ARKS New Year Carnival 2017

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A little more than a week into 2017 sees the addition of 2017 Weapons Badges and a brand new web-panel event. Just gonna go over some potentially useful data and share a couple thoughts here and there. Because some stuff is still being discovered some of the post contents might change over time.

Limited Quest

It’s your standard run about and kill monsters from various fields affair. The most interesting parts about the selection this time is it is for now the only reliable source of Esca Darkers in the game. The quest advances based on E-trial clears and ends on a titled Dark Falz Dourumble with either Giguru Gunnegam or Zeta Garanz.

Unlike previous years, where you could get Weapon Badges from drops and Etrial clears this one only gives you them for clearing the quest. How many you get depends on your rank and the current difficulty.

Known values:

  • Normal: 1 for S-Rank
  • Hard: 2 for S-Rank
  • Very Hard: 3 for S-Rank
  • Super Hard: 4 for S-rank
  • Extra Hard: 10 for S-rank, 8 for A-Rank.

You’ll need to clear the quest within 15 minutes for an S-Rank.

Like Riding Quests, all drops are pooled together into a crystal that spawns in the center of the map. You aren’t warped there however, you’ll have to get there by foot. Do not take the telepipes that spawn, because if someone breaks the crystal while you’re on the Campship you won’t get any drops at all! This actually has a negative effect when Emperappy shows up, as its drops end up having to compete with the rest of the drops which can potentially drastically reduce the number of Emperembrace items you’d normally get.

It’s an alright enough quest it just really needed some additional polish to help it out. Like I don’t know why they didn’t just warp you to the drop crystal at the end like they do for Riding Quests. The quest is kind of easy with enemies like Anga Fundarge having severely reduced HP but the primary purpose of the quest is to grind out items for welfare weapons anyway so I didn’t expect the quest to be terribly difficult.

They did seem to do a good enough job of covering as much ground as they could with run-boost rings and jump-pads to make the map as painless to navigate on foot as they could. I’m kinda glad they took this approach with the map, because I like that I get to run around and appreciate Vegas more than I could saddled up on a Rideroid.

 

Xie’s Back!

It’s been a little while, but that woman that stands around in the lobby wearing outfits from the future has returned. She has a brand new selection of utterly useless items.

2017 Badges

This year, there are no Silver Badges. They’ve done away with the latter tiers entirely which I don’t really fault them for. Fewer items taking up space in my inventory is appreciated.

What’s curious is so far they haven’t added any kind of exchange to turn in older badges for 2017s. They also haven’t updated the Pyroxene exchange, which still offers 2016 badges in exchange for 100 of any Pyroxene. They also took Levelup Quests out of circulation, which means for now the only source of 2017 badges is the current Limited Quest.

I guess they wanted attention focused entirely on the event quest, so all alternative ways of getting badges might be being put off til after it’s over.

Weapons

Boasting as much attack power as Ray weapons, these are fair sight behind the Astra series on offer from Escafalz Mother. They require 200 gold Weapon Badges each and come with 30% element. This means you’ll need 400 for each 60% weapon and 1200 if you want to +35 them. The question is of course, would you want to?

Potential

Boosts power and chance to inflict status effects as well as deals extra damage to enemies suffering from status effects. At lv3 it’s a 10% base power boost and an additional 10% if the enemy has an SE. Allegedly, it boosts the infliction rate of status effects by 70-75% which if true does potentially make Chase a more reliable skill while using these weapons. The power boosts are multiplicative, so if an enemy is suffering from a status effect the total damage bonus is 21% which is pretty solid!

While a strong boost, it’s still a situational potential as it can only be used at its fullest against enemies that can have proper status effects inflicted on them which makes the potential worthless on every boss in the game! So it’s primarily going to be useful for mobbing (particularly on Ultimate) and against most mini-bosses. Assuming this works with techs, classes that have access to more status effects at once get better mileage out of them (classes that can use Techs really), where classes that have to rely on a status effect being affixed to the weapon might have to get one for each of them.

The wand may be useful for those running Te/Fi who make use of Wand Gear Element and Chase Advance skills but aside that I can’t really see these being useful for anyone. Combined with their low-ish attack power Xie’s weapons kind of continue this trend of being kinda useless overall.

What’s also a shame is the weapons have a kind of neat aesthetic to them. I kinda like them and once again I’m sad that there’s no mechanic in PSO2 that lets you take any weapon and turn it into a camo or else I’d grab a few weapons just for their skins.

Curiously, it was hinted this weapon series would make the solo Emergency Quests a little easier. Given the only known one is Profound Darkness and Dark Falz Double I’m not sure how a Chase Advance potential is meant to really help. Being able to inflict Panic more reliably would help out a little bit I suppose…

Special Ability Factor

At +35 you’ll unlock Phrase Chase, which boosts the effectiveness of Chase Advance by 5%. So really much like similar Phrase SAFs it just boosts the effectiveness of the weapon potential. Unlike the others I’m not sure you’d want to transfer this to another weapon though.

