New Expert Block Requirements

youknewthiswasgettinusedasabanner

During the recent PSO2 Station, it was revealed there’d be an additional requirement to enter Expert blocks:

A new title will be added which requires you to have 12* rear, leg and arm units grinded to +10 and equipped. This title will be required to enter Expert blocks from the 7th of June

So to recap, all the requirements will be:

  • Clear floors 1-5 of Heaven and Hell
  • Have a +35 13* weapon or lv120 pet
  • Have +10 12* units

This new requirement has created quite a stir, possibly more-so than the weapon requirement. But why?

Getting 12* Units

With a few exceptions, getting 12* units is entirely down to luck. There are no collection files for them so if you’ve been unlucky so far you might not have a full set of 12*s even if your gear is otherwise solid.

But as I said, there’s exceptions to this rule and I’m gonna go over the main ones.

2017 Badge Units

xie2017units

I know, these units are absolutely terrible and no one in their right mind would wear them into a quest. However, they are a pair of units that are guaranteed to get. You’ll need 50 Weapons Badge 2017 for each one.

shineunits

If you want a unit that’s not absolutely terrible, you could head to PVP and farm Battle Coins to get yourself a Shine Red or Shine Blue unit. These units aren’t actually that bad, with Blue focusing on HP/PP and red on Attack.  However, these items are, for whatever reason, only temporarily available. You have until the 9th September to pick em up, which is plenty of time but it still feels arbitrary to me.

This will cover your Leg and Rear units so now you’re just short an Arm unit. I’m afraid the arm unit is going to be a might trickier to get…

Gix Arm Unit

GixArmTitle

As far as I know, this is the only 12* arm unit you can “work” towards, though this may be difficult for most people gearing up to get. To get it, you’ll need to clear Ultimate Amduscia in less than 7 minutes. This is no small feat, particularly as most of the people who will be going for this title are people who don’t have great gear in the first place.

You could argue this acts as an effective choke point for people attempting to get into expert blocks on face value; Clear this difficult quest with an S-rank and you gain access! But in practice I doubt it’ll work like that, because really it’s effectively RNG. Instead of the RNG being on the drop it’s going to be on the quality of the other 11 people who happen to be running the quest with you. As hard as you could try, you’re not S-ranking this quest on your own.

You also have the added difficulty of finding 11 other people to run the quest with in the first place…

You could get lucky in your attempts and obtain a 12* Deadlion Arm but don’t count on it.

Itsuki and Rina Arm Units

itsukirinaunits

Most people who ran recent seasonal quests probably have a stockpile of these units as-is. If you don’t, you might find this is the first 12* unit you get, because they seem to be given out at a pretty decent rate whenever you come across an Itsuki x Rina or Itsuki x Soro E-trial. However, this is still RNG and probably not a viable farming target, I just figured it’s worth mentioning because you may already have some.

Itsuki’s unit (blue) is a pretty decent defensive unit, providing 150 HP. It’s good for all classes, really.

Rina’s unit on the other hand is geared more towards ranged types, so I only really advise Rangers and Gunners invest anything into it.

So aside the complications of obtaining 12* units in the first place, the next issue is the same as the one that plagued the +35 NT weapon requirement:

My Current Gear is Better!

Currently, Saiki, Austere and Orbit units are perfectly viable at end-game and for the large part are more effective than 12* units. For players who invested a lot of Meseta into their affixes, they’ve felt no pressure to go and upgrade to a full 12* set.

Add to this that 12* unit drop rates are so abysmally low that they might not have found any yet and this requirement seems set to bar players with exceptionally good gear in favor of those who just picked up whatever crap they found or just plain Xie units.

This is why it’s the same problem as the weapon requirement; a player with a crappy +35 Revolucio weapon is let in while a player with an exceptionally well affixed Austere weapon (which is still solid at endgame, though is now beaten out by Zeinesis/Qliphad and Fornis alike) is barred from entry! Heck you could just raise a pet to lv120 and enter an expert block with any old shit.

This is what makes these Expert block requirements run counter to their own purpose: They encourage cheap shortcuts for entry rather than enforce an effective test to separate novice from expert.

Thoughts

This is a difficult problem they’re trying to solve; they want to make harder content and for that they need a better measuring stick for player performance with which they can tune said content. It’s particularly difficult in a game where player performance can vary so hugely due to so many different factors (class loadout, skill trees, gear, affixes, Mag stats, access to Team Tree buffs and of course skill).

I think the main concern with this is your progress could be halted by RNG and the idea that your worth as a player is measured by the roll of a dice isn’t a comfortable one. For now, getting a 12* Arm Unit is pretty much entirely luck unless you happen to know 11 other people you can run Ultimate Amduscia with.

However, this is really just under the conditions we have currently. We don’t know what content they might add down the line that might make meeting these requirements easier but then that has the danger of running into another issue; If the expert block requirements are too easy to meet, then are they really an effective barrier to keep novices out?

I am starting to wonder if segregating the player-base like this was really a good idea in the first place. One effect it may have is to put off returning players from returning at all, because they may not meet the expert block requirements yet and to do so will require them to put up with a potentially painful grind in the regular blocks which struggles to pass the content required to get the gear they need to get.

