Erda Shine Stone Progression Guide
Table of Contents
- Ray Skill Progression
- Shine Stones Overview
- Shine Stone Odds, Data, and Costs
- Sadal Nodes and Breakpoints
- Origin, Circle, Vega, Seashell, Izar Context
- Doge and Salad Details
- Appendix: Data Tables
- Notes and Credits
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Ray Skill Progression
Ray skill details and progression are provided with a series of lines that outline Erda frags, FD efficiency, and various modifiers. The data includes a sequence of rows labeled Ray 1 through Ray 9, with accompanying ERDA, FRAGS, FD, and EFFICIENCY values. It also references passives and buffs related to janus, abnormal damage, left-right stone interactions, and buff durations. The notes indicate that some values are assumptions and reflect a mix of observed values and community commentary.
- Ray 1: ERDA 1, FRAGS 4, FD 150, EFFICIENCY 20.96730349, VALUE 1397.820232
- Ray 2 through Ray 9 follow a similar structure with varying stats and comments about buff durations and stat effects.
There are explicit mentions that certain buffs (e.g., janus, 20% buff duration) affect overall DPS and duration, and that some numbers reflect community opinions (e.g., a statement by statiqz). Further notes discuss normal monster damage, boss damage, abnormal damage, and Luk requirements, along with 5th job skill interactions.
Ray 1-9 Details
- Ray 1: 4 frags, 150 FD, 20.96730349 efficiency; notes about assumptions and unlocks.
- Ray 2: 1 frag, 15 FD, 0.1615005249 efficiency; 1000 int context and mules considerations.
- Ray 3: 1 frag, 15 FD, 0.1605629043 efficiency; 30s left-path considerations.
- Ray 4: 1 frag, 20 FD, 0.1596363123 efficiency; 10% normal enemy damage note.
- Ray 5: 1 frag, 25 FD, 0.1587205525 efficiency; 3rd line about circle FD and exp per 30s.
- Ray 6: 1 frag, 25 FD, 0.1578154333 efficiency; notes on stat gains and cooldown reduction.
- Ray 7: 1 frag, 28 FD, 0.1569207677 efficiency; sacred power, INT benchmarks.
- Ray 8: 1 frag, 30 FD, 0.156036373 efficiency; shines, luk considerations.
- Ray 9: 1 frag, 30 FD, 0.1551620708 efficiency; user input about balance and 4% damage mentions.
Illustrative comments and community input accompany several lines, showing the blend of empirical data and player opinion. Shine stones are described as valuable, with Shinestone sheet cited for odds and upgrade notes. The sheet notes that Shinestones can reach high probabilities around level 10-12 and that boss bonuses, as well as 7% ied, have varying contributions depending on the user.
- The section also mentions a boss and exp relationship with a 30-second per 250 combo kill cadence, as well as 20% boss buff duration and 10% summon duration. An emphasis is placed on asset costs and ROI for 5th job skill progressions.
Shine Stones: Overview
The Shine Stones section documents the datamined data for Shine Stones from a v260 client, including data provenance and credits. It references verification in the Etc/ErdaLinkShineStone.img file and credits several dataminers (solear_, aya, alicianrone) and a Google Sheets URL containing the original dataset. The section also lists a number of key characters and terms (Ray, Antares, Salad, Doge, Origin, Vega, Seashell, Izar) and provides a large damage figure with multiple percentage shares across Ba (boss attack) components. It notes an overallCircle hexa progression and Shine hexa progression affecting Vega, Seashell, and Izar at different levels.
- Shine Stone 1-10 are described in terms of costs, activation, and upgrade pathways.
- The text calls out a correlation between Shine and Circle/Origin nodes and discusses breakpoints, duration increases, and the scaling behavior of the Shine effect with level.
- The section includes comment lines about the oddity of Shine and how Izar, Vega, and Seashell scale with level, and mentions a suggested floor for early levels and a higher impact at max levels.
Shine Stones: Costs and Odds
A dedicated data block labeled SHINESTONES provides details about the costs (in Frags and Meso), success/fail rates across 20+ levels, and cumulative costs for upgrading Shine Stones. The data includes a 100% success at level 1, dropping through levels with varying success and fail rates and a separate derank probability. The costs are presented in Frags and Meso (millions) and a cumulative cost row tracks overall expenditure through each tier. The initial activation requires 7 Sol Erda and 100 Sol Erda Fragments. Marginal costs escalate substantially from mid-tier to higher levels, with late-stage costs peaking at 5,000% frags and well into the multi-million meso range. The notes credit several authors and include a caution about the data being once-like estimates.
- Level 1 to 30 progression with alternating success, fail, and derank probabilities.
- Costs escalate from a few hundred percent in frags to multiple thousands by level 30.
- Cumulative costs reflect exponential growth.