Units

Xie offers two units at 50 gold each. Like the weapons, their usefulness is questionable.

Stats (+10):

  • 257 def
  • 80 HP
  • 5PP
  • 2% all resist
  • +10 all atk

That said, they are 12* units so if for whatever reason you absolutely must have some budget units you can stick some Skill Rings into then I guess these are OK.

Skill Rings

This update saw the addition of quite a few Skill Rings.

L / Step JA Combo

Adds a Just-Attack circle during a Step.

This also works on Bouncer’s Mirage Step. The main use of a ring like this would be to reduce the amount of time before you can do a Just-Attack out of a dodge and in cases where doing a step into Just-Attack would be faster than doing a normal attack or some other ability into one.

So does it do this? Well it’s kinda hard to call. The JA circle appears very late into the Step, later than even Braver’s Snatch Step JA. Here’s a video demo posted on Twitter:

Still if it does shorten the time to a Just-Attack it’s a potentially extremely useful ring which has the added bonus of being usable at lv1.

L / Mag Excite

Increases the power and frequency of your Mag’s normal attacks.

  • 150% and 80% internal attack cooldown at lv1
  • Unknown final numbers, 220% and 58% at lv12

This has no effect on trigger or SP actions. Mag normal attacks do so little damage that even if the numbers work out 300% power and 50% cooldown at lv20 (effectively 6 times the damage output) it’s going to make no noticeable impact. This ring seems like a complete waste of space.

L / Just Reversal B

Damages enemies around you when you pull off a successful Just Reversal.

  • 100% power and 100% attack range at lv1
  • Unknown final numbers. 450% power and 160% range at lv13.

This works with L / Air Reversal.

L / Another Rod Shoot Mode

Changes rod shoot to fire a slow moving projectile instead. This projectile will speed up and home in on a target after 1s. On contact with an enemy it explodes, dealing damage to all enemies in range. The hitbox seems to roughly match Launcher normal attacks in range at Lv1.

  • 50% power and 100% Explosive range at lv1
  • 110% power and 150% Explosive range at lv20

Swiki notes that due to how slow the projectiles are, in an MPA most enemies may be dead before they get to do anything. As such, this ring may only be practical solo.

R / Poison Guard, R / Panic Guard, R  / Mirage Guard and R / Shock Guard

Like the other Guard rings, reduces the likely-hood you’ll be inflicted with the specified status effect. Presumably to 100% at lv20 like the others but it hasn’t been confirmed.

Useful but very situational. The specific status effect would have to be a significant enough threat to warrant wearing one over a more useful ring.

R / Critical Field

Works the same way as Bouncer’s Critical Field. Creates a field around you, boosting yours and anyone else’s critical hit rate by a certain amount. Cannot be used by Bouncer main or sub.

  • Boosts critical hit rate by 10%, lasts for 20 seconds and has a recast of 120 seconds at lv1
  • Unknown maximum, but is 22%, 30s uptime and 100s recast at lv13
  • Seems to cap at 30s up and 100s recast, so has a 30% uptime

Could be helpful to classes that need the additional crit rate. Fighter/Hunter springs to mind, though they can also utilize the class rings for a permanent 10% crit rate boost.

R / Quick Mate

Works like Braver’s Quick Mate. Boosts the speed of using healing items.

  • Boosts use speed by 2% at lv1
  • Unknown maximum, but is 28% at lv12. Possible max of 140% but it could spike up towards lv20 so we’ll see

The effect stacks with L / Mate Lovers. If you want a build around extremely fast healing item use time the pair of rings could work well but honestly I feel like Mate Lovers does the job well enough on its own. Having both would be excessive in my opinion.

So yeah a couple of interesting rings here and one or two kind of useless ones. There’s been a better selection but there’s been worse too. The thoughts I’ve shared on them are mostly first impressions so they could change as people work out their nuances or any other details change my perception on them

TGS Day 4 Trailer Analysis

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The 4th day of TGS saw the reveal of a couple of new trailers for content coming up in October. I’ll be going over the bits I’ve got any thoughts on. The complete summarized rundown is on Bumped as always. Despite there being only two trailers (of the main things, anyway) there’s quite a lot to go through.

The Trailers


Just including the main two  trailer that will form the bulk of this post in this section. There’s a third more minor one I’ll go over at the end.

Early October Update:

Late October Update:

PA/Tech Customizations


While only the usual handful they add in these kinds of updates I think they’re an interesting handful in my opinion.

Sacrifice Bite Type Zero:

Speeds up the photon art and strengthens normal attacks. It seems like normal attacks gain an extended photon blade during the attack animation, though it’s hard to tell from the demo if this actually increases range or if it’s just for show. It would have been nice if the demo had used it on an enemy that didn’t have super-armor frames on to see how the full charge looks now.

expand_sword

If it does significantly increase normal attack range, then this is a good buff for swords in general as their normal attacks always had plenty of power but surprisingly small reach for how large the weapon is. This would also greatly help with the PP issues that sword can have, as you should more reliably tag enemies for PP recovery as long as the buff is up.