 

Preparing for the lv80 Cap

phaleg_go_home

So we’ve had some clarifications as to how the level cap requirements work. Thankfully, it’s not quite as bad as everyone thought but not everyone is ready for the new level cap all the same. Hopefully this post will help people be better prepared for when the update hits on March 22nd.

Conditions

  • You’ll need to have the classes you want at lv75. Seems obvious but you can’t complete the other conditions easily without it and as it is there are a few class combos that get by just fine if their subclass is under 75, so many may have just no bothered to finish them.
  • You’ll need to have completed all of your target classes SP COs.
    • This means getting 21 class cubes which you earn by “levelling up” after hitting lv75.
    • This unlocks a title so you’ll only have to do this once per class per account!
  • You’ll need to have a +35 13* of one of your classes main weapons
    • Qualifying weapons (One per class):
    • Hunter: Sword, Partizan, Wired Lance
    • Fighter: Knuckle, Twin Dagger, Double Saber
    • Ranger: Rifle, Launcher
    • Gunner: Rifle, Twin Machinegun
    • Force: Talis, Rod
    • Techer: Talis, Wand
    • Braver: Katana, Bullet Bow
    • Bouncer: Dual Blades, Jet Boots
    • As you can see, GuRa and FoTe players have it a little easier than everyone else.
    • If you’re a Summoner, you’ll need a 13* pet at lv120.
    • This unlocks a separate title per class.
  • Turn both of these titles in per class and you unlock the right to level up to 80.

So yeah it’s a little bit less mean than the 4th Broadcast indicated. It’s not much different to someone with one character but this makes life considerably easier for those wishing to keep all their alts up to date.

So generally, you can split the requirement up into two main parts: Experience and 13* NT weapons or a 13* Egg. Those are going to be the main targets of any class you wish to bring to the new cap.  As such the guide is really going to just address techniques to approach either of these goals and the pros and cons to em.

Update: OK with the live broadcast tidbits released last night it seems things might change down the line, particularly with regard to the weapon condition. They may be making +35ing a weapon easier and reviving the Revolucio Files for a year to make it easier to get weapons in the first place.

Experience

To complete all of your SP orders takes a considerable amount of experience points. If you’re starting from scratch, you’re looking at 41,307,000 EXP per class in order to complete them all. Considering its 39,357,500 EXP to go from 1-75 in the first place you can see this is a considerable amount to get. There are a few ways to make this more manageable though.

What You Should Not Do

Grab an Emperor Axeon or Edel Io with EXP Boost III and go leech in an emergency quest. It’s a dick move that might get you banned for one thing and it’s honestly not the most efficient way to get EXP in general.

VHAQ Urban Exit Burst

This is the most effective way to get EXP in the game but I don’t like it for various reasons.

Essentially, you have your intended class you wish to level as your main and you sub-class Force. Then you simply trigger a PSE burst near an exit and just spam your techs while firing off your Photon Blast as soon as you can (preferably the one that restores PP). If done right, you can have a ridiculously long PSE burst which can net you potentially millions of EXP. There’s a number of caveats however:

  • You’ll need to have 3 other people with you, otherwise not enough enemies will spawn to make the PSE burst itself any good. It scales with the number of people you have in the party and AI Partner Characters won’t count towards it.
  • You’ll need spare Advance Capsule – As in order to raise the quest’s risk to 50. Max risk boosts the number of enemies that have, well, boosts which dramatically increases the EXP per kill. Only one person in the group needs to do this, mind
  • It’s possible the PSE can trigger in an inconvenient spot on the map. If this happens you might not trigger a Cross Burst or get a One More, leading to a fair amount of time wasted.

So yeah, because you need to find 3 other people to group up with you this method isn’t for the unsociable. In general, I don’t like playing to other people’s schedules so that plus the RNG factor of when a PSE burst can happen and just how boring it is to stand in one spot spamming techs turns me off from this method. It is unarguably the best way to get EXP (outside of Bonus Quests) in the game though so if you can pull it off go for it.

VHAQs and SHAQs

This takes advantage of the high rate of enemies in Advance Quests, the rate of boosted enemies at high risk and the boosted EXP rates the quest offers.

In terms of EXP, I actually feel like VHAQs are slightly better than SHAQs. It’s less EXP per kill, but you’re killing things much faster in VHAQs and its considerably cheaper to run. However, SHAQs do have marginally better drops and because items can drop with Ultimate Buster you can get higher affix slot counts on dropped weapons.

If you’re going to run SHAQs though, I recommend pushing to +12 risk because the drop rate of capsules is considerably higher and it also puts you in range to potentially get some decent drops. It’ll also potentially be useful for Collection Files that require lv71+ enemies that are otherwise difficult to find in the general game.

The downside to running SHAQs is you will need to run them fairly regularly in order to not have fewer caps than you started with. Ideally you want to make a profit so I advise clearing out the entire map which is kind of time consuming.