Sadal Nodes: Breakpoints and Shine Interactions
The Sadal Node data describes the breakpoints for Shine and other effects as the Sadal nodes level up. It documents a sequence of Sadal Node 1 and Sadal Node 2 rows with varying Eff values and Gains, noting that Shine's duration increases every 2 levels and that Vega and Seashell sees improvements at different breakpoints. The data shows how only a subset of casts may benefit from Shine or Izar boosts depending on the level and node selected, with more pronounced effects at higher levels for certain skills.
- Breakpoints include level 9 (+5s) to boost Seashell and Vega.
- Higher breakpoints (level 29-30) enable Izar boosting and additional damage multipliers for specific casts.
Origin, Circle, Vega, Seashell, Izar Context
This segment connects Origin, Circle, Vega, Seashell, and Izar to Shine and overall FD/IED balances. It provides a detailed data table showing how different combinations of Shine and Circle/Circle nodes affect damage, boss percent, and stat gains. It also includes a breakdown of the various stats like IED, crit, boss damage, and FD for several combinations. The notes emphasize the dynamic interplay between Shine, circle hex progressions, and the relative value of boss damage increases across different levels.
- The data table includes multiple entries with lines such as Circle node 1, Circle node 2, and Doge/Origin entries across various levels.
- It shows how 2% buffs, 7% boss damage, and 10% buff duration affect the overall performance.
Doge and Salad Details
This portion focuses on Doge and Salad related numbers, including their skill lines, Erda gains per level, and efficiency. It documents Doge segments with levels 1-30 and associated Erda, Frags, Gain/Level, and Efficiency values. Salad data is presented in a similar fashion with Skill levels and Gains. The text also references a Shine node stack, and provides notes on how Shine interacts with Vega and Izar and the overall impact on DPS and duration.
- Doge lines cover levels 1-30 with predominantly small gains per level and occasional spikes.
- Salad progressions show a sequence of gains and efficiency values, including a mid-range section around level 10-15.
Shine Node Levels and Gains
The Shine Node section documents level-based gains and the corresponding effect on FD, IED, crit, and other stats. It lists Shine Node 1 through Shine Node 29 with a variety of Gain/Level and Efficiency values. The data shows how the Shine Node affects boss damage and normal damage, including reductions in cooldown for certain spells. It also describes Shine's leveling process, the breakpoints for full activation, and the stacking of Shine with Izar at max levels. The data set includes rows like Shine Node 1 through Shine Node 30 and maps them to different stat changes and durations.
- Example: Shine Node 1 with Gain of 3 and a duration of 5 seconds.
- The progression shows Shine stacking up to level 29-30 with larger gains, subject to Izar-only boosts at higher levels.
Appendix: Data Tables
This appendix compiles the main numeric tables used in the analysis:
- Erda stats by Ray level with FRAGS, FD, and Efficiency.
- Shine stone costs, success rates, and cumulative costs across levels 1-30.
- Sadal node breakpoints and Shine duration interactions.
- Origin and Circle interactions with Vega, Seashell, and Izar.
- Doge and Salad progressions with Gain/Level, Efficiency, and per-level values.
SHINESTONES (Costs, Odds, and Efficiency)
- Level 1: Cost N/A, Success 100%, Gain 1, Efficiency 50, FD 0.16, IED 0.20 (example placeholder values)
- Level 2: Cost 500 Frags, Success 100%, Gain 2, Efficiency 0.40, etc.
- ...
- Level 30: Cost 5000% Frags, Success 10%, Gain 30, Efficiency 1.50
Data Notes and Credits
- Credits: Datamined by solear_, aya, and alicianrone. Source: Google Sheets link provided in the document.
- Original document authors: Prose, StellaSana, and Alexemini in the Sia Discord.
- The Shine stones section notes that the odds and values are approximate and derived from community data and datamining.
Notes and Conclusion
- The document emphasizes that the efficiency ordering of Erda fragments is not strictly linear; rather, it follows a curve based on multiple factors like boss damage, IED, and stat multipliers.
- It highlights that 5th job skills can come in increments of 10, and that Shine Progression interacts with Vega, Seashell, and Izar at different levels.
- The final lines emphasize that this is a community-driven data export intended for players to optimize their Shine and Erda builds, with data points subject to change as balance patches are released.
Image References
- Image 1: Shinestones chart showing odds and costs (assets referenced in the document).
- Image 2: Shine nodes and level progression visuals.
Credits and Acknowledgments
- Data contributors: statiqz, solear_, aya, alicianrone, Prose, StellaSana, Alexemini.
- Documentation references: v260 client data, Vox/Discord threads, and community spreadsheets.
Related Topics
- Shine Stones, Erda, Ray, Origin, Vega, Seashell, Izar, Sadal Node, Circle, Doge, Salad