Here's a nice set of data I put into an Excel Spreadsheet (not in Google Docs yet, sorry) on what the optimal mining patterns currently are within Mining II. Personally, I think it needs to change though and will make recommendations after:
GOOGLE DOC SPREADSHEET
You crushed 50 Chunks of Sparkly (+60 xp, -200 energy).
250 Red Elements,
50 Green Elements,
200 Blue Elements,
300 Shiny Elements.
You crushed 50 Chunks of Dullite (+60 xp, -200 energy).
250 Red Elements,
400 Green Elements.
You crushed 50 Chunks of Beryl (+60 xp, -200 energy).
1000 Red Elements,
100 Green Elements,
200 Blue Elements.
Every 50 chunks results in 1/3 the use of a Grinder (66/100) at level 1. So, here's what I do to get the most of everything:
5 Beryl "Baby Blue" Rocks (250 chunks):
5000 Red Elements
500 Green Elements
1000 Blue Elements
<Go donate/sell all 5000 Red>
10 sparkly rocks (500 chunks):
2500 Red Elements
500 Green Elements
2000 Blue Elements
3000 Shiny Elements
10 Dullite "White" Rocks (500 chunks):
2500 Red Elements
4000 Green Elements
==============
TOTAL:
5000 Red Elements
5000 Green
3000 Blue
3000 Shiny
Knowing what each gives has helped a lot in knowing what and how much I need to keep my pouches full. Hope this helps you too!
NOTE: The precise way to obtain optimal amounts can vary based on donations and skill levels. I encourage others to contribute to this so we can make it easier for all levels.
Suggestions:
- Make sparky rocks harder by making them take longer to mine or giving less quantity per attempt (For example, make a sparky rock require say 15 "hits" instead of just 10).
- Make rocks drain more or less than -10 energy per attempt (For example, have Beryl be the softest and only drain say -5 energy while Dullite drain -15 energy and Sparky Drain -10 energy)
- Make rock mining reduce Mood... (-2 mood) it is tiring and monotonous to mine rocks after all.
- Make the drop rate 1:66 instead of 1:13 (assuming this is being worked on though for final release)