Straight Charge Type Zero:

Hold down the button to go sailing through enemies. It drains PP as you’re channeling it, so it’ll possibly last as long as your PP does. It’s one of those silly looking customizations that I can’t help but like.

Strike Gust Type Zero:

Kick up and up and up and up. Holding the button down extends the length of the rising part of the attack, which could be very irritating for other party members.

Parallel Slide Type Zero

Finally you can be like Giliam in the original PSO2 OP movie. Aside that, having a controllable high-mobility PA on Rifles might be interesting. Might look a bit derpy on non-cast characters, mind.

Sharp Bomber Type Zero

No longer launches you backwards and greatly increases its power when charged. Bullet Bows are still lacking in good AoE attacks, so this should be a welcome addition for those specializing in them.

Safoie Type Zero

Moves you towards the target before casting and is more powerful when charged. That’s about it, not a hugely interesting customization on the surface of it. However, it may be useful for melee-Techers as a gap-closing skill as presumably the gap-closing part won’t require you to charge the PA. If it does then it’s a bit less useful for that.

Ramegid Type Zero

Surrounds you with dark orbs which deal pulsing damage to enemies on contact. Could be a interesting addition to a melee Techer’s arsenal, though it depends on how long the orbs persist for. The orbs do flinch enemies, so it may also be a handy protective barrier against trash mobs for all casting types.

I think Ramegid and Sacrifice Bite got the most interesting changes, because both of them will potentially have a large impact on game-play. It’ll be more clear when these are released and we can experiment with them.

New Skills: Summoner Quality of Life.


Summoner will be gaining two new skills; Share Assist and Long Distance Love (daww).

Share Assist appears to allow support effects to transfer between pets when you swap pets or weapons. Not sure how big an issue this was for Summoners, but it may mean you won’t have to re-cast support techs as much.

Long Distance Love is probably the most major one, as it allows you to initiate Pet Sympathy without having to recall your pet to you to get it inside Shifta/Resta range.

new_pet_ui

Another major quality of life fix is your pet’s HP and status effects will display on the palette. I’m not sure why this wasn’t a feature from the beginning, as you’d think this is the kind of thing that’d come up during play-testing. It’s great that they’re finally implementing it, but all the same it’s baffling that it took them this long to do it.

I’m not sure if this is the “Skill re-balance” they were hinting towards on the long term schedule, but if it is I’m kind of disappointed. Not because these are bad changes because Summoner needed some help and I like what they’ve proposed. It’s just the name indicates that there’d be changes to most if not all classes, not just the one. We’ll see I guess.

Evolved Summoner Pets


The three basic pets; Wanda, Torim and Ceri will be gaining upgraded versions of themselves.

jinga
Jinga, the upgraded Wanda. It appears to gain a zig-zag motion, possibly extending the width of its dashing attack.
aero
Aero, the upgraded Torim. Aero Spiral seems to have a larger range than Torim Spiral.
popru
Popple, the upgraded Ceri. Popple-plode seems to have a larger radius than Ceri-plode.

Beyond that, it’s not really known how these pets are superior to the old versions. I’m not sure if you can just consume the upgraded egg or if you have to feed it to the base version to “evolve” it. However the demo shows them using a 7* Jinga egg to upgrade a 6* wanda, so it may have similar restrictions to the pet-ability swap/rarity upgrade mechanic. That is to say; you may need an egg of equal or greater rarity. If this is true, it’s going to be awkward to upgrade any 13* pets you currently have.

Skill Ring Update


 

There’s a couple of parts to this; one is the addition of 4 new rings to go with the addition of Caves and Tundra as gathering spots. Gonna go over the new rings here, with descriptions sourced from Bumped’s post:

L/Jet Boots Tech Arts SC

  • Reduces charge times when you combo from a PA to a Technic.

I can’t see this being terribly useful for BoHu or really in general. Seems like a waste of space, but maybe Jet Boot mains can correct me on this.

L / Air Reversal

  • Allows you to perform an air reversal in the air.

This could be really useful. While Just Reversal is trivial enough with practice, its main weakness is it leaves you vulnerable to being juggled to death. This ring should prevent that, by turning a knock-back into i-frames, which mechanically should greatly increase your survivability as long as you’re paying attention.

L / Slow Dive Roll

  • Extends the duration by slowing the Dive Roll speed.

I’m not sure of the use of this ring, unless it’s just to extend the i-frames on Dive Roll. Lord knows Dive Roll needs all the help it can get…

L / Step Jump

  • Increases movement speed if you jump during the [Step] action.

