

L / Front S-Roll

  • Allows you to perform a front Stylish Roll with Twin Machineguns
Power 101% 102% 103% 104% 105% 106% 107% 108% 109% 110%
111% 112% 113% 114% 115% 116% 117% 118% 119% 120%

L / JG Rising Flag, Sonic Arrow and Heavenly Fall

  • Activates a PA on a successful Just-Guard
  • Swords get Sonic Arrow
  • Partizans get Rising Flag
  • Wired Lances get Heavenly Fall
PP Consumed on use 20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 0
Power 175% 176% 177% 178% 180% 182% 184% 186% 188% 190%
192% 194% 196% 198% 200% 204% 208% 212% 216% 220%

L / Hunter Gear Save

  • Reduces the gear loss rate of all Hunter weapons
  • Fury Gear’s conditions must be satisfied for this to work
  • Sword Gear takes longer to decrease. Wired Lance and Partizan consume less gear.
Gear Loss rate 75% 74% 73% 72% 71% 70% 69% 68% 67% 66%
65% 64% 63% 62% 61% 60% 59% 58% 55% 50%

L / Double Saber Whirlwind

  • Certain Double-Saber PAs will have a chance to activate a whirlwind
  • Bound by the whirlwind limit.
Probability 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / High Time Keep

  • Has a chance to prevent a single hit from deactivating High-Time’s bonus.
  • It won’t protect from additional hits.
  • If you get hit at all, it won’t preserve your eligibility for One More Time
Activation Chance 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

L / Tech Charge Parrying

  • Nullifies incoming damage for a period of time while charging a tech with a Rod, Talis, Wand, Jet Boots or Tacts.
Duration(s) 0.03 0.06 0.09 0.12 0.15 0.18 0.21 0.24 0.27 0.3
0.33 0.36 0.39 0.42 0.45 0.48 0.51 0.54 0.57 0.6

L / Katana Gear Guard R

  • Allows you to activate Katana Gear by holding Guard for 3 seconds
  • Gear loss rate is increased if activated this way
  • Gear gain rate is massively reduced if activated this way
Gear loss rate 300% 290% 280% 260% 240% 220% 200% 180% 160% 150%
150% 150% 150% 150% 150% 150% 150% 150% 150% 150%
Gear gain rate 0% 0% 0% 0% 0% 0% 0% 0% 0% 0%
1% 2% 3% 4% 5% 6% 7% 8% 9% 10%

L / DB Snatch 

  • Adds damage to DB’s movement shift actions
Power (Unsure of notation) 4 5 6 7 8 9 10 11 12 13
13.5 14 14.5 15 15.5 16 16.5 17 17.5 18

L / Recast Reverser Field

  • Reduces the re-cast time for Reverser Field
Recast time reduced to 70% 69% 68% 67% 66% 65% 64% 63% 62% 61%
60% 59% 58% 57% 56% 55% 54% 53% 52% 50%

 

R / Massive Hunter

  • Makes you immune to flinch, knock-back, knockdown and launch while active
  • Also reduces incoming damage
  • Cannot be used if Hunter is your main or sub-class.
Active Time (s) 15 15 15 15 15 16 17 18 19 20
20 20 20 20 20 21 22 23 24 25
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 95 94 93 92 90
Incoming Damage Reduced to 99% 99% 99% 99% 99% 99% 99% 99% 99% 99%
95% 94% 93% 92% 91% 90% 90% 90% 90% 90%

R / Perfect Keeper Strike, Range and Tech

  • Boosts damage as long as your HP percentage is above the border
  • Skills that reduce your Max HP such as Limit Break and PP Convert will not break this skill as long as your HP percentage is above the border of your new Max HP.
  • Cannot be used if Gunner is your main or sub-class
Damage Boosted to 101% 101% 101% 101% 101% 102% 102% 102% 102% 102%
103% 103% 103% 103% 103% 103% 103% 103% 103% 103%
HP Border 100% 99% 98% 97% 96% 96% 95% 94% 93% 92%
92% 90% 88% 86% 84% 82% 80% 78% 76% 75%

R / Killing Bonus

  • Restores PP for each enemy that dies within range
  • The data lists this as 5 units. I don’t know how big a unit is in-game.
  • Cannot be used if Ranger is your main or sub-class.
PP Gained 1 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8
3 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 5

 

