Demoli Posted January 27, 2013 Share Posted January 27, 2013 so.. does snyone know the conclusions tothe storylines and wants to share it, wiki has nothing :/ Link to comment Share on other sites More sharing options...
So Rowdy Posted January 27, 2013 Share Posted January 27, 2013 Finally...I hate this skill so much Almost to pincers! 1 Link to comment Share on other sites More sharing options...
muggiwhplar Posted January 27, 2013 Share Posted January 27, 2013 Hmm, what about... 3 Judges6 morale6 combat5 seafaring1 witch1 golem3 merchants That's almost my setup at the moment, but I have 6 of the standard seafaring crew and only 2 merchants. So far there's only been screenshots posted of the 3 base crew from pincers, and that Oxhead guy. If there are truly only 4 pincers crew member types, then that will affect crew choices I'm sure... It will only affect them in as much as merchants etc. from bowl will be kept. Also @muggi I'd say 6 seafaring is the most important of the base crew because seafaring loses out on hulls (200 less on max) and loses out due to no rams and figureheads; so in terms of reaching stats seafaring crew > morale/combat crew (only slightly but still) Good point, I forgot about that. I'll probably dismiss my golem when I get to the pincers to make room for a 6th seafarer unless the pincers has a steel golem that nobody knows about yet. Link to comment Share on other sites More sharing options...
Platinum_Myr Posted January 27, 2013 Share Posted January 27, 2013 Ditch the golem and seawitches for oxe-faces, since the oxface has higher stats (600all) compared to the seawitch AND golem's 450/600 combo. Also, the oxface has 600 seafaring/combat so it can function as a decent double in every two-stat mission. As long as there are no other crew My plan is to keep the judge of dice + merchants from bowl and upgrade everything else over time. EDIT: Jeremy or Saradomin Mage, what's the rough difficulty leap going from bowl to pincers? Maxed since Sunday, January 9th, 2014Completionist since Wednesday, June 4th, 2014 Link to comment Share on other sites More sharing options...
Sy_Accursed Posted January 27, 2013 Share Posted January 27, 2013 I'm thinking my final crew plan is:6 Morale6 Combat6 Seafaring2 Ox3 Merchant2 Judge Might swap last few about a bit but its gotta be 2.3.2 or 1.4.2 or 1.3.3 Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
Quyneax Posted January 27, 2013 Share Posted January 27, 2013 I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
Unknown_Warrior Posted January 27, 2013 Share Posted January 27, 2013 If my 25 chi + merchant + fortune of sea succeeds i got enough chi for superior sea singer legs ;x Succeeded plate & laqcuer earlier, those jade statues dont give any +trade goods btw, got 25 laqcuer without any bonusses >.< I'm going to crush your dreams with this but it needs to be said for all to hear; jade statues boost your trade goods by 1%.That, and the fact that totems are added multiplicatively rather than additively {ie: base x 1.01 x 1.01 rather than base x (1.01+1.01)} AND that boosts round down, means that jade statues have only ONE USE; that is turning the Whaler's final storyline mission's reward from 100 spices to 101 spices (Merchants and FotS not applied). It doesn't work on anything else.Yeah, you just got Jagex'd, son. Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairsThe Warrior's Blog , Herblore Habitat - Efficient and profitable[hide=Stats and logs].:Adventurer's Log:.[/hide] Link to comment Share on other sites More sharing options...
Grand Lord Dan Posted January 27, 2013 Share Posted January 27, 2013 I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. ????? If a merchant wasn't worth having on your boat, you're probably done with the Ports in the first place. Get 4 merchants, never let them leave any ships. How many hotdogs does it take to mow a garage door? Link to comment Share on other sites More sharing options...
Sy_Accursed Posted January 27, 2013 Share Posted January 27, 2013 I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. ????? If a merchant wasn't worth having on your boat, you're probably done with the Ports in the first place. Get 4 merchants, never let them leave any ships. Thats just no.If the voyage is sub-100% you don't want a merchant, better to have a different unit for 100%. I can see Quy's point though I would be of the opinion when you have basically 'finished' ports presumably you'd be able to 100% most trade good missions (which are kinda the only reason to still be there) so surely you would be wanting a merchant on most voyages at that point. Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
Grand Lord Dan Posted January 27, 2013 Share Posted January 27, 2013 I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. ????? If a merchant wasn't worth having on your boat, you're probably done with the Ports in the first place. Get 4 merchants, never let them leave any ships. Thats just no.If the voyage is sub-100% you don't want a merchant, better to have a different unit for 100%. I can see Quy's point though I would be of the opinion when you have basically 'finished' ports presumably you'd be able to 100% most trade good missions (which are kinda the only reason to still be there) so surely you would be wanting a merchant on most voyages at that point. Wrong. You "don't" want a merchant on board, if the crew slot they are taking up would hinder your success chance by 30%(Or the amount your current tier merchant gives). Little hint, that isn't possible. How many hotdogs does it take to mow a garage door? Link to comment Share on other sites More sharing options...
