Ritual lord maths - big investments for big gains?

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

Short summation: potential of Ritual lord, Shelter, Union, Armor of unfeeling and Summon spirits skill.

I did some quick maths, and maybe this Ritual lord business could be a replacement for the Imbagon. Provided there's an appropriate supply of energy available...

PLEASE CHECK MY MATHS! I can't test this at work...

OK, so, Ritual lord now offers a boost of 4 to all Rt attributes. This actually has to be taken into effect since it boosts the spirits created significantly, since it boosts both spawning power and the spirit's attribute.

Situation 1 - unenhanced : 12 spawning, 12 communing (attributes easily achieved).

Shelter: 296 health, lose 51 health per ability activation, 26 with Armor of Unfeeling. 6/12 uses by my maths.

Union: 296 health, lose 15 health per ability activation, 8 with Armor of Unfeeling, 19/37 uses


However, with Ritual lord active, spirits go quite a bit up. Attributes are 16 now for both Spawning and Communing, making spirit level 13 and adding more health:

Shelter: 426 health, lose 43 health per ability activation, 22 with Armor of Unfeeling. 10/20 uses.

Union: 426 health, lose 15 health per ability activation, 8 with Armor of Unfeeling, 29/54 uses


Not so much of an effect. But if we go all out and use two superior runes... We get attributes of one 20 (headpiece) and one 19 (second rune). Putting the headpiece into commining, the maths should go:

Shelter: 563 health, lose 35 health per ability activation, 18 with Armor of Unfeeling. 16/32 uses.

Union: 563 health, lose 15 health per ability activation, 8 with Armor of Unfeeling, 37/71 uses (=1065 damage prevented with AoU)



Now, with Summon spirit, we can provide the spirits with say 81 health every 5 seconds. That's 5 shelters and 11 unions per 5 seconds, with a substantial buffer to cast them in, so maybe some healing can actually be done. All we need is the energy to fuel this thirsty machine. So, could it be enough to be worth it?



P.S. Soul twisting's numbers should be approximately at the second situation. Energy is no longer an issue, and spirits recharge instantly, but these are 5 second cast spirits and ritual lord's effects are roughly half higher.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

From what i read, this has some potential.. Need to test it on My rit when i come home..
Great prot in PvE ...

Demo

Ascalonian Squire

Join Date: Sep 2005

gC

W/Mo

I wouldnt spend 150 health on sup runes.. if you just use minor runes you should still get 18 in one and 17 in the other

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

Well, the idea is that you're under the effects of Shelter and Union all/most of the time, so low health is supposed to be good

Psirdark

Ascalonian Squire

Join Date: Jun 2007

Texas

P/

Rt Lord works as replacement for Imbagon. Our guild has tested as part of DoA HM Balanced group. I was not part of the group; however, I will probably continue refinement of the Rt build. They achieved 15min Gloom so I was told.

Ginger Hunter

Academy Page

Join Date: Jun 2008

England

HEH

A/D

Armour of unfeeling doesn't affect shelter as shelter "loses life" and doesn't take damage each time it triggers. Although armour of unfeeling does affect union and displacement.

Another point to mention is that they all affect minions which means they are often wasted.

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

Yeah, I kinda didn't know that until today, either. Buying a new set of armor for the new build now, some testing is in order soon

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

Ritual lord doesn't boost attributes in this way......
It boost the attribute of the NEXT skill, not a constant effect.
So it doesn't boost the SP of the ritual.
so communing could be 20 (12+1+3+4) but SP is max 15(12+3)

I'm not sure wich i would prefer ST or RL....
ST will let you cast the spirit's every 15 sec(ST recharge) And more energy.

Note to all, Spirit Gift also heals spirit's, so it will help spirit's last longer.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Trouble is, even with all the attribute boosts and the like, Soul Twisting might still be better. The energy reduction of spirits is very useful, and It instantly recharges your spirits. Recharge wise, you're looking at about a 15 second window using Soul Twisting, and about 20~ with spirits using Ritual Lord.

So, although Ritual Lord looks like it'd be better, it might just come up short in most cases. Sure, your spirits can take a bit more with Ritual Lord, but Soul Twisting is a little big more efficient on the recharge factor. It depends on what you plan on doing I suppose. If you plan on keeping your spirits up for as long as you possibly can, than Ritual Lord.
If you want to focus on having new spirits readily usable when your current ones die, than Soul Twisting is the way to go.

That's not taking into account ST's energy management too. It + Boon of Creation, and your done.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

I can keep up Union and Shelter more or less permanently with Soul Twisting, and Displacement for half the time. AoU isn't even really required, nor Summon Spirits.

Provided, of course, proper pulling is used.

Monks are usually happy to see my skill bar since it means they're saved the bother of playing well and can just redbar.

That said, I might try Ritual Lord later; I sort of avoided it after trying it with offensive spirits.

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

I'll have to test this about not affecting spawning power.

However, I have managed to test the core Ritual lord + Shelter + Unity + Displacement, and survivability increases are significant. Energy management was signet of creation and boon of creation, and it was sufficent to feed even summon spirits mostly on recharge.

EDIT: checked. Spawning power attribute is increased in the characteristic display (actually listed as 19 before casting). If it doesn't actually work, it's a bug. Can't think of a way to test actual amount of life on the spirit yet, maybe something over on the isles might help.

Bewn

Bewn

Ascalonian Squire

Join Date: Nov 2005

W/

Quote:
Originally Posted by Chthon View Post
Rejuvenation and a vampiric weapon. I actually tested this a couple of minutes ago and Spawning Power does not get increased by Ritual Lord
I specced 13 in Spawning Power, 1 in Resto and counted the number of pulses until the spirit died off.
Then I did the same with 13 in Spawning, 5 in Resto but without using Ritual Lord and the number of pulses was exactly the same

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

Of course, good ideas pop up only at 1AM...

A good way to test it would be to use union, which always loses 15 health per activation, and see how many activations it survives. I tried yesterday (OK, today...) and I think I got more hits with enhanced union, 20 vs 24, but since I didn't bring additional healing, I got killed early. Didn't have time to test again, plan to do so in the afternoon.

Anyway, one thing soul twisting may have as an advantage is that it should be hero proof, which ritual lord certainly isn't at the moment...

Silicon Based

Academy Page

Join Date: Aug 2007

a Few Good Men

Rit Lord DOES increase all of your attributes
evidence look into your attribute window whilst you cast RL and notice that ALL your rit attributes are increased:

Before RL:

before RL
comm: 13
spawn: 16

After RL has been cast and before the next skill:

After RL
comm: 17
chan: 4
resto: 4
spawn: 20

So the spirits are summoned at 17 comm and 20 SP

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Test agony on master of damage or the vampiric rejuv test, it doesn't.

The attributes only increase until your next skill activation. My bet is that spawning power isn't passed on as an attribute of a skill, but is rather checked whenever a unit (minion, spirit, asuran summon) is created by a player. It probably made more sense to do it this way then coding every single minion skill etc. to check spawning power.

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

It would appear spawning health bonus does not apply. Hard to test, but both union's and displacement's number of uses are not consistent with expected +4 SP levels.

Wish I had a guild with someone in it to allow double testing...