If you’re running VHAQs I actually suggest not clearing the entire map unless you really need caps. For one thing VHAQs only cost 1 cap per attempt, so you really don’t need to clear the map to make the quest pay for itself anyway. For another, getting rare boosted bosses is a ridiculous chunk of EXP (figures like 350,000 exp per kill aren’t unheard of). As a result, I argue it may be worth just killing mobs that happen to get in your way and just getting to the boss to increase the number of shots per hour you get at a rare boss.

One upside to this approach is you can get shots at Arks Clones appearing as well as Apprentice. These both can give very useful Affixes, though for clones it’s better if you have more people with you. You may also get shots at Tagami which can net a huge burst of EXP but it’s extremely rare.

Featureds

Run the daily featured quests. This will keep your daily boost up which is a 50% tri-boost plus it will give you shots at getting bonus keys. Bonus quests, particularly Gold-Key Tokyo can give insane amounts of EXP if you use enough boosters on them.

This is the most casual approach to levelling up and considering we have until March 22nd until it’s available even those with limited amounts of time to play should be able to use this method to be more than ready when the day comes. You won’t get a key every day, in fact you may go multiple days with no keys at all. However it’ll be more than worth it when you do get one because a Gold Key could net you up to two class cubes in one go.

Catch Emergency Quests

Naturally this has the disadvantage of having your playtime held hostage by the EQ schedule. I don’t recommend this as your main way of gaining EXP but it can be a nice way to supplement it.

Not all Emergency Quests pay out a good amount of EXP, but the following are of note:

  • Chaotic Tranquility – Nothing but boosted enemies. Very nice EXP.
  • Mothership – Again, nothing but boosted enemies. Includes Goldrahdas and shots at a boosted Nove Ringadahl, Dark Agrani and Rigshrayda. Generally a high EXP quest.
  • Mining Base Defense 3 – Probably the best emergency quest for EXP. Focus on killing enemies as quickly as possible. Succeeding at the quest isn’t actually required.
  • Dark Falz Elder – The Arms phase pays out a huge amount of EXP, though it can get repetitive fairly quick.
  • Dark Falz Loser – I’ve heard that Apos Dorios pays a decent amount of EXP on Extra Hard. Not played the quest in years so I can’t confirm.
  • Raidboss EQs – If the group is fast the boss can pay a pretty nice chunk of EXP. Not as much EXP/min as some of the other EQs here but its not a bad little chunk plus you get shots at some very nice items in some of them.

Bribing Franka

Franka has a large selection of Client Orders which all require items that can be bought off the player market. If you turn them in all at once it totals up to something in the region of 1M exp. They’re on a weekly cooldown, so its not an awful way to get some EXP however some of Franka’s Client Order items might be quite expensive.

Treasure Shop

Keep an eye on the Treasure Shop. Occasionally it sells bonus keys (silver Tokyo is 1.6M and gold Tokyo is 5M). It’s expensive, but if you have the Meseta to spare it may be worth considering dumping some in exchange for that sweet Bonus Quest EXP.

Weapons and Pet

This one is a bit trickier, because the ways you can obtain these items changes much more frequently than ways to gain good amounts of EXP. These will kind of be more general suggestions for now.

Collection Files

These are likely going to be the most effective way you can meet the +35 requirement, though it does depend on what the file is dependent on.

If it’s tied to an Emergency Quest you’re going to have to be able to catch as many instances of that quest as you can. In otder to +35 a 13* star weapon you will need to complete a file 6 times, which can be a tall order given that the files are usually on a limited timeframe.

You may have to use Stargems to reset your completed sheets in order to speed things up, otherwise you’ll end up having to wait 2 days which can be precious opportunities lost if any EQs happen in that time.

There’s also the downside that not all Collection files cover all weapon types. As it happens, we currently have one that does and another coming up.

Collection files are by far the easiest way for Summoners to get a 13* pet. If you’re a summoner, this is pretty much your only way. Don’t care about which pet happens to be available at the time, just get it.

Astra Files

Astras are a pretty good one for now as there’s plenty of time before they expire and it doesn’t take many Escafalz Mother kills to clear a file. You’re still going to have to plan your schedule around the Emergency Quest schedule though which just isn’t practical for everyone to do.

Ray Files

Ray files will be back next week. Like Astra, it covers every weapon type but unlike Astra you will be able to make progress on these in your own time. You’ll be able to buy Quest Triggers for the Emergency Quest these are tied to for 50 2017 Gold Badges each which you can earn in a mere 5 runs of the current Limited Quest. This Limited Quest will be gone next week, however the quest taking its place might pay a similar or better amount. It has to pay some at least because the Web Event’s progression is based on Badges earned.

Bare in mind however that parts of Ray files will require you to run other quests to get kills of specific high-level Darker bosses and enemies. This might involve running SHAQs or doing runs of either of the Heaven and Hells. The sheets are also likely to be around for a limited time, possibly only a month which means you’ll have very little time to clear all 6 files that you’d need. You may need to use Star Gems to help.

Revolucio Files

Late March will see the return of the Revolucio Collection Files. Unlike the other two mentioned here, these files are not bound to any Emergency Quest and can be progressed at your own pace. They’ll allegedly be available for an entire year, which gives you plenty of time to obtain the weapons you need in order to satisfy both the level up requirement and the future Expert Block requirement.