Thorgmir Posted January 27, 2013 Share Posted January 27, 2013 (edited) I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. ????? If a merchant wasn't worth having on your boat, you're probably done with the Ports in the first place. Get 4 merchants, never let them leave any ships. Thats just no.If the voyage is sub-100% you don't want a merchant, better to have a different unit for 100%. I can see Quy's point though I would be of the opinion when you have basically 'finished' ports presumably you'd be able to 100% most trade good missions (which are kinda the only reason to still be there) so surely you would be wanting a merchant on most voyages at that point. Absolutely not. Let me give you probability 101 right now. Specific lesson: expected value. Our goal is to maximize the expected return of each mission. There are two factors contributing to the expected value: the probability of success (p) and the amount returned if successful (x). The relationship between them is simple: the expected return on a voyage, E(V), is equal to the probability of success times the amount returned when successful. Thus, E(V) = px. We have two scenarios to consider: one with a merchant, one without a merchant. Without a merchant, suppose the best success rate we can get is P, and the expected return is X. With a merchant, the return given success increases to 1.3X. How much does p decrease due to the lack of a merchant? Well, suppose you lose 2k of unit stats (conservative overestimate), and the mission has requirements of 16k (roughly typical, though it doesn't matter much if this changes). Then that changes p from P to 0.875P, and thus E(V) = 0.875P(1.3X) = 1.1375PX. This is a roughly 14% increase in expected return by using a merchant. Note that as mission requirements increase, it actually becomes more beneficial to use a merchant, as the decrease in p becomes smaller while the increase in x becomes larger. TLDR: ALWAYS use a merchant, on ALL your voyages, except for voyages for 3 or fewer trade goods, where the effect will be rounded down to nothing. You wouldn't want to use a merchant if it decreased your success by more than 30% (roughly, 1/1.3 to be precise), but there are no such missions. Edited January 27, 2013 by Thorgmir 5 Link to comment Share on other sites More sharing options...
cruseder4 Posted January 27, 2013 Share Posted January 27, 2013 what's the rough difficulty leap going from bowl to pincers? You judge : Link to comment Share on other sites More sharing options...
muggiwhplar Posted January 27, 2013 Share Posted January 27, 2013 Do lifeboats protect ship captains or only the crew? Link to comment Share on other sites More sharing options...
Alg Posted January 27, 2013 Share Posted January 27, 2013 You judge :Those requirements look exactly like the ones I'm getting very early the Bowl... :sad: I painted some stuff and put it on tumblr Link to comment Share on other sites More sharing options...
strilmus Posted January 27, 2013 Share Posted January 27, 2013 the difference here is that the payoffs are relatively lower and the voyage times are higher Link to comment Share on other sites More sharing options...
So Rowdy Posted January 27, 2013 Share Posted January 27, 2013 the difference here is that the payoffs are relatively lower and the voyage times are higher If i remember right, resource payoffs were pretty low (120) at the beginning of the bowl. Like other regions I assume it increases I just realized I'm almost to pincers and I still have a Scythe combat member in my crew...I never even noticed lol Link to comment Share on other sites More sharing options...