R/ Critical Strike Strike, Ranged and Tech

  • Increases critical hit damage and critical hit rate
  • Cannot be used if Fighter if your main or sub-class
Critical Damage boost % 0 0 0 0 0 1 1 1 1 1
2 2 2 2 2 2 2 2 2 3
Critical rate increase % 1 1.5 3 3.8 4.8 5.8 7.8 8.8 9.8 10.8
11.8 12.8 13.8 16.8 17.8 18.8 19.8 19.8 19.8 19.8

R / Boost Slayer

  • Increases damage dealt to and reduces damage received from boosted enemies.
Damage boosted by 1% 1% 1% 1% 1% 2% 2% 2% 2% 2%
3% 3% 3% 3% 3% 3% 3% 3% 3% 3%
Damage reduced by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Photon Flare

  • Increases T-ATK for a limited time
  • Cannot be used if Force is your main or sub-class
T-ATK boosted by 150 150 150 150 150 150 150 150 150 150
155 160 165 170 175 180 185 190 195 200
Recast (s) 100 95 90 85 80 80 80 80 80 80
80 80 80 80 80 74 73 72 71 70
Active Time (s) 20 20 20 20 20 21 22 23 24 25
25 25 25 25 25 26 27 28 29 30

R/ Attack Advance

  • Increases damage of normal attacks
  • Cannot be used if Braver is your main or sub-class
Normal Attack Damage boosted by 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
11% 12% 13% 14% 15% 16% 17% 18% 19% 20%

R / Element PP Restorate Field

  • Activates a field that increases PP recovery for hitting an enemy with their elemental weakness
  • Cannot be used if Bouncer is your main or sub-class
PP Gain 1 1 1 1 1 1 1 1 1 1
1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
Active Time (s) 20 20 20 20 20 25 26 27 28 29
30 30 30 30 30 35 36 37 38 40
Recast (s) 120 118 116 114 112 100 100 100 100 100
100 100 100 100 100 90 88 86 84 80

 

R/ PP Convert

  • Decreases Max HP and increases passive PP recovery rate while active
  • Cannot be used if Techer is your main or sub-class
PP recovery rate 1 1 1 1 1 1 1 1 1 1
1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2
Max HP set to 75% 75% 75% 75% 75% 75% 75% 75% 75% 75%
74% 73% 72% 71% 70% 70% 70% 70% 70% 70%
Recast (s) 130 128 126 124 122 120 120 120 120 120
120 120 120 120 120 118 116 114 112 110
Time (s) 10 10 10 10 10 11 12 13 14 15
15 15 15 15 15 16 17 18 19 20
Upgrading your Rings

 


To upgrade your rings you’ll need to do two things:

  • Get EXP to raise the soft level-cap on your rings (to the hard cap of lv20)
  • Take your ring to Dudu with materials, grinders and of course your meseta.

Rings gain 5% of any EXP you get. You’ll need around 31M EXP to max out a single ring (which translates to about 1.6M Ring EXP). Note that the Ring EXP display doesn’t update live. You will need to change area in order for it to update.

Upgrade materials match whichever materials the ring required you to gather to create it in the first place. If it needed Earth Rocks and an Opal to make, it’ll need those materials again to grind it.

  • Lv1 – Lv5 require 3 x Rocks and 5 x Grinders
  • Lv5 – Lv10 require 3 x Rocks, 1 x Gem and 5 x Grinders
  • Lv11 – Lv20 require 3 x Rocks, 1 x Gem, 5 x Grinders and 3 x Lambda Grinders
  • All levels also cost 30,000 Meseta per attempt (except R / Boost Slayer)
  • Materials are lost on failure.

 

Sources

 

Where possible I’ll link sources. Some information is skimmed from forums and chatrooms and some is from in-game observations. Other information still is from data-mining.

Bumped.org Gathering Mini-Guide

Fulldive.nu – Skill Ring Info

Swiki page on Skill Rings

4 thoughts on “Ring System Release Info”

  1. Hey. Thanks for posting.

    Where did you get that PK ring info? (1%?)

    1% damage boost at Lv.20 looks too low to be true don’t you think?

  2. I must be stupid so hopefully someone can explain. On the PK ring does it say at lv 20, I get the 3% dmg bonus when my hp is between 92%-75%? Like why is there two hp numbers?

    1. at lvl 11 you need to be above 92% of your max hp for that ring to take effect that giving you 103% dmg boost, at lvl 20 you only need to stay above 75% of your max hp to get 103% dmg bonus

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