They’ll also apparently be making them less demanding to grind out, which is potentially a good thing because the original files required enemies that were pretty difficult to find in the general game. Things like lv71+ Goronzoran, which only shows up occasionally in Sanctum’s SHAQ or certain Emergency Quests (Who knows though, maybe one day we’ll see Extra Hard added to all Free Fields and Arks Quests…). The amount of time it took to progress certain files was also pretty harsh, with boss kills netting maybe 1 or 2% towards completion.

NPC Client Order Weapons

Fairly easy weapons to get when they’re available.

One downside is they  tend to only offer two weapon types at a time. This only covers a very small portion of classes as you can imagine.

Another downside is the client orders are on a 1-week cooldown and are typically only available for a month. The good news is if you have alts this is less of an issue, as the weapon hand-out cooldown is only 2 days. So as long as you complete it on alts and turn in one of your alt’s quests every 2 days you should easily get the 6 weapons required to +35 a weapon. If you don’t have any alts then this option is impossible for you.

2016 Badge Weapons

The old 2016 badge weapons are 13* NT weapons, so if you have enough 2016 Badges laying around (about 1200 gold at least) you can pick up enough weapons to make a +35 that way.

The very obvious flaw in this approach is that 2016 Badges aren’t available anymore, so this isn’t an option for new players or anyone with less than 1200 gold badges.

2017 Badge Weapons

Xie’s current selection of weapons are 13* NTs as well though! If other methods are impractical to you then saving up enough weapon badges might be the best option you have. You’ll need 1200 badges total in order to get 1 +35 weapon.

The big advantage to this approach is these weapons are permanently available. As you’ll be able to earn 2017 Badges all year this method doesn’t suffer from the limited time-spans that the EQ limited Collection Files or NPC Client Order weapons suffer from. So you really can progress these entirely at your own pace. If you’re a casual player this may be the best way to meet this condition by far.

The downside of course is this consumes 2017 badges, which might be better spent on other things.

Summary

So for gaining EXP, consider any of the following methods:

  • Get a team of 4 people together and see if you can get VHAQ Urban exit bursts Boring but very effective if you can pull it off.
  • By yourself or with other people farm EXP in VHAQs or SHAQs. Lucrative EXP but need to play often to not lose Advance Capsules.
  • Run Featured Quests and hope you get keys. Fairly RNG but Bonus Quests have the highest payout of EXP of any quest.
  • Keep an eye out for particular Emergency Quests. Some pay good amounts of EXP
  • Consider dropping Meseta on Franka Client Order items for a decent chunk of EXP per week.
  • Consider watching the Treasure Shop and dropping Meseta for Tokyo keys.

These methods ought to help with actually getting to lv80 as well.

To meet the +35 weapon condition or the lv120 13* pet condition consider the following approaches:

For Eggs:

  • Do whatever Collection File happens to be up at the time. You only need one 13* Egg.

For weapons:

  • Do Collection Files if you think you can satisfy their conditions, ie: if you can make every Emergency Quest it needs. Consider using Stargems to reset files to speed things up.
  • Collect 2017 Weapons Badges for Emergency Quest triggers for the upcoming Ray collection files.
  • Consider clearing NPC Client Orders that give out 13* weapons. This method is only practical for people with alts. Remember that the Client Orders are on a weekly cooldown but the weapons themselves can only be given out to an account every two days.
  • Consider 2016 Badge weapons if you have enough 2016 Badges left (at least 1200)
  • Consider 2017 Badge weapons as they’ll be available permanently and you can make progress towards them at any time.

These are all the techniques I can think of for now. Let me know if there’s any I’ve forgotten about or if there’s anything wrong with the techniques I’ve laid out. I hope this at least helps some people out there because I know these conditions have taken people by surprise.

Rideroid Quests

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The Vegas update added a brand new type of quest, which is essentially a “score attack” mode. As the name suggests, it heavily involves the Rideroid vehicle so you’ll need to become familiar with using them. I’ve written up a short guide on how to ride your ‘roid here.  In this post I’m going to go over the basic mechanics and general advice for doing well in this new quest type.

Overview


 

You’ll need to score as high as possible, as your score directly influences the rare drop boost at the end of the quest. You have 10 minutes from the end of the teleporter countdown to get as many points as you can. Kill enemies and clear E-trials to score points.

the_score

During the quest, you’ll get events called “Emblem Time”. During these, collecting emblems will boost the % number next to the score. This number is your score multiplier, so the higher it is the better. This % is not your drop rate boost, that’s all on the score. 

You can also raise the score multiplier by killing rare enemies  (+25% each) and rare bosses (+100% each). The maximum boost limit is 9,999%.

There are six variants of the Las Vegas Rideroid quest; 3 each for night and day. There’s not really a significant difference between them aside layout and the song being played. These variants are rotated on a daily basis.

