zOMG Rings, Ghi and Pets Guide
zOMG Rings, Ghi and Pets Guide by OMFG Science
Welcome to the zOMG! Forum’s Numerical Analysis Thread. (God that’s a mouthful). This thread aims to provide definitive numbers to compare rings and what they do so that users can make informed decisions about which ring is better
( If you have trouble reading or understanding the guide, please post to let us know where the problem is. We’re aware that it may not be particularly user friendly, and would like to change that. )
It’s not quite complete, but the bulk of the data is there. Most of what’s missing is either really really hard to do, or downright impossible >.>;;
Oh, and I should mention that this guide is accurate as of July 7, 2011 (PST) as far as we know.
Incidentally, the # shows the rings comparative DPS ranking. Hack is the highest at #1, Hornet’s Nest the lowest at #14. This assumes only 1 target is hit as well.
Quick and Simple DPH and DPS Lists
———————-
1. Hack
2. Fire Rain
3. Shark Attack
4. Bump
5. Slash
6. Mantis
7. Dervish
8. Heavy Water Balloon
9. Hot Foot
10. Solar Rays
11. Guns Guns Guns
12. Shuriken
13. Hornet’s Nest
14. Hunter’s Bow
—
Damage per Second
1. Hack
2. Mantis
3. Slash
4. Bump
5. Shuriken
6. Guns Guns Guns
7. Hot Foot
8. Solar Rays
9. Hunter’s Bow
10. Shark Attack
11. Dervish
12. Heavy Water Balloon
13. Fire Rain
14. Hornet’s Nest
Base Statistics
———————-
Health: 1000 (C.L. x 100)
Stamina: 100 (Static)
Ghi: 100 (Static)
—
Accuracy: 500 (C.L. x 50)
Dodge: 500 (C.L. x 50)
Willpower: 500 (C.L. x 50)
Speed: 192 (Static)
Weight: 100 (Static)
HP Regeneration: 30 (C.L. x 3)
Stamina Regeneration: 2 (Static)
Luck: 0 (Static)
—
OCL: [ ( 8*R1 ) + ( 7*R2 ) + ( 6*R3 ) + ( 5*R4 ) + ( 4*R5 ) + ( 3*R6 ) + ( 2*R7 ) + ( 1*R8 ) ] / 36
R(n) refers to the nth highest level ring’s C.L. R1 is the highest C.L. of your rings, R2 the second etc…
Empty ring slots count as C.L. 1.0 rings in the calculation.
Mêlée Attack Rings
———————-
Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds
RR1 -> 90-130 Damage (110 Damage) + Knockback
RR2 -> 130-190 Damage (160 Damage) + Knockback
RR3 -> 140-200 Damage (170 Damage) + Knockback
RR4 -> 160-240 Damage (200 Damage) + Knockback
Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds
RR1 -> 60-100 Damage (80 Damage) + AoE
RR2 -> 80-120 Damage (100 Damage) + AoE
RR3 -> 100-160 Damage (120 Damage) + AoE
RR4 -> 140-190 Damage (160 Damage) + AoE
Stamina Cost: 11.11 Stamina
Cooldown: 10 seconds
RR1 -> 120 (20*6) Damage + 30 Willpower Debuff (6s) + AoE
RR2 -> 180 (30*6) Damage + 50 Willpower Debuff (6s) + AoE
RR3 -> 180 (30*6) Damage + 80 Willpower Debuff (6s) + AoE
RR4 -> 240 (40*6) Damage + 120 Willpower Debuff (6s) + AoE
Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds
