I originally posted this in my little thread where I was keeping track of my progress with different methods, but since that thread is on the way to get buried, I thought I'd create a new thread in hopes that more crafters will see this rotation. Some of this is copy pasta from my older thread.
As of now, I've used this rotation on 7 1436 level synths. The results have been VERY good. In the past, people considered rumination useless, this was mainly because no one had the CP to really make the best use of it. Lets examine the differences:
Byregot's Blessing: Ideal for getting one large hit at the end. To really make the best use of it, it needs great strides and innovation, which costs additional CP. This is has been ideal for any synth which provided the opportunity to get between 8-11 stacks of IQ. Fantastic for every synth, but especially synths your over geared for and just want to complete quickly.
Rumination: Forgoing the large hit, rumination allows you to use almost all your CP and the CP saved from not using the byregot's combo to get several maxed out hits after hitting stack 11. While individually not larger then byregots, in a group, can give equal or more then byregots. To use this, you need the CP to use masters mend II TWICE. which is why before 3.0, this has never really been a viable option. at 11 stacks, rumination then gives 60 cp, which is almost perfect for finishing a synth. if you would like to ensure you don't fail any progress steps, simple make sure you have the necessary cp in reserve before rumination to use SHI (for me, thats 21 cp. depending on your completion steps yours needs may vary). Not good for everything, but great for really hard synths that you don't mind taking a bajillion steps to complete.
While I still use BB in nearly all of my synths, Rumination is now my go to for 1436 difficulty.
pros:
1. Less CP then most byregots rotations out there.
2. More breathing room. Most byregot rotations give you 8-10 touch opportunities, this gives 13-15.
3. Flexible opening. Switching between Muscle and Makers at preference is really easy to work in.
4. Fewer buffing steps mean more flexibility to decide what to do with good state.
5. Extra CP easily put to good use using inno, basic, or precise touch.
6. Very easy to bail at last minute. Most byregots rotations require you to bail before BB because you won't have the CP after BB. Since Rumination is used right before closes, you can see your final quality and immediately decide whether to complete or bail then.
7. No reliance on ToT to complete.
8. Because of the massive amounts of hits, gives more room for failed touches, and thus seems to give more consistent results. I find myself using reclaim FAR less with rumination.
Cons:
1. needs very high stats to effectively use. If your craft isn't high enough, you won't beable to minimize your progress steps, which means you won't really make the best use of rumination's purpose of granting lots of extra units.
Neutral:
1. in theory, has more or less same average results. but a larger sample size is needed.
2. The explosive increase from one touch on a good/excellent state equals that of byregots on a normal state, but you have more touches on top of that.
The Theory:
The rotation will vary per person, but the idea is that you get 14-15 touch opportunities WITHOUT relying on X amount of ToT procs. This also lets you save your good states for Precise Touch, provided you have the CP. Since the base rotation only uses 412 CP, every 18 above can be reserved for something else. If your a specialist, you can also get innovation on many of those touches for a hefty bonus. While it does use alot of CP, it relies only on the most efficient of Dura regen, MMII.
The Rotation
This Rotation assumes you have 750 craft, If not, you will have to drop a touch and adjust the rotation accordingly. however, this rotation is easily modifieable to meet most peoples stats. That being said, if you don't have the craft to minimize your completion steps, then consider continuing to use the standard BB based rotations instead, as you will NOT get the most of this.
You can open with Makers or Muscle. Opening with Muscle is more consistent and costs less CP. Opening with Makers buys you an extra step for a FIFTEEN touches. These extra touches
can and often will be more then Byregots will give you, altogether, with an exception to Byregot's landing on good or excellent state (but at that point, its overkill anyway).
Important Note while this rotation may only take 412 CP, you need 423 CP to have enough CP for MMII when you get to that step, when used as is.
Muscle -6
CZ -66
IQ -10
SHII -17
HT +8
HT +8
HT +8
HT +8
HT +8
MMII -152
SHII -17
HT +8
CZ -66
HT +8
HT +8
HT +8
SHII -17
HT +8
HT +8
MMII -152
HT +8
HT +8
HT
Rumination +60 (if at 11 stacks, which you likely will be). You can use this CP to reclaim if you're not happy.
SH -22
IGII -32
Name of Element -15
Brand of Element -6
Brand of Element -6
CSII
CSII
412 CP
-The makers mark rotation is fairly similar, just have things shifted around abit
-If you have Extra CP, And are a specialist, consider using Innovative Touch every so often to get a bonus. It's best after the first set of 5 HTs, as the bonus isn't big on the first 5 touches.
-On good state, consider ToT to possibly buy a BT later, or a PT if you have the CP.
-If you have extra cp, you may also choose to pop innovation in the later touches. to fit innovation in elegantly around the other abilities, you will likely have to use Makers instead of Muscle.
Comparisons:
For these comparisons, I have 743 control:
On my average attempt at a BB rotation, I usually manage to get 8 stacks. By 8 stacks ( 7 successful touches), I had accumulated in 2445 quality from touches and culminating in 3168 quality from byregot's, or 5613 overall The rest of the quality came from HQ mats.
Here's a sample of how my results are with the above rotation, using no innovation
Touch 1: +222
Touch 2: +264 (42)
Touch 3: +308 (44)
Touch 4: +353 (45)
Touch 5: +399 (46)
Touch 6: +447 (48)
Touch 7: +495 (48)
Touch 8: +544 (49)
Touch 9: +594 (50)
Touch 10: +646 (52)
Touch 11: +699 (53)
Touch 12: +699 (0) <== my average byregot's attempts end up here.
Touch 13: +699 (0)
Touch 14: +699 (0) <== my best byregot's attempts end up here.
Total increase of 7068.
Using this build, I've gotten higher then I have with byregot's most consistently. This time I used my extra CP for a few guaranteed touches, but it can also be used on innovation for a further increase.
Today I ran a test with 753 control (I got another 10 from FC buff). here's a screen shot of the results:
In this sample, I had 11 success, 2 failures, and I actually skipped the 14th touch because I had already 100% due to having good/excellent states.
Notes for Specialist
I had already been using Innovative touch on Leather (I'm not specialist on carpenter) for this rotation. However, my friend Cloe Delisle pointed out
that this rotation would actually would work amazing with Whistle+Nymeae's wheel as well. If you have the CP, the heart of ability may work nicely as well, although heart of ability also will generally eat what little cp you have extra for Precise touch.