Scoring


 

The following chart is a direct translation from the one present on Swiki:

Diff. Enemies Miniboss Boss Etrial Clear (Max)
N 10
20
100
200
200
400
1,000
20×Kills
H 20
40
200
400
400
800
2,000
40×Kills
VH 30
60
300
600
600
1,200
3,000
60×Kills
SH 50
100
500
1,000
1,000
2,000
5,000
100×Kills
XH 100
200
1,000
2,000
2,000
4,000
10,000
200×Kills

Red numbers are for rare variants. All scores are before bonuses are applied.

As you can see, completing E-trials is by far the greatest way to get points, with killing being the only other way to get them at all. The first priority would appear to be to kill enemies to spawn E-trials and then clear those E-trials as soon as possible.

You’ll still need at least one person collecting emblems of course, as this will scale your score multiplier.

Emblem Time


 

emblems

Emblem times occur at set times during the quest:

  • Bronze emblems will appear at 9 minutes remaining
  • Silver emblems will appear at 6 minutes remaining
  • Gold emblems will appear at 3 minutes remaining.

Additionally, Rainbow emblems will appear from time to time. One at 8 minutes, one at 7 and one at 5. They can then start appearing randomly from 1min30s onward, with their frequency greatly increasing at time ticks down. While their locations are randomly chosen, the locations themselves are pre-defined. With enough practise, you can learn where these emblems can spawn which will greatly speed up acquisition.

rainbow_emblems
Rainbow emblems are marked on the radar as above. It will not tell you their vertical location however!

Collecting them will raise your score multiplier by the following amounts:

  • Copper will raise the bar by 1 point
  • Silver will raise the bar by 3 points
  • Gold will raise the bar by 7 points
  • Rainbow will raise the bar by 50 points

It’s advisable to have very few people dedicated to collecting emblems (as few as 1 even) outside of Emblem time, as killing enemies to trigger E-trials is very important for racking up a score. So you need most of the MPA killing at all times. This is especially important in the final minute of the quest as this is when your multipliers will be their highest.

E-trials


 

Where the big scores are! Clearing E-trials as fast as possible is the main priority if you want a good score.

Attack/Duel

Just kill the enemies, straightforward. Includes T-15 Tanks, Devils Trailers, Night Gears, Train Ghidoran, Vegas Illusia and Cougar NX for bosses/minibosses. Typically it’s one boss or two mini-bosses. There is of course also the killing regular enemies kind.

rare_enemy_etrial

These will occasionally change over into rare enemy kill trials. You have a certain amount of time to kill as many of these enemies as possible. Enemies will continuously respawn in this time.

Repel the Unidentified Organisms

jellyfish

This is the one where Jellyfish will spawn all over the place. You’re meant to just plough your Rideroid into them, but if you have Forces in the right place you can actually use TPS teching to destroy them instead (as a few techs when aimed this way have infinite range). Despite their huge resistances to anything that isn’t a Rideroid they have very low HP even on Extra Hard. The issue with this approach is that the Jellyfish may be hiding behind buildings or otherwise out of line-of-sight for Forces, so you’ll want to spread out or get on a very tall building to do this.

Destroy the Floating Fortress!

indepedance_day_joke

It’s essentially a static version of the Jellyfish E-trial. Slam your Rideroid into the blue shield generators (the blue pillars pictured above) and then slam it into the exposed core a bunch of times until you win. The shield generators are displayed on the map so refer to that if you get lost.

Beware that the barriers and laserbeams will damage your Rideroid and can fairly easily destroy it if you’re being careless.

the_core
Smash yourself into the core a bunch of times once it’s exposed to win!

Unlike the jellyfish, the generators have a lot of HP so you’re better off slamming your Rideroid into them than abusing infinite range Techs. Note that their HP is high enough that one hit from a Rideroid might not be enough to destroy them but it usually is. Similarly, the core will require at least 10 hits to destroy it.

 

Thoughts


 

It’s a fun enough type of quest though to do well in it you’re going to have to get good at using the Rideroid, which can be a bit of a learning curve in its own right. It’ll also get easier to get high multipliers as you learn where the emblems can spawn. The rest is kind of random and while bad luck won’t cheat you out of getting a good score it may cheat you out of breaking 2 million+.

Personally, I find the quest very irritating as a melee class. For one thing, enemies have lowered HP and are very spread out. This means that enemies are likely to be long dead before you can get in range to contribute much in the way of kills. That said, melee can contribute a good deal of punishment to mini-bosses and bosses still. As killing speed is the most important thing however, I feel like this is a quest there Force/Techers once again shine strong.

It may also suffer from being a 12-man quest, as finding full groups for it may become difficult to impossible down the line. While you can run it in a smaller group you are at a major disadvantage if you want the higher scores. This alone may prevent future groups from settling for say, 8/12 but who knows. This community can be unpredictable.

Anyway I hope this post was helpful enough and good luck getting those top-end scores. Let me know if there’s anything I got horribly wrong or if you have some information that I don’t.

 

 

Rideroid Controls

buttride

With the introduction of the Las Vegas field came an entirely new vehicle; the Rideroid. Aside sounding remarkably unpleasant (I mean your character stands on it kinda like they have another kind of roid…) the controls were a bit of a shock to a lot of players, especially those expecting the vehicles to control like AIS.