The video demonstration shows it’s a fairly large increase in movement speed. Could this be the return of step-jump for faster movement over long distances? Hopefully not, but the increase in melee mobility is always welcome  It’d be a fair boon if this ring allowed you go skip straight to maximum running speed upon landing, mind! Unfortunately the demo doesn’t show this either way.

Ring Selling/Trading

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The other side of this is you can buy and sell skill rings, which is interesting. I’m not sure what kind of restrictions might be put in place on them, if any. This could work out great for players who are willing to spend the extra time gathering for profit and for those players who just plain don’t want to gather. Given the cost of creating and upgrading rings however, it remains to be seen what kind of profit margin people might be able to make with this.

To The Moon! -Story Board Chapter 5


moon_baseRejoice, those who despise Episode 4 for going to Earth because we’re heading back to something resembling the science fiction setting again. The next chapter of the story quest is set on a moon base, where Hitsugi is currently being held captive. Battle your way past Mother Cluster apostles such as Phul and Och, possibly Kohri based on the data-mining and who knows who else!

The moon base itself doesn’t seem like a terribly complicated map, given it’s just a straight corridor. That said, I guess it’s reasonable for a field that’s only going to be available in a story quest. The background music incorporates Beethoven’s “Moonlight Sonata”.

hi_mom
The quest will see Mother’s face finally revealed. I’m surprised they showed it in a teaser trailer really, as I’d figure this kind of thing would be better saved for the actual quest itself. Still, it does confirm that data-mining was right about her appearance at least. She also doesn’t seem terribly perturbed that her sworn enemies are bashing her door down…

Later on in the month, additional story board events will be added including a fight between Huey and Phaleg and finally re-uniting with Matoi.

This reminds me, I am actually considering doing story summary posts now thanks to story translation efforts by multiple people. More details on that when the time comes.

Ultimate Amduscia: New Info


The second trailer showed some new bits about Ultimate Amduscia.

Quest Teleporter.

Boooo. The inclusion of a teleporter is bad news in my opinion, because with it the quest will likely never get started once interest wanes over time. Initially it won’t be a problem because people will be running them a lot, but let’s see if that’s still the case 3 months down the line.

Presumably they felt the need to include this because they wanted to prevent the return of Anga farming. By syncing up all the players at the start, you can put Anga at the end of the quest, making sure you can’t just shortcut your way to it. The downside however will be you can’t join the quest once its begun, nor can anyone join you after you begin it. The result is if your MPA isn’t full you get to sit there and wait, which is something you don’t suffer from for the other Ultimate Quests. Good luck getting randoms to agree to go in with lower numbers! Anyone who’s had issues getting Riding Quests, Challenge Quests or the recent Odin Limited Quest started should know what I’m worried about.

The Quest Itself

It looks like it might be a fixed-layout quest, which I don’t mind. It does run counter to the spirit of the other Ultimate Quests however which functioned more like free fields and it may have the unfortunate effect of making the quest much more repetitive. However, a fixed layout does give them the potential to engineer more interesting encounters than a random number generator could create, so I’m interested to see how it all works out. Curiously, if you follow the trailer you’ll note that they’re at varying point totals at different parts of the map between obviously different runs. Maybe the route through the quest is randomized even if the map isn’t?

lightning_weakness
The main enemies are weak to lightning element. 

Much like the other Ultimate Quests, you’ll need to amass around 2000 points to clear. It seems the encounters during the quest are randomized enough, though the demo seems to show that a boss encounter happens in the same place (the center of the map) with Deadlion, Gilzoras Drago and the new Anga Fundarge. These all seem to occur around the 1200 point mark. It may pick a random boss to have as the final encounter in the quest if defeating it earns the rest of the points, which should be OK. I don’t think we’ll be in danger of people abandoning the quest if Anga doesn’t spawn as long as the collection files are relevant or their drops are decent.

New Gear

Speaking of drops, this is no doubt what a lot of people were most eager to find out. What kind of gear can we get?

As was expected , the quest will come with a new collection file with which you can obtain the “Gicks” series of weapons. Though along with these, apparently other 13* weapons will also drop from the quest.

gicks_sword_file

Gicks Sword comes with a rather impressive 1333 attack, though it’s unknown exactly how much of that is made up by affixes. If we assume that Deadlion Soul comes with the standard +35 S-atk then its +50 attack with Ability 3, bringing it down to an estimated 1283 attack which is still huge. Austere Calibur in comparison has 1161 S-atk at +0, so its looking like these will be making the Austere series obsolete if they come with a solid potential.

12* Units

After many years of 11* units, we’re finally making the transition to 12*. It appears that there’ll only be 1 complete set and a bunch of boss parts for others. While their stats are unknown, the blue-wing unit appears to start with 225 S-Def which puts it on par with the Tagami units if so. This potentially makes Saiki and Austere units superior for defense in terms of raw stats, but of course we don’t know what set bonuses they may come with or what inherent bonuses they may have. What we do know if that even if they’re statistically weaker they come with one very important mechanic that makes them blow all 11* units out of the water; you can slot L / skill rings into them.

ring_slotting

Take one ring, 100,000 Meseta and 1 Lambda Grinder to fuse a ring with your unit. Once you fuse the ring, the ring is consumed and you won’t be able to get it back. Note that this only works with Left rings and it will also bind the unit to you.