RR1 -> 110-170 Damage (140 Damage) + 2*20 DoT
RR2 -> 150-210 Damage (180 Damage) + 3*20 DoT
RR3 -> 200-280 Damage (240 Damage) + 4*20 DoT
RR4 -> 270-370 Damage (350 Damage) + 5*30 DoT
Stamina Cost: 2.22 Stamina
Cooldown: 2 seconds
RR1 -> 70-110 Damage (90 Damage)
RR2 -> 100-140 Damage (120 Damage) + 20 Willpower Debuff (8s)
RR3 -> 120-180 Damage (150 Damage) + 30 Willpower Debuff (8s)
RR4 -> 170-250 Damage (210 Damage) + 50 Willpower Debuff (8s)
Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds
RR1 -> 80-120 Damage (100 Damage) + AoE
RR2 -> 100-160 Damage (130 Damage) + AoE
RR3 -> 130-190 Damage (160 Damage) + AoE
RR4 -> 170-250 Damage (210 Damage) + AoE
Ranged Attack Rings
———————-
Range: Medium
Stamina Cost: 2.78 Stamina
Cooldown: 2 seconds
RR1 -> 60-80 Damage (70 Damage)
RR2 -> 70-110 Damage (90 Damage) + AoE
RR3 -> 90-130 Damage (110 Damage) + AoE
RR4 -> 120-180 Damage (150 Damage) + AoE
Range: Medium
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds
RR1 -> 60-100 Damage (80 Damage) + ??? Hate + AoE
RR2 -> 80-120 Damage (100 Damage) + ??? Hate + AoE
RR3 -> 100-160 Damage (120 Damage) + ??? Hate + AoE
RR4 -> 140-190 Damage (180 Damage) + 4 Hate + AoE
Range: Long
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds
RR1 -> 60 (20*3) Damage + AoE
RR2 -> 90 (30*3) Damage + AoE
RR3 -> 120 (40*3) Damage + Fear (5s) + AoE
RR4 -> 120 (40*3) Damage + Fear (7s) + AoE
Range: Medium
Stamina Cost: 3.89 Stamina
Cooldown: 3 seconds
RR1 -> 80 (20*4) Damage
RR2 -> 120 (30*4) Damage + AoE + 20 Dodge Debuff (4s)
RR3 -> 120 (30*4) Damage + AoE + 30 Dodge Debuff (4s)
RR4 -> 160 (40*4) Damage + AoE + 50 Dodge Debuff (4s)
Range: Extreme
Stamina Cost: 2.22 Stamina
Cooldown: 2 seconds
RR1 -> 40-60 Damage (50 Damage) + Speed Debuff (6s)
RR2 -> 50-70 Damage (60 Damage) + Speed Debuff (8s)
RR3 -> 60-100 Damage (80 Damage) + Speed Debuff (10s)
RR4 -> 90-130 Damage (110 Damage) + Speed Debuff (12s)
Range: Poor
Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds
RR1 -> 80-120 Damage (100 Damage) + 20 DoT
RR2 -> 100-160 Damage (130 Damage) + 40 DoT
RR3 -> 140-200 Damage (170 Damage) + 60 DoT
RR4 -> 180-260 Damage (220 Damage) + 80 DoT
Range: Short
Stamina Cost: 2.78 Stamina
Cooldown: 2 seconds
RR1 -> 70-80 Damage (70 Damage)
RR2 -> 70-110 Damage (90 Damage) + 20 Accuracy Debuff (8s)
RR3 -> 90-130 Damage (110 Damage) + 30 Accuracy Debuff (8s) + AoE
RR4 -> 120-180 Damage (150 Damage) + 50 Accuracy Debuff (8s) + AoE
Range: Long
Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds
RR1 -> 60-100 Damage (80 Damage)
RR2 -> 80-120 Damage (100 Damage)
RR3 -> 100-140 Damage (120 Damage) + Sleep (2s)
RR4 -> 120-180 Damage (150 Damage) + Sleep (3s)
Debuff Rings
———————-
Range: Medium
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds
