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xpx

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Everything posted by xpx

  1. It's not quite as simple as that- as i said, i have got adventurer rerolls at around a 70% clip while having both adv. and voyage rerolls noncapped, but i only rarely get voyage rerolls(perhaps 10%) and the remaining part of rewards is only capped items. Now with captain rerolls uncapped, i get those at a high rate there is a system of getting ~15 reward rerolls a day and those rerolls are stopped when you have atleast one uncapped item among the rewards, and getting nothing happens when there are no uncapped items among those 15 rolls, but that's just my theory. But rest assured, no doubt, capping works.
  2. I told everyone who would listen to cap their rewards a week into ports v2. Evidently noone listened. There after this subject has been brought up twice and again, i pledged everyone with any sense to do so, only to again be met with extreme pessimism. If i had any common sense i'd just keep quiet about the subject and enjoy the better rewards i get. By the way, i got my first lifeboat only in the bowl region, which was after the only random event reward nerf there has been. Thereafter, after i'd capped all rewards except for voyage and adventurer rerolls, i got the remaining 3 in rather quick succession early in the pincers region. Since then i've also got lifeboats very regularly(even though they are capped), about 10 in total from the start of ports v2(even got one just today). Myself and a few other people that have common sense have gotten an adventurer reroll at around a 70% clip since the start of ports v2. You don't need to be a genius to figure out that capping works. Also, my reasons for avoiding hlf are none of anyones business. I'd rather socialize with people of substance than those with atleast x-levels of grind, thank you very much. These forums are a prime example of that.
  3. It's well known Ports rewards were nerfed with Ports V2 release. It's so well known that noone knows about it... Quit making stupid excuses. Random event awards were NOT changed with ports v2 update. Capping does help in providing a higher chance at rare rewards. Anything to the contrary is complete BS. If you want to feel bad about your sorry self then do so without giving out false information. As i've already explained in this thread, there are very few random event rewards that actually give you a tangible advantage and thus it's just stupid to keep using up crappy rewards. Unknown, i'm not swapping any of my previous captains until I get ones that i will keep. Consequently, I still have all 10k captains(have had 6 35k captains but all with 3 bad traits). Now also using captain rerolls, which i previously didn't want to do cause i have to give up my daily adventurer reroll.
  4. *cough* learn to cap random event rewards *cough* <_< About the xp question, it is generally believed that xp is in correlation with voyage distance. Level 3 should be somewhere between 4.8 and 6k and level 4 should be somewhere between 9k and 9.9k xp, but other than that, no deep and meaningful study has been conducted to look into the issue due primarily to technical difficulties in conducting such study. Failed voyages are believed to give between around 5 to 10% the xp of successful ones. By my estimation with my cotta' merchants, level 10 should be somewhere around 300k xp.
  5. That's actually not true. The lower your chance of success the better a merchant becomes. But you need to take into consideration of potential crew loss etc. Lifeboats don't work forever especially not if you YOLO every time with very low % success rates. Also it won't train crew at all if you fail, or so I thought. You do realize that as your percentage of success gets smaller, the difference between using a merchant or not also gets smaller, to the limit that those numbers converge if the requirement is infinity. Lifeboats not lasting forever is a complete myth thrown around by people without balls. The truth of the matter is, they do last forever. As for training, that is an issue, but then again, there is only a finite amount of training you need to do, and as already stated, the successrate differences become negligible. Failures train your crew a little(believed to be between 5 to 10%).
  6. That's actually not true. The lower your chance of success the better a merchant becomes.
  7. I mean, isn't the answer obvious? GET 25 ENGINEERS! You like 'em hairy, don't ya?
  8. Those rising cocaine prices have really cut into their profits. But in all seriousness, maybe they should freaking stop redesigning updates and features that they've released just a few years past. I swear they've had atleast 6 versions of rune platebody designs, for example(and about the same for most cities). The current player base is mostly old players who definitely didn't start playing the game because of spectacular graphics, so why try to change that now(also look at the popularity of 07). If they focused on things that really mattered to players they wouldn't be carrying so much dead weight. As it is right now, considering the inventor/elven city fiasco, they definitely aren't operating very efficiently.
  9. I don't think there is any concrete evidence that 2 statues for one adventurer actually gives you double boost, so i'd rather hold off on having something like that as endgame. Another thing that i didn't actually consider is xp, which is something alot of people value above money. In those terms, whaler and occulist are by far the best adventurers.
