How long did it take you to do a ship?Pirating gives hats as well I did three ships got two hats
Same as alwaysHow long did it take you to do a ship?
Same as alwaysHow long did it take you to do a ship?
Should not be, no reason for that.If I put in the few hours of effort to make a character able to do beacons. (Setting skills, buying the boat, setting up the cannons, etc.) Is that character potentially going to be wiped later?
could be spawn on in fel but not dropsI've done the void pool 3 times (all in Fel) and have gotten zero hats. I'm doing it solo so I've only gotten to wave 25 on my best round (others were 21 and 18). Luck was 1700 when I got to level 25 and 21; I was wearing a luck suit with 2400 luck when I got to level 18.
I'm wondering if maybe the lower levels of pirates just aren't worth enough points?
Also getting the feeling that it's not like ToT points system where your points build because I've killed 350-400 pirates (guessing) and I've yet to get a single drop. I've gotten 2 dungeon drops (Katrinas crook and the order shield) within that same window. If points were building, I'd have to guess after 300+ pirates I'd get at least 1 hat? Idk.
From my testing so far, I'm probably going to ditch the void pool and switch over to do tmaps or beacons. I'd like to actually get the items so I can test the items in my suits but that's proving more of a chore on TC1 than I thought it would be
YesI assume this is all on TC1?
They did not change anything for the event. You just had bad RNG.Can anyone confirm if luck makes any real difference both in the Seas part and the Void Pool part?
Also when using dredging hooks, did they change it so that luck makes no difference in dredging up monsters carrying mibs? Yesterday on EC, using 10 hooks 3k luck (with Fel boost), only 1 mib and 3 T-maps? As compared to other days when would have gotten 3-4 mibs or so.
That's why I made ship guides. The drop mechanics are in place and they favor group play.From what I heard about Void Pool, I'll stay on the Seven Seas...
where is that magic guide of yours? till now i only was "passenger" when this beacon stuff went down. daddy needs more information (and a sandwich)That's why I made ship guides. The drop mechanics are in place and they favor group play.
The void pool will be fun for a while.
where is that magic guide of yours? till now i only was "passenger" when this beacon stuff went down. daddy needs more information (and a sandwich)
I'll have to give the high seas a try then because the Void pool has been rough for me so far (granted haven't gotten over level 25) but in that same time I could have easily done 3-4 beacons.Did 3 Beacons with 3 man crew and got 44 drops. Some were from spawn and crew, but majority from Beacon itself. Beacon drop random was 1-6 per damager. Did one merchant one Pirate. Nada in chests/cargo hold but with 3 attackers, got 2 Dread Pirate hats and 1 regular pirate hat drop. On merchant got a drop from one of the 6 crew. Merchant had 60 crab & lobster in sets of 10 each. Luck worn 700ish-950ish...
Do the hats drop into pack during Void waves or at the end? If the former, I guess Bag of Sending nice to have or anti-pilfer statue hit and an Undertaker's Staff.Players on LS like doing the Void Pool for fun. I have not done it in a few years. We were using tamers at that time.
Players made a new record recently on LS.
Early waves are easy to kill. As you progress into the 25s 30s it gets challenging. At a point you are just standing still and killing as fast as you can. Pets get distracted by archers and get hung on rocks, but they can kill things until overwhelmed. Tamer can cast area spells.
Archers/Throwers work fine. Melee works fine, Mobs can be provoked. At higher levels the mobs have more HP, do more damage and eventually gain defense against melee so you hit them less.
Similar to Rifts in Diablo III.
Pirates keep coming at you faster and faster until you can not stop them.
With a group it is fast paced quickly. I am sure hats will be falling for everyone.
With 1 to 4 players its like doing one of the Dynamic Spawns that never ends. It will take forever to get to the waves that give more hat drops per time.
The Void Pool will be very busy on LS. All are invited to attend.
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Cah has a good map of the Void Pool. You keep the Pirates out of the Altar. 1 gets in, it ends.
Players will be fighting along the paths and a couple always stay at the Altar on high waves.
Eventually, your group is overwhelmed. I think it is a really nice game mechanic.
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Yup. Those pirates in skirts were cracking me up.My bard mage did fine with just provoking and evs but then the barding difficulty went too high and allen kept dying
That would be pretty cool... have a handful of red pirates walking around Bucs that are good for 1 hat to steal and 1 hat drops in your pack (only 1 drops - randomly). The pirates are similar to a dread pirate. There will only be maybe 5-10 pirates sprinkled all throughout Bucs to hopefully eliminate scripters.they should do something with buccaneer's den? kind of natural to find hats there ??
but what do i know
With pirates having no slayers atm it's not going to be an easy taskIt seems we still hold the record on Siege. I guess now is your chance to beat it heh.
They just modified the hat drops. So do it again.