RR1 -> 40 Dodge Debuff (45s) + 30-50 Damage (40 Damage)
RR2 -> 60 Dodge Debuff (45s) + 40-60 Damage (50 Damage)
RR3 -> 90 Dodge Debuff (45s) + 50-70 Damage (60 Damage)
RR4 -> 120 Dodge Debuff (45s) + 60-100 Damage (80 Damage)
Range: Enemy Only (Short)
Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds
RR1 -> 45% Speed Debuff (20s)
RR2 -> 50% Speed Debuff (20s) + AoE
RR3 -> 55% Speed Debuff (20s) + AoE
RR4 -> 60% Speed Debuff (20s) + AoE
Range: Medium
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds
RR1 -> 40 Accuracy Debuff (45s) + 30-50 Damage (40 Damage)
RR2 -> 60 Accuracy Debuff (45s) + 40-60 Damage (50 Damage)
RR3 -> 90 Accuracy Debuff (45s) + 50-70 Damage (60 Damage)
RR4 -> 120 Accuracy Debuff (45s) + 60-100 Damage (80 Damage)
Crowd Control Rings
———————-
Range: Short
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds
RR1 -> Sleep (12-18s)
RR2 -> Sleep (12-18s) + AoE
RR3 -> Sleep (12-18s) + AoE
RR4 -> Sleep (12-18s) + AoE
Range: Short
Stamina Cost: 11.11 Stamina
Cooldown: 10 seconds
RR1 -> Root (10s) + AoE
RR2 -> Root (10s) + AoE
RR3 -> Root (10s) + AoE
RR4 -> Root (10s) + AoE
Range: Poor
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds
RR1 -> Fear (12-18s)
RR2 -> Fear (12-18s) + AoE
RR3 -> Fear (12-18s) + AoE
RR4 -> Fear (12-18s) + AoE
Range: Short
Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds
RR1 -> 40 Hate + AoE
RR2 -> 60 Hate + AoE
RR3 -> 80 Hate + Dodge Debuff (20s) + AoE
RR4 -> 110 Hate + 30 Dodge Debuff (20s) + AoE
Healing Rings
———————-
Range: Short
Stamina Cost: 6.67 Stamina
Cooldown: 5 seconds
RR1 -> 250 Damage Healed
RR2 -> 300 Damage Healed
RR3 -> 400 Damage Healed
RR4 -> 500 Damage Healed
Range: ???
Stamina Cost: 11.11 Stamina
Cooldown: 60 seconds
RR1 -> 2 Rings Unlocked + 300 Damage Healed + 30 Stamina
RR2 -> 3 Rings Unlocked + 400 Damage Healed + 40 Stamina
RR3 -> 4 Rings Unlocked + 650 Damage Healed + 65 Stamina
RR4 -> 5 Rings Unlocked + 1000 Damage Healed + 100 Stamina
Stamina Cost: 8.89 Stamina
Cooldown: 8 seconds
RR1 -> 100-140 Damage Healed (120 Damage Healed) + AoE
RR2 -> ???-??? Damage Healed (150 Damage Healed) + AoE
RR3 -> 160-240 Damage Healed (200 Damage Healed) + AoE
RR4 -> 220-320 Damage Healed (300 Damage Healed) + AoE
Range: Very Long
Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds
RR1 -> 150-200 Damage Healed (170 Damage Healed)
RR2 -> 190-250 Damage Healed (220 Damage Healed) + AoE
RR3 -> 230-320 Damage Healed (270 Damage Healed) + AoE
RR4 -> 320-440 Damage Healed (380 Damage Healed) + AoE
Buff Rings
———————-
Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds
RR1 -> 48 Speed
RR2 -> 58 Speed + 2 Luck
RR3 -> 67 Speed + 3 Luck
RR4 -> 77 Speed + 5 Luck
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds.