  10. Ideal Loop crew has been discussed in length as well, so you can always go back and read about why you should/shouldn't do something. In my estimation, the ideal Loop crew is 665431 MCS/TCM/JoD/Wisp with the buying order being 2 TCM-> All MCS-> Wisp-> 2 TCM. This crew assumes you manage to claim atleast 34k 'cotta, which is by no means guaranteed(most don't).
  11. 13034431? So it's not just me who thinks ports should become a separate skill and have each mile converted to 1 xp?
  12. Thanks. Can now confirm that I was indeed first. Not by alot, though.
  13. Well, it has changed as much that agility is now a relatively cheap buyable skill that takes no time to level, similar to buying warband xp. If ones goal is to get 200m in all skills, this update effectively effectively cuts that time by around 1.6k hours or around 10%(assuming that person has no previous wealth and doesn't use RL money).
  14. Or much less. Remember prayer before rs2? Noone even got 99 before the end of rsc and the first 99 prayer(lilyuffie) was perhaps one of the most important milestones of early rs history.
  15. It's been reported before. A very rare occurrence, though.
  16. Q, you need to think about TG voyage frequency aswell. The standard TG voyages are most common, and 2/8 of them are triple. The 6 double adventurer ones are very rare so there is little reason to consider them separately. It also works out that the multi-talented captain needs to be a seafaring one, which would also be used for double stat missions(max triple stat ~12k double stat ~16k and single stat ~29k with merchant). It should however be noted that the percentages you will have on single stat missions will be much better than the ones on multi-stat ones, thus trying to focus on single stat TG missions and their doubles is a good idea(easiest combo would be whaler biologist and missionary to focus on plate+double plate+bones+bones).
  17. You do understand that you lose ~7% DPS with that? and also that you can use just one combat style for most tasks. Prayer bonus is also nearly useless because of diminishing returns. So yeah, i see no reason why anyone would use it for slayer(or infact much of anything). Much more important is that the new dragons apparently count as steel dragons for slayer.
  18. Have 4 jade statues and 2 of your 3 statues on missionary and biologist. Since bones are the most expensive TG and can be sold in small batches that's likely what alot of people(inlcuding myself) are going to do. Funnily enough i got both missionary and biologist bone missions today. Didn't do either and went for XP since a good sync is more important for me right now. A small progress update is that i've now managed to acquire enough azure to get max crew and ship. Only took around 1.3m distance in the shield aswell, so if you have a liberal attitude to failure and don't get emotional over RNG fails, shield can be much more of a breeze than the loop. Haven't actually bought all shield crew though(although i've rolled enough to get them) since i'm quite picky as far as the speed/traits of endgame crew are concerned. Yet to see any new captain, though(and i've obviously not used any captain rerolls either).
  19. I think a better question is whether they are good xp. Given their LP/xp ratio they should be atleast decent, but that all depends on how much their special attacks slow you down. Anyone got any figures with asensions/steel titan?
  20. Don't know, but given that distance is and xp is based on distance... Would be easy to test to see if the first voyage takes you to level 3 or not.
  21. I'm rather sure you'd still be better off staying in the shield because that would allow you to max ship. An easier solution would be to level crew on the easy shield missions for which you can get over 80%(single stat 120 or 160 azure missions). As i've said time and again, unless you are going after a new ship, it is never a good idea to turn back unless you've maxed everything else.
  22. I guess the answer is both. Firstly, the jump from loop to shield crew is huge. Secondly, some of the missions are just stupidly hard, for example, while 40k single stat is relatively OK, 25.8k double stat or 22.7k triple stat are just plain stupid.
  23. Basically, since abilities don't use ammo, black salamanders are the cheapest decent weapon you can use. With ~5 ammo with you, the cost of ownership is 3k, while a hand cannon would require atleast ~16k, which can be a significant difference to some. The supply of tar is also very scarce. Cannonball rise is actually more to do with the fact that very few noobs/bots play the game nowadays. Since cannonball smithing is extremely inefficient, only newbs/afkers would ever do it, so the supply has mostly dried out. The DPS of a cannon is actually lower, both in relative terms and numerical terms(should be 800, is 700, but normal DPS has risen over 2 times with EoC update).
  24. You do fail alot, but overall it doesn't matter much. I'm at 5.22m distance and have gathered 36.6k azure overall. That's almost 33 azure per a thousand distance, compared to the 18 i achieved going through the loop. I've also done the shield 'the wrong way' getting all ship parts first and only now getting crew(needed to get all ship parts for max port score). There is also no large difference between the amount of azure you need for endgame compared to cotta(40k vs 33k).
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