This is a game-changer in terms of the builds that people could go with, as it allows you to essentially equip up to 4 left rings at once! The big issue is going to be that you’ll need to do an additional upgrade step every time they release a new unit set now, which will be irritating as you’ll have to re-gather and grind up a new ring each time. Though I guess the ability to buy and sell rings may help in that regard…

As an aside, the blue units appear to be Ray units. They’re similar to Ray weapons in appearance and have “ray” in their names. As far as I know it isn’t confirmed if they’ll have a set bonus with Ray weapons, but even if they do the presence of the Gicks series may topple the urge to wear them together…

Phantasy Star Universe Part 2


 

Alright, there’s one more trailer to go over quickly! The 2nd part of the Phantasy Star Universe anniversary crossover thingamajig was revealed.

This time, the focus is on the Phantasy Star Portable games mostly, also featuring a shirtless Howzer because why not. Shirtless Howzer is kinda awesome to be honest, he reminds me a bit of Liquid Ocelot  You’ll be able to get Helga, Vivienne and Emilia costumes and accessories. Howzer and Helga’s costumes will be layered wear.

This time, the lobby NPCs will be Emilia and Vivienne. They’ll come with the usual Client Orders, obtainable Partner Cards and  obtainable 13* weapons, with Clarita Visas NT and Vivienne. Both weapons will have editable photon colours.

emilia_and_vivi

What’s new and fairly interesting about this pair is that they both seem to come with their own fully voiced cutscenes. I’m not sure if these will be special story board events or what triggers them. I’m interested to see what they have to say, mind, though I’m not expecting them to do something silly like trying to make a canonical link between PSU and PSO2…

Anyway, looks like that’ll be all for the Phantasy Star Universe anniversary. Kind of a shame we didn’t see anything Laia turn up but that’s how it goes. I originally thought there were going to be three parts based on the fact that we had three major characters on the promotional artwork, but there’s nothing on the schedule for it. Kind of a blow for fans of the Guardians Formal outfit.

That’s finally all I have to write about! Long post, but there was a lot of stuff they revealed on the 4th day of the TGS. As far as I know there’s nothing else to announce, but i could be wrong. Let me know in the comments if I got anything wrong or if you have any observations of your own you’d like to add. Thanks for reading!

Vegas Update: Skill Rings

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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.

 

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

The Ring System

 

Lisa_in_Tokyo

The Skill-Ring system was one of the things shown during the 38th broadcast and then mildly teased a bit further in the 39th broadcast recently. It seems to be a way to further tweak our characters by augmenting actions and granting access to class skills.

Here I’ll be trying to gather whatever known information there is out there from various sources, including Bumped, Gheaven, analysis of the early March update trailer and wherever else I find information. There’s also going to be some speculation strewn about for good measure. Added some additional notes from this post on PSO-World concerning a newer Gheaven post here. 

Thanks to Mewn and EspioKaos for help with clarifying some details. Thanks also to Agrajag for assistance with obtaining data.

Please let me know if anythings inaccurate or if I’m speculating on stuff that’s been established elsewhere.

Basic Info

Just gonna go over some of the basic stuff here in a kind of sketchy detail.

  • You exchange materials obtained from the gathering system as well as other items and Meseta for rings.
  • You have two ring slots;  a left ring and a right ring. You can only have one of either ring equipped at a time.
  • Left Rings seem to exclusively be action augments of some kind. Things that will alter the way you do things, such as attacking, guarding and even altering class skills
  • Right Rings seem to exclusively be about granting access to off-class skills without requiring you to sub-class for it..For example, it can let you use PP Convert even if you aren’t a Techer main or sub.
  • Rings can be upgraded through fusing materials with them in the Item Lab.
  • Left Rings have stats attached. These stats can be upgraded through the Item Lab.
  • Rings have EXP bars. You earn EXP for your equipped rings by killing monsters. It’s uncertain if Client Orders will also contribute. I don’t know what benefits there are to levelling rings this way.
Materials and Exchanges

ringexchange

They didn’t show many exchanges during the trailer and unfortunately the kanji is kind of blurry so I can’t make out the exact names of some things. Here’s a rough list anyway:

  • L / JG Sonic Arrow – Naberu Rock x 3, Amethyst x 1, 30000 Meseta
  • L / JG Heavenly Fall – Vopal Rock x 3, Sapphire x 1, 30000 Meseta
  • L / JG Rising Flag – Ice Rock x 3, Opal x 1, 30000 Meseta
  • L / DS Whirlwind –   Ice Rock x 3, Opal x 1, 30000 Meseta
  • L / TD Air Chase – Naberu Rock x 3, Emerald x 6, Lambda Grinder x 15, 30000 Meseta

It’s hard to say how expensive these are given we have no idea at present how long it will take to get each material. That said, it seems one of these items is a bit more expensive than the others, for reasons I can’t really pin down. Like the difference in material cost seems almost arbitrary.