RR1 -> 2 Stamina Regen (Standing), 4 Stamina Regen (Sitting)
RR2 -> 2.6 Stamina Regen (Standing), 5.2 Stamina Regen (Sitting)
RR3 -> 3.2 Stamina Regen (Standing), 6.4 Stamina Regen (Sitting) + 8 Luck
RR4 -> 4.4 Stamina Regen (Standing), 8.8 Stamina Regen (Sitting) + 8 Luck
Accuracy -> 20
Dodge -> 20
Willpower -> 30
Weight -> 25
Luck -> 5
HP Regeneration ->5
Stamina Regeneration -> 0.5 (Standing), 2 (Sitting)
Duration: 30 Seconds
Stamina Cost: 11.11 Stamina
Cooldown: 60 Seconds
RR1 -> 96 Speed
RR2 -> 106 Speed
RR3 -> 115 Speed + 30 Will
RR4 -> 125 Speed + 50 Will
Accuracy -> 40
Dodge -> 40
Luck -> 13
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 40 Dodge
RR2 -> 60 Dodge
RR3 -> 90 Dodge
RR4 -> 120 Dodge
Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 30 Health Regen (5s)
RR2 -> 39 Health Regen (5s)
RR3 -> 48 Health Regen (5s) + 50 Weight
RR4 -> 66 Health Regen (5s) + 100 Weight
Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 80 Willpower + ??? Deflection
RR2 -> 120 Willpower + ??? Deflection
RR3 -> 170 Willpower + 5% Deflection
RR4 -> 230 Willpower + 5% Deflection
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 40 Accuracy
RR2 -> 60 Accuracy
RR3 -> 90 Accuracy
RR4 -> 120 Accuracy
Range: Self
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds
RR1 -> 400 Extra Health
RR2 -> 500 Extra Health
RR3 -> 650 Extra Health
RR4 -> 850 Extra Health
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds
RR1 -> 100 Weight + 0% Persistent Armor
RR2 -> 150 Weight + 5% Persistent Armor
RR3 -> 200 Weight + 8% Persistent Armor
RR4 -> 300 Weight + 12% Persistent Armor
Dodge -> 30
Willpower -> 30
Speed -> 38
Range: Self or Ally
Duration: 15 Minutes
Stamina Cost: 5.56 Stamina
Cooldown: 6 Seconds
RR1 -> 150 Max Health
RR2 -> 200 Max Health
RR3 -> 240 Max Health
RR4 -> 330 Max Health
Armor Rings
———————-
Persistent Armor bonuses are calculated before Armor Pools are calculated.
If you’re still confused, swarf has a developer’s guide to the zOMG! Armour System here.
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 15% Persistent Armor + 3% Reflection
RR2 -> 15% Persistent Armor + 8% Reflection
RR3 -> 15% Persistent Armor + 9% Reflection
RR4 -> 15% Persistent Armor + 10% Reflection
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 15% Persistent Armor + 2% Deflection
RR2 -> 15% Persistent Armor + ??? Deflection
RR3 -> 15% Persistent Armor + ??? Deflection
RR4 -> 15% Persistent Armor + 14% Deflection
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds
RR1 -> 25% Armor Pool, 20000 damage absorbed
RR2 -> 28% Armor Pool, 30000 damage absorbed
RR3 -> 31% Armor Pool, 40000 damage absorbed
RR4 -> 34% Armor Pool, 50000 damage absorbed
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds
RR1 -> 15% Persistent Armor
RR2 -> 15% Persistent Armor + 20 Dodge
RR3 -> 15% Persistent Armor + 30 Dodge + ??? Reflection
RR4 -> 15% Persistent Armor + 50 Dodge + 5% Reflection
Range: Self Only
Duration: Varies with RR
Stamina Cost: 11.11 Stamina
Cooldown: 3 Minutes
RR1 -> 100% Armor Pool (5s)
RR2 -> 100% Armor Pool (7.5s)
RR3 -> 100% Armor Pool (11s)
RR4 -> 100% Armor Pool (15s)
Ringset Data
———————-
Ringsets are combinations of rings that when worn on the same hand will provide a bonus to your stats. If the ring set is active, you’ll know because the rings will be surrounded with a distinctive yellow glow.