This is gonna be a quick post going over the Rideroid controls. You’ll need to get used to these if you want to score well in the Rideroid quests for obvious reasons.

Official Video Guide


There’s actually an official video guide here:

While it is all in Japanese, it’s got a fairly comprehensive visual demonstration of what not to get the most of your ‘roids.

 

Controls


A lot of people’s first thoughts when getting on a Rideroid was “how the heck do I actually move forward?”. It’s the first button on your action palette: the X button if you’re on a 360 controller or left-click on a mouse. This is the big thing to get used to in my opinion; your normal controls for moving forwards and backwards on foot will move you up and down on the Rideroid. This can be a bit jarring at first but you should soon get used to it.

Gettin on your Roid:

roid_terminal

Simply walk up to an orange terminal and interact with it. You’ll immediately get on a Rideroid. Getting on one will switch you to a separate HP and PP bar just for the vehicle; your own HP and PP won’t change. If your Rideroid runs out of HP then it’ll explode and you’ll be forced to dismount. If it runs out of PP you just won’t be able to perform any actions on it but it can still move around.

green_ring

Fly through the green rings to restore 60% of your HP and PP.

track_rings

These rails will move you along at max speed along a pre-determined track for free. You can exit at any point by simply hitting jump and a direction. You can actually enter these tracks at any point as well; any ring along the way will attach you to the track.

Steering

To steer, use your Camera controls (or your general movement controls if you’ve switched from TPS mode). This is the right analogue stick on controllers or by moving the mouse. Note that getting on a Rideroid will automatically switch you to TPS mode.

Going Forward

Hit action 1 to go forward, hit it again to go forward faster which will drain PP at a slow rate (around 2PP/sec). Hit it a third time to enter a “braking” state. While in this state, your turn angle is considerably tighter so consider using this to turn around quicker!

Dodge

Hit jump while holding a direction to dodge in that direction. Doing so will cancel your current movement state, so you’ll need to hit action 1 twice again to carry on moving. This costs 5 PP to execute.

Quick Turn

Hit shift-action 1 to do a 180 degree turn. Again, this will cancel your current movement state, so you’ll need to hit action 1 again to move. Costs 5 PP.

Dismount

Hitting action 2 will dismount from the Rideroid. If you’re a clumsy fool like me you’ll do this accidentally a bunch. Note that dismounting will switch you to free camera mode if you’re still in TPS mode.

Dealing Damage

Simply flying into things will deal a small amount of damage (greatly enhanced against E-trial targets like Jellyfish and shield generators). You can deal a larger amount of damage by dismounting, as it’ll hurl the Rideroid forward after you jump off.Aiming with this is a little fiddly I’ve found.

That’s it! It’s not a terribly complicated thing but regardless it’s different enough from the rest of the game that you’re going to need some pointers at least initially. Let me know if there’s anything I missed out on.

Vegas Update: Skill Rings

busy_place

A bunch of new rings were added with the Vegas update. This post’ll just gather as much information as I can about them. Most of the information here is based on the swiki page, so credit to the people updating that data firstly and secondly said data is incomplete as of writing this post so expect things to change over time.


Wand Element Change

Lilipa Rock x3, Lapis Lazuli x1

Changes your wand’s element if you fully charge a tech with it. Finally, Techer wand mains can get away with having one wand instead of 6! There is the very important drawback however of the fact that Zanverse, Megiverse and Zondeel will also change its element. If you can live with that, this could save you an incredible amount of grinding. If you already have rainbow wands then you can just skip this I guess.

Shifta, Deband, Resta and Anti will not change your element. Namegid and Nabarta are also excluded.

This ring works with Wand Gear Element, which means the status effect you could inflict changes with the element of the last charged tech. Nifty.

Swapping weapons will return the wand back to its original element.

Has an 80% element conversion rate at Lv1, capping at 100% at lv20.


L / Standing Sign

Vopal Rock x3, Tourmaline x6, Lambdagrinder x15

De-mystifies Standing Snipe. That’s it. Not recommended as you can just let other people finally work out the nuances of Standing Snipe then forget this ring even exists.
Two things it’s confirmed so far are that the end of Grim Barrage is enough to set up Standing Snipe. PAs after Heel Stab and Shift Period will also gain Standing Snipe.
Reverse Tap breaks Standing Snipe in its final frames.

Essentially, use this to get used to Standing Snipe but once you’ve gotten a handle on its nuances you can just discard it. As a result, I wouldn’t invest any materials beyond the initial purchase.

There’s seemingly a rumour that Standing Sign doesn’t work properly on conveyor belts, but I haven’t had the means to confirm it myself.


L / Another Launcher Mode

Earth Rock x3, Las Vegas Diamond x1

Changes the Launcher basic attack to a parabolic curve; mimicking the Grenade weapon from PSU. It also increases the damage and splash-damage radius of normal attacks.
Judging from video footage, it seems like the skill may have been intended to be used in first person only. It seems particularly awkward to try to use normally or with lock-on.

