Thoughts about Rings and Stats Builds in General:
tl;dr The numbers and ranking are in this sheet.
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Rings should be seen in terms of extra stats points they give. If a ring gives +10HP, it should be viewed as +1 stats point. If it gives +5 SP or +1 STR, it should be viewed as +1 stats point via those routes.
The best example is the Fool's Ring, which gives
Fool's Ring: HP -3, MP -3, INT -4, STR +6
If every stat here matters to you, then the total stats gain is -4, making it a terrible ring.
However, honestly, if you don't rely on casting magic like 99% of the players here, we can ignore the MP part, so it's a -1.
Then, if your weapon ignores INT, then it becomes a +3 ring.
When you equip the Fool Ring as an INT build like a Crusader's Straight Sword (Normal) build which scales mostly with INT but still scales with STR, you might actually see more ATK gain from it immediately than on other rings, but then once you factor in spending 7 stats points compensating for the HP -3 and INT -4, it's a loss in attack in total because you could have had 7 extra points in INT.
So, with that said, here's my lists
Ranking for Katana, Decayed Sword, Bone-Carved Kris which scale off of STR and DEX but not INT:
Hasty > Slave > Guard > Elegant > Fool > Dynamic
Ranking for Crusader's Sword, which scale off of STR, DEX, and INT:
Hasty > Guard > Elegant > Slave is tied with Violetta. Interchange and test > Dynamic
And then do your own testing to see if it works best for you or not.
If anyone else has time, you could also add the weapon stat multipliers onto the sheet's so you make them into weighted sums and then see if the rankings change or not. I'm moving on from this for now.
Here's some comments on the rings I don't have numbers for.
Hasty, granting additional attack speed, is theoretically the best possible ring. In this game, when a boss is facing away from you or is not attacking, that's a window of opportunity during which you can safely attack or heal.
It basically makes attack animation endlag shorter.
Hasty Ring should theoretically change your entire combat flow so you can take advantage of even smaller windows of opportunity and make it out safely still.
I am slightly worried about my reaction speed being on it or off of it being messed up if I kept swapping it off, so I always have it on.
Heavy Crest Ring, decreases SP consumption while blocking, which might be excellent for a greatsword build, since the only way I see those working is via block and parry.
Sage's Crest Ring, which could have an exponential effect on Exploding Cross + Witch's Prayer spam casting's self-feedback loop.
Dark Red Crest Ring and its weaker version, Vengeful Crest Ring are rings which heals you in the event of mistakes. Their utility is honestly minimal unless you happen to be making a very long trip between Witch Altars. Might be useful for boss fights of attrition but direct buff options are better.