I’m uncertain on “Ice Rock” by the way. The only reason I’ve listed it as Ice is its the name that ends up easiest to read for me. It isn’t the usual rendering of “ice” as in romaji the above material is written as  “a-su” whereas ice is “aisu”. Another potential name is “Ace” but that’s rendered as “e-su”. Pronouncing “a-su” is closer to “arse” than any of the above and as amused as I am by the notion of an “Arse Rock”  that’s probably not it either! So yeah, I’m not a translator so suggestions welcome there.

Ring Abilities

ppconvertring

This is a gathering of all the Rings I’ve seen posted around. This may not be a complete list of all the revealed rings and there’s also a chance that some people were bullshitting, so take it with a bit of salt.

Descriptions written in pink are a speculation.

Left Ring

 

  • L / Double Saber Whirlwind  – Automatically activated whirlwind after certain attacks with a Double Saber. This does not consume gear but it’s still bound by whirlwind limit.
  • L / JG Heavenly Fall*  – Activate Heavenly Fall on a successful JG with a Wired Lance
  • L / JG Sonic Arrow* – Activate Sonic Arrow on a successful JG with a Sword
  • L / JG Rising Flag* – Activate Rising Flag on a successful JG with a Partizan
  • L / Hunter Gear Save  – Slows down gear loss for Swords and reduces gear consumed by Hunter weapons. Requires Hunter Gear Boost to be satisfied.
  • L / Knuckle Chase – Automatically moves you towards the target with Knuckle normal attacks while you’re on the ground.
  • L / TD Air Chase – Automatically chase enemies with Twin Dagger while mid-air. Works with normal attacks and some PAs.
  • L / Katana Gear Guard R – Holding guard for 3 seconds will activate Katana Gear even if nothing was blocked. Requires the gauge to be full. Alters the way Gear is consumed if activated this way.
  • L / Short Combat – Attacks during Katana Combat no longer track.
  • L / DB Snatch – Adds a snatch-step effect to Dual Blade’s shift action.
  • L / Tech C Parrying – Just-Guards attacks while charging techs with a tech weapon. Presumably works like Hunter’s Charge Parrying.
  • L / Recast Reverser Field – Reduces the cooldown of Reverser Field.
  • L / High Time Keep – May preserve High Time if you take damage. Only works while Showtime is active.
  • L / Front S-Roll –You can perform a forward S-Roll with TMGs

* Attacks launched this way will count as a Just-Counter and will have all bonuses of a Just-Attack. It isn’t know if they will consume PP.

 

Right Ring

Right Rings have so far exclusively been class skills. These will allow you to use the skill attached to them on other classes, though there are apparently restrictions still. You cannot use a Skill Ring on the class from which the skill was taken (for example, a Hunter cannot use the Massive Hunter ring). There is no mention if this applies to sub-class Hunter. The skills match their class skills, so there’s no need for a description of them.

  • R / Killing Bonus  – Cannot be equipped by Ranger.
  • R / Massive Hunter – Cannot be equipped by Hunter.
  • R / PP Convert – Cannot be equipped by Techer.
  • R / Attack Advance – Cannot be equipped by Braver
  • R / Boost Slayer (Gathering Order reward) – Deal bonus damage to and take less damage from boosted enemies.
  • R / Critical Strike Melee
  • R / Critical Strike Ranged
  • R / Critical Strike Tech
    • The above three rings cannot be equipped by Fighter.
  • R / Perfect Keeper Melee
  • R / Perfect Keeper Ranged
  • R / Perfect Keeper Tech
    • The HP threshold is unspecified. These cannot be equipped by Gunner.
  • R / Photon Flare – Cannot be equipped by Force
  • R / Element PP Restore Field – Cannot be equipped by Bouncer

Boost slayer is an interesting one, for reasons I’ll go into later in the post.

Unknown

I haven’t seen anything to confirm which ring slot these go into, though you can likely speculate given the established rings so far.

Ring Stats

Left rings seem to be the only ones to have stats on them. They also seem to be limited to boosting three stats in particular. Going down the list once more:

  • L / JG Sonic Arrow – S-Atk, R-Atk and Dex
  • L / JG Heavenly Fall – S-Atk, R-Atk and Dex
  • L / JG Rising Flag –  S-Atk, R-Atk and Dex
  • L / DS Whirlwind –  S-Atk, T-Atk and Dex
  • L / TD Air Chase – S-Atk, T-Atk and Dex

The sample size is small, but so far it seems to be focused on attack power and the pattern is consistently 2 attack stats and Dexterity.