It boosts damage by 101% at lv1, caps at 110%
It boosts splash damage radius by 102.5% at lv1, caps at 150%


L / Short Mirage

Vopal Rock x3, Tourmaline x6, Lambdagrinder x15

Shortens the duration of Mirage Escape. That’s it.


L / JB Element Keep

Earth Rock x3, Las Vegas Diamond x6, Lambda Grinder x15

Allows Jet Boots to keep their current element even if you use weapon actions. Using this ring will effectively disable Elemental Burst.


L / Bullet Bow Homing

Vopal Rock x3, Tourmaline x1

Causes charged Bullet Bow normal attacks to home in on targets.

I have no idea what the numbers mean, but er..

“Induction” is 30 at lv1, caps at 150.
“Induction time” is 0.1s at lv1, appears to cap at 1s at lv10.

I’ll change this if I find out the significance of these numbers later on.


L / Mate Lovers

Lilipa Rock x3, Topaz x1

Increases the speed of consumption and the amount of HP recovered of mate items. This is a very powerful ring, turning mate usage into a much more practical endeavor at higher levels of the game. It’ll scale better with higher HP builds.
It only boosts healing amount from lv12 onwards, adding a multiplier on top of the Mate item’s inherent multiplier. For example, at lv12 it’s 102%, which when multiplied onto a Monomate’s default 30% this becomes 30.6%.
It dooes not affect Automate Halfline at all! It only changes the power of manually consumed mate items.
It does stack with Braver’s Quick Mate skill, making for extremely fast self-healing.

Boosts mate usage speed to 110% at lv1, caps at 160% at lv11.
Boosts the portion of health recovered by mate items to 102% starting from lv12, unknown cap (110% at lv16)


R / Heal Share

Earth Rock x3, Las Vegas Diamond x1

Shares a portion of the healing you recieved with other players.

Works just like the Bouncer skill, though curiously it seems to double-stack for Summoners. If you use Resta on both yourself and the pet, the pair of you will share a portion of your healing with other players. This effect apparently scales with Pet Sympathy.

Shares 1% of healing recieved with other players. Unknown cap (6% at lv6).

Cannot be used by Bouncer main or sub.


R / Just Reversal Recover

Earth Rock x3, Las Vegas Diamond x1

Recovers HP on a successful Just Reversal. A very good effect as it effectively cancels a portion of the damage you just took after being knocked back. Assuming that damage didn’t kill you of course.

Starts at 5% of your max HP. Unknown cap (10% at lv11)

Cannot be used by Braver main or sub.


R / Adrenaline

Vopal Rock x3, Tourmaline x1

Extends the duration of recieved pulses from Shifta and Deband. Like the fighter skill, unless you were hit by a Techer using Extend Assist (or you have that yourself) you’re still capped to 1 minute. This ring can make maintaining self buffs much easier.

Cannot be used by Fighter main or sub.

Starts at +10s per pulse and caps at +30s per pulse.

Thoughts


So yeah, Ranger’s still kind of getting the short end of the stick here. That said, they did add some interesting rings this time around which is generally nice to see. The likes of Bullet Bow Homing, Another Launcher Mode (as awkward as it may be) , Wand Element Change and Jet Boots Element Keep are all game-play altering things which is the kind of thing I’d prefer to see out of this system. Granting access to class skills is still interesting enough, mind, it’s just if you’re going to have a system like this which changes up how the classes play then gameplay altering things are going to have a much longer lasting impact than say “20% more damage on normal attacks”.

Going into the future however, as more rings get added I wouldn’t mind the addition of a command that lets you change between Skill Rings quickly.

Let me know if I got anything particularly wrong or if you have more data to share.

 

Arks League

MARVELOUS

Well now I’ve actually managed to catch some I can share my thoughts on yet another new system.

Overview


Essentially, it’s a more formal version of an Interrupt Ranking with more tangible prizes. You’re matched up with 19 other players and given a task to complete. This will usually be killing specific mobs, but it may include finding items among other things. You’ll be given up to three hours to do as well as you can, after-which there’ll be a 30-minute period before you can then claim your prize. Note that you’ll be matched based on the current character you’re logged in as!

she_who_took_Seaphys_desk.jpg
Mimi is the Arks League administrator. You can find her next to the Daily Order NPC Faina. 

If you’re online as the league starts, you’ll be matched with people randomly. If you log in after, it’ll match people together in the order they logged in. You will not be placed if you log in 15 minutes prior to the current round ending. The league ends at the same time regardless of when you logged in.

Scoring

The scoring, if there is one at all for the objective, is pretty simplistic. Here’s a quick rundown of the ones I’ve seen so far:

  • 2 points per kill for “kill a mob of a given type” leagues, regardless of enemy level or size.
  • 1 point per kill for “kill a specific enemy” leagues, regardless of level
  • 1 point per item found for “get a specific item” leagues.

When I say regardless of level, I mean a level 61 enemy is worth just as much as a lv80 one. For size, a Dark Ragne is worth the same as a Dagan for example.

arks_league_menu
You can check on your standing in the current league at any time by bringing up this menu.