Rings:
- Bump
- Taunt
- Fitness
- Turtle
Rings:
- Hunter’s Bow
- Solar Rays
- Wish
- Healing Halo
Rings:
- Hack
- Knife Sharpen
- Pot Lid
- Meat
Rings:
- Fire Rain
- Scaredy Cat
- Teflon Spray
- Iron Will
Rings:
- Defibrillate
- Bandage
- Diagnose
- Adrenaline
Rings:
- Mantis
- Shuriken
- Divinity
- Ghost
Rings:
- Slash
- Quicksand
- Shark Attack
- Keen Aye
Rings:
- Gumshoe
- Heavy Water Balloon
- Hot Foot
- Fleet Feet
Rings:
- Dervish
- Hornet’s Nest
- Coyote Spirit
- Rock Armor
Rings:
- Guns Guns Guns
- Duct Tape
- Improbability Sphere
- My Density
Ghi Boosts
———————-
Ghi Abilities are passive boosts to your statistics, that are earned by interacting with the game world. (Healing and Fighting). There are 3 Levels of Ghi Ability (Minor, Normal and Major) and they advance through them. Once you get a complete list of Minor Ghi Buffs for example, your next advancement will change one of the Minor Ghi Buffs into a Normal Ghi Buff.
The power of the Ghi Ability is based on both the level of the Buff, and the amount of Ghi you have ( The G near Stamina ). The number beneath the G represents the percentage of the boost you get. For example, at 50 Ghi, you recieve 100 HP from a Normal Health Buff.
Normal: 30 Accuracy
Major: 50 Accuracy
Normal: 30 Dodge
Major: 50 Dodge
Normal: 200 Health
Major: 300 Health
Normal: 3 Luck
Major: 5 Luck
Normal: 30 Willpower
Major: 50 Willpower
Buddies (aka Pets/Summons)
———————-
Go to the Buddy FAQ for more information.
What does it all mean?
———————-
Well.. If you don’t know all the terms, then you probably shouldn’t be going into numerical ring analysis, since it’s very much geared towards players who have completed the game and are looking to super-power their builds… But I’ll provide a quick analysis of what everything means:
AoE: Area of Effect. This ring will affect multiple enemies. Area of Effects can be arcs or circles. Melee AoE is player centered, ranged AoE is target centered.
Duration: The length of time a rings effect is active for. Obviously, attack rings don’t generally have this. DoT was measured separately.
Stamina Cost: The amount of stamina that a ring costs to activate. This varies use to use, so we’ve included ranges where possible.
Cooldown: The amount of time before the ring can be used again.
RR1-4: Rage Ranks. RR1 is no rage, RR4 is when the entire Rage Bar is used to launch the effect. You should know this though.
Persistent Armor: This armor is never going to give you up, never going to let you down… until it’s duration runs out. (Persistent Armor is calculated before Armor Pool)
Armor Pool: This armor is generally stronger than Persistent, but will wear off after a certain amount of damage is reached (or it’s duration runs out).
DoT: Damage Over Time. Damage is dealt in periodic increments, rather than dealt all at once.
Deflection: Deflection shows as a “DEFLECT!” image above your avatar, and means you take 0 damage from the deflected attack.
Reflection: Reflection shows as a “REFLECT!” image above your avatar, and means you not only take 0 damage, but the Animated recieves it’s own attack back at it. Now that’s karma!
zOMG!: The game. Which you just lost. >.>;;
Luck: A stat that affects the amount of gold granted. 1 point of luck is a 1% increase in Gold. Boosts to luck do stack.
Salvage: Converts a ring into a number of orbs equal to (C.L – 1) x 5, to a minimum of 1 orb. You will loose this ring permanently, though a replacement may be dropped at a later time.
What do the Ranges mean?
———————-
Extreme: Extreme Range Rings cover distances of 7 or more avatar widths.
Very Long: Very Long Range Rings cover distances of approximately 6 avatar widths.
Long: Long Range Rings cover distances of approximately 5 avatar widths.
Medium: Medium Range Rings cover distances of approximately 4 avatar widths.
Short: Short Range Rings cover distances of approximately 3 avatar widths.
Poor: Poor Range Rings cover distances of approximately 2.5 avatar widths.
Introduction to Crowd Control
———————-
Fear: Causes the afflicted to move, and makes them unable to attack or use skills
Root: Makes the afflicted unable to move. They can still attack those in range.
Sleep: Makes the afflicted unable to move, attack or use skills. Ends if the afflicted is hit by an attack.
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