Xinxan Posted January 27, 2013 Share Posted January 27, 2013 I don't think three merchants is necessary at all, you rarely get three missions you want to use one on anyway. That's especially true after you maxed your stainless steel upgrades. ????? If a merchant wasn't worth having on your boat, you're probably done with the Ports in the first place. Get 4 merchants, never let them leave any ships. Thats just no.If the voyage is sub-100% you don't want a merchant, better to have a different unit for 100%. I can see Quy's point though I would be of the opinion when you have basically 'finished' ports presumably you'd be able to 100% most trade good missions (which are kinda the only reason to still be there) so surely you would be wanting a merchant on most voyages at that point. Absolutely not. Let me give you probability 101 right now. Specific lesson: expected value. Our goal is to maximize the expected return of each mission. There are two factors contributing to the expected value: the probability of success (p) and the amount returned if successful (x). The relationship between them is simple: the expected return on a voyage, E(V), is equal to the probability of success times the amount returned when successful. Thus, E(V) = px. We have two scenarios to consider: one with a merchant, one without a merchant. Without a merchant, suppose the best success rate we can get is P, and the expected return is X. With a merchant, the return given success increases to 1.3X. How much does p decrease due to the lack of a merchant? Well, suppose you lose 2k of unit stats (conservative overestimate), and the mission has requirements of 16k (roughly typical, though it doesn't matter much if this changes). Then that changes p from P to 0.875P, and thus E(V) = 0.875P(1.3X) = 1.1375PX. This is a roughly 14% increase in expected return by using a merchant. Note that as mission requirements increase, it actually becomes more beneficial to use a merchant, as the decrease in p becomes smaller while the increase in x becomes larger. TLDR: ALWAYS use a merchant, on ALL your voyages, except for voyages for 3 or fewer trade goods, where the effect will be rounded down to nothing. You wouldn't want to use a merchant if it decreased your success by more than 30% (roughly, 1/1.3 to be precise), but there are no such missions. Except you are not factoring in one thing... Time (as in overall time needed to harvest resources). Yeah, i do get that ON AVERAGE and in the long run, you get more resources by always deploying a merchant on your trips. But picture this scenario: Every mission you fail, sets you back on the race* for first tetsu plate/seasinger thingamajig/scrimshaw X by the same time that mission lasted+. On Scythe or Bowl missions (especially the first ones, as you are trying to get new crew/ship parts/occasional port upgrades), this can be very hurtfull because it can POTENTIALLY raise to many hours lost.Also, when you first arrive to a new region the gap between what stats you can dish out and the actual requirements is greater while using the merchant, so you risk bigger penalties. And you could say that on the Scythe and Bowl, since it already takes days to move on to the next region, the sample is big enough to just risk it, because it will probably even out. But you can also say, that half the people taking your approach will have either ok to good to excelent progression, and the other half will have ok to bad to really poor progression; following a normal distribution... I'm not saying that people that always go for better stats don't have this too, because i know even then you can't ace all missions, but the lower the risk involved, the lower the variability of results. That's why I THINK it's not so inefficient to follow a more guaranteed approach, or a mixed one (using merchants only after getting a bit more familiar with a new region), because the greater the risk, the more penalties# you should be prepared to face. * I'm assuming that you want to reach the pincers for faster resource gathering. Please correct me if i'm wrong.+ The delay is even more if you lose resources/crew/captains, even though lifeboats help here.# Even though this can go the other way around (major winning) with equal probability... Link to comment Share on other sites More sharing options...
Zhangoes Posted January 28, 2013 Share Posted January 28, 2013 quick questions, for units like the judge of dice, do you have to put him in the first slot for the crew? for the purposes of maximizing solidarity? Link to comment Share on other sites More sharing options...
chenw Posted January 28, 2013 Author Share Posted January 28, 2013 I don't think it matters where you put him, as long as he is on the ship. Also JoD isn't suited for single stat voyages, so it isn't always on the ship (just like the Merchant), but he is there majority of the time 6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 DivinationKiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)Obby set renewed post update #2: 0QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 KitsMax Port Score [2205] Achieved: 27th April 2013 (World 2nd) Farmyard Rampage ranking: 12th, 50,000 Kills. Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h) Link to comment Share on other sites More sharing options...
Urza285 Posted January 28, 2013 Share Posted January 28, 2013 Lost another crew member... Nothing big. Probably only the third one throughout the whole thing. Also... One more and I get it in today in another 5 hours. After that I think I'll just do the melee critical scrimshaw then the mage one. Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]Visit my Blog! Link to comment Share on other sites More sharing options...
Yoko Kurama Posted January 28, 2013 Share Posted January 28, 2013 No scroll voyage today makes me sad. Still working on Crew. Link to comment Share on other sites More sharing options...
homer205 Posted January 28, 2013 Share Posted January 28, 2013 The Judge being first is because abilities that don't stack take the first ability from the left, so it only matters if you have a bureaucrat or other solidarity unit on your ship too, I don't know why you'd have that happen though. Link to comment Share on other sites More sharing options...
So Rowdy Posted January 28, 2013 Share Posted January 28, 2013 Don't remember who said it, but I remember seeing "1 random per day, no more no less", the 'no less' part is not true as I just went from reset to reset with no randoms. Link to comment Share on other sites More sharing options...
Z_Berenice Posted January 28, 2013 Share Posted January 28, 2013 The voyages for scrolls on the bowl are a huge gap for my current crew/ship upgrades. I'm thinking about making the totems for scrolls and then hunt for some scrolls when I have to go back to the scythe for more cwood for port upgrades. I'm taking longer because I've been busy gathering stuff for port upgrades; so far cwood and/or slate port upgrades are completely done, need to work on improving jade crew / ship upgrades first and then go back to scythe for cwood + jade port ugrades (such as bar). Link to comment Share on other sites More sharing options...
F33dME Posted January 28, 2013 Share Posted January 28, 2013 Does anyone has seen or have jade portal? Link to comment Share on other sites More sharing options...
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