Prize Pool

Stargems! Actually quite a lot of Stargems if you manage to place in the top 3. It’s spread out as follows:

  • 1st: 100SG
  • 2nd: 50SG
  • 3rd: 30SG
  • 4th-10th: 10SG
  • 11th-20th: 5SG

Note that to qualify for a prize, you’ll need to get at least one point or otherwise clear the objective at least once.

You can collect prizes by speaking to Mimi 30 minutes after a round ends.

GIMME_MY_PRIZE
Choosing this option will let you collect your prizes. Stargem tickets are consumed upon acquisition.

Matchmaking

There are two main factors in matchmaking for Arks Leagues, though for the most part it’s completely random.

The first is that you’ll be matched based on the highest class level on the character you’re currently logged in as. This will prevent new players from being matched with those who have capped.

The second thing is the time you logged on. You’ll only be matched with people who logged in around the same time as you and a little bit after you. This presumably helps ensure that you don’t get set at a disadvantage because you had real life obligations to attend to. This is also the most abusable part of the system as it is, which I’ll get into at the end of the post.

Techniques


 

So how does one do well in an Arks League? I’ll be up front, a good amount of it is pure luck but enough is usually within your control that you can do well in a League if you play smart. The actual techniques are going to vary depending on what the target enemy is, so this is going to be general advice.

Enemy kill leagues always seem to require the enemy to be level 61+. As any enemy is worth the same amount of points, it’s best to try to kill enemies as close to that level as possible.

For kill leagues. the biggest deciding factor in how well you’ll do is your kills per minute. Nothing else matters, so you’re going to need to work out a way to maximise this. Ultimately, you’re going to have to do some research into this yourself because there’s no telling what targets future leagues will have. So I’m gonna note down some bullet point general advice to help with kills per minute:

  • If you have a large enough group, doing a 12-man MPA farm can be a very efficient way of getting certain enemies. This works well on enemy type and some specific enemies if they have a high spawn rate in a Multi-Party zone.
  • If you have 3 other people, you can hit up Super-Hard Advance Quests.  This can be extremely effective for enemy type leagues if you can consistently pull off PSE Bursts. I do not advise running Desert or other SHAQs which have multiple enemy types for this.
  • If you have 1 other person, consider hitting up Arks Quests and Free Fields which have bosses. The extra person will trigger trash mob spawns in the boss room, which can often be a large amount of the target enemy type. You’ll want to rush these unless the target enemy happens to spawn along the way.
  • Consider quests which have set spawn layouts. This includes Time Attack Quests, Story Quests and Extreme Quests. This can be the most effective way to get some enemies, so it’s worth having all of Story unlocked (at least Episode 4 stuff). Remember, it’s kills per minute you want, so once you have killed a certain number of the target enemy, consider if it’d be quicker to continue or restart to get that spawn again.
  • Look at quest records to see which ones have a high incidence of the target enemy. Not recommended as this is very luck dependent, but for some enemies you may not have a choice.

Item leagues have so far been enough of a rarity that as far as I’m aware no real techniques exist. They’re not level dependent, so common sense would suggest that doing them on the lowest level you can would be the best way to do it.

Finally, something that works generally well for Leagues at the moment is to log in late. As long as you’re more than 15 minutes before the end, you can still qualify for the prizes and you’ll be matched with other people who logged in around the same time. This means you’ll only have to keep your efforts up for say, 20 minutes instead of 3 hours.

 

Thoughts


 

It’s just another method you can get Stargems with, though a particularly effective one. As the matchmaking is random however, it will depend on the luck of the draw a bit. Sometimes you’re going to be placed with players you have no hope in hell’s chance of competing with. However, if you at least try you ought to be guaranteed a spot in the top 10 and if you do the bare minimum you’re guaranteed 5SG.

Is it worth it? Well 100SG works out to roughly 500yen. If you’re lucky and you log in late, that could be a mere 20 minutes of playtime for 500yen’s worth of gems, which isn’t bad. That said, if you’re playing your absolute hardest and 1st-3rd are getting more than twice your points/min or are getting times you cant hope to compete with then I would just throw in the towel. Go for the top 10 in that situation, because it isn’t worth risking your health for a few dollars’ worth of a virtual currency! If people in your group aren’t trying that hard, then put the minimum effort in to maintain 1st, 2nd or 3rd as the payout is quite a lot higher than 4th+. Of course this assumes you actually want Stargems, if you don’t then this system is worthless to you.

It’s kind of clumsy, honestly. The biggest problem it has is there is no incentive to log in earlier for the events, as you’ll have to work considerably harder for the same reward; 3 hours of grinding vs as little as 16min of grinding. I feel like they’d need to give people a set amount of time, for example from logging in you have 30 minutes to get as good a score as you can. It could still match you with people who logged in around your time, it’s just this way the playing field would be a lot more level overall. I suspect this would be a lot more taxing on their system but as it is the current system is incredibly open for exploitation.

The system does have some potential to incentivize running older content, though notably they seem to pair leagues up with scheduled Emergency Quests which rather defeats the point of that. It’s like Collection Files all over again…

Anyway that’s all I have to say about Leagues for now. Thank you for reading and let me know if I got anything particularly wrong in the comments.

 

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