 

Ring Upgrading

duduring

Yeah, you gotta take your rings to Dudu and you’ll also note that the success rating is in blue so there’s a chance to fail as well. This particular ring (L / DS Whirlwind) requires 3x Ice Rock and 5x Grinder as well as 30,000 Meseta. Not cheap for a grind but not that expensive. Again, it’s difficult to pass judgement as we don’t know how long it will take to get the rocks required.
ringupgradestats

Note that when you grind a ring, at least a left ring anyway, you can select which stat you wish to level in the first drop-down menu on the left. After you’ve done so, you’re presented with the above window, showing you the change you’re about to apply.

In the case of DS Whirlwind, you can choose between S-atk, R-atk and  Dexterity.

Note that the upgrade also raises the level of the ring’s ability by 1 as well.

It isn’t known what the cap is on ring upgrading, but pictures so far have shown Lv20 rings so that might well be it. Notably the text next to the level is orange when they’re lv20 as well. As you can only choose one stat per upgrade I’d imagine it’d be smart to just focus on one stat for any ring as you probably won’t have enough room to make it a good hybrid. I mean Mags go up to lv200 and you still can’t make an adequate hybrid so…

It’s speculated that rings gain EXP through killing monsters, but there’s no indication as far as I know as to what Ring EXP actually does. Grinding and levelling ring abilities and stats seems to be separate from Ring EXP, so I’m at a bit of a loss here.

 

Datamining

No, there’s no data in the client telling us what the rings all are. However, some old data may well be relevant again for this system and I’ll explain why in this section.

Remember R / Boost Slaying from earlier? Well it and L / Tech C Parrying seem to be revivals of unreleased class skills that have been in the client for some time. Specifially, Fighter’s “Boost Slayer” skill and Force’s “Rod Charge Guard”, although in the latter case it seems the Rod requirement may have been dropped.

As such, I think it’s reasonable to assume that other unreleased skills may well see themselves being turned into Rings. I mean they’ve done this before with weapon potentials too, with Fighter’s “GiantKilling” skill being turned into the potential for Ideal-series weapons. So in this section I’m going to list a number of unreleased skills for speculation.

Where possible, I’ve made notes next to skills I feel are unlikely to be added, skills that are similar to skills possessed by other classes and skills that were turned into potentials already. I’ve also omitted any skills that were just upgrades of currently existing skills, such as Guard Stance Advance 2 and Zero Range Advance 3, as I feel they’re almost certainly not getting revived. This list is mostly just to stimulate speculation on potential future rings. Note that these are internal names, not the names you end up seeing in-game.

Bouncer

Bouncer has no unreleased skills at all. Ho hum.

Braver

  • Victim Likely abandoned. 
  • VictimBomb Likely abandoned. 

Braver only has two skills which seem to belong to an abandoned idea for a mechanic. Who knows what this could have ended up being, but given the skills are dependent on each other it seems unlikely to return in ring form.

Fighter

  • AirStrike – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
  • BoostKilling – This has actually been revealed in the teased content so far. 
  • BreakMaster – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
  • ElderSlayer Likely abandoned. 
  • GiantKilling – Turned into the weapon potential for the Ideal series weapons. 
  • None_Guard Likely abandoned. 
  • NotoriousnessKilling Likely abandoned. 
  • PotentialBlowFighter Likely abandoned. 
  • RareBoostFighterDoubleSaber Unlikely. 
  • RareBoostFighterGunSlash Unlikely.
  • RareBoostFighterKnuckle Unlikely.
  • RareBoostFighterTwinDagger Unlikely.
  • RareEnemyKlling Likely abandoned. 
  • ThirdAct Likely abandoned. 

Fighter has a number of skills, one of which is confirmed as a Skill Ring. The rest were either re-worked for other classes or turned into potentials. “ThirdAct” is likely an abandoned mechanic for the class and it doesn’t even have any data to suggest what it might have been.

Force

  • BlastForce
  • DarkTechnicShortCharge
  • ElectroPress
  • ElectroShock
  • ForceAssist
  • ForceSense
  • IceTechnicShortCharge
  • LightTechnicShortCharge
  • MassiveFlare
  • MirageEscapeAdvance
  • PhotonCircle
  • PotentialForceForce Likely abandoned. 
  • PPRegenerate – Not to be confused with the Techer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
  • RapidBlast – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
  • RareBoostForceGunSlash  Unlikely. 
  • RareBoostForceRod  Unlikely. 
  • RareBoostForceTalis  Unlikely. 
  • RodChargeGuard – This has actually been revealed in the teased content so far. 
  • RodKeepBonus
  • Spread
  • TechNonChargeSave
  • ThunderTechnicShortCharge
  • WindTechnicShortCharge

Force has a large number of unreleased skills that could be turned into rings. As they’re tech element specific, it could mean Force may have yet another tremendous gear treadmill to look forward to. Hopefully not, but it would be kind of business as usual for Forces.

Gunner

  • ChainFinishStar
  • DanceTime
  • PotentialShootGunner Likely abandoned. 
  • RareBoostGunnerGunSlash  Unlikely. 
  • RareBoostGunnerTwinMachineGun  Unlikely. 
  • SRollStar
  • TwinmachinegunGearPlus

While Gunner has fewer unreleased skills, I feel a number of these could potentially be revived as rings, especially if some of these kills augment showtime in various ways.

Hunter

  • AdvanceGuard
  • BlowAssist
  • BraveGuard
  • GuardAbsorber
  • GuardStanceAutoMate
  • GuardStanceHeal
  • HoldDiffence
  • JustGuardAdvance
  • JustGuardMaster
  • JustGuardStan
  • PotentialBlowHunter Likely abandoned. 
  • RareBoostHunterGunSlash   Unlikely. 
  • RareBoostHunterPartisan   Unlikely. 
  • RareBoostHunterSword   Unlikely. 
  • RareBoostHunterWiredLance   Unlikely. 
  • Sacrifice
  • StrikeSense
  • SweetMate
  • WarHowl
  • WarSpirit

Hunter competes with Force for number of unreleased skills and number of potential rings. Some of these are legacy skills from the 2nd Alpha, but could easily come back.

Ranger

  • BulletKeepGs – THIS THING.
  • Concentrate
  • Engineer
  • OneMoreTrap
  • PotentialShootRanger Likely abandoned. 
  • RareBoostRangerGunSlash  Unlikely. 
  • RareBoostRangerLauncher  Unlikely. 
  • RareBoostRangerRifle  Unlikely. 
  • ReloadBindAdd
  • ReloadWeakAdd
  • ShootAssist
  • ShooterSite
  • ShootingSense
  • SupportFire
  • TrapFlashCustom
  • WeakSnipeAddPB
  • ZeroRangeBonus1  – Not to be confused with the Gunner skill of a similar name. This is an unreleased Ranger skill, but odds are it’s now abandoned.

Another class with a large selection of potential skill rings. Though a number would augment bullet skills that no one in their right mind should be using anyway!

Summoner

  • AllJAComboUp
  • AllJAUp
  • SummonerJAPPSave  – Nope.
  • TamingMaster

As Summoner can’t Just-Attack, you can guess that most of these aren’t ever arriving as class skills. That said, I could see potential rings that boost all power when landing a Just Attack. TamingMaster is a bit more difficult to call..

Techer

  • DebandProtection
    • Grants a iron will effect to those affected by the user’s Deband.
  • MirageAdvance
  • PanicAdvance
  • PoisonAdvance
  • PoisonIgnitionUP
  • PotentialBlowTecher Likely abandoned. 
  • PotentialForceTecher Likely abandoned. 
  • PPConvertForce Likely abandoned. 
  • PPConvertStrike Likely abandoned. 
  • RareBoostTecherGunSlash Unlikely. 
  • RareBoostTecherTalis Unlikely. 
  • RareBoostTecherWandUnlikely. 
  • TerritoryBurstAdvance
  • TerritoryPower

Like Force, Techer has some potential in its unreleased skills That said, Territory Burst is no longer an active skill like it used to be, so I’m not sure the augments for it are really applicable any more.

That’s all for the data. Remember, odds are a lot of the skills I didn’t tag as “likely abandoned” probably are abandoned and may not return as skill rings. Also note that Summoner and Bouncer lack the RareBoostClassWeapon skills as well as Potential skills, suggesting that those are abandoned ideas unlikely to return. If it’ll help, I may go over this list in the future and make an attempt to describe what some of these skills do based on their stats. There are no official descriptions for almost all of these and the stats listed under the skill may not be adequate enough to guess what the skill does.

Thoughts

I gotta say, this is about the only system in PSO2 as of late that I’ve had any genuine interest over. Some of the skill rings revealed such as Knuckle Chase could significantly alter how you use the weapons and thus have a measurable impact on the gameplay. Anything like that is welcome to me, as long as it’s well thought out of course!

I’m not so sure about the stat augments on the left rings and having to level them up in a Mag-like fashion. That said, the stat bonuses seem to be pretty low so I doubt they’re really worth worrying about.

As always with any new system involving items comes the question of how much of a grind is it going to be. Let’s just save comment on that until the system it out in a couple of weeks, eh?

I still maintain some cynicism about the release schedule of the content however, as the gathering system will only apply to four areas of the game out of the fifteen or so that are available for them to put things in. While the data-mining may suggest that there’s a good amount of material to expand into, this could still end up like Photon Art Customization did and that would be a real shame for something with such interesting potential.

Of course I also suspect that it’ll soon be established which Skill Ring may be the one ring to rule them all, the one ring to find them, the one ring to bring them all and in the meta bind them. It could well be that it may be beneficial to swap out rings mid-run however for various reasons, which if so I hope we get some kind of command to do it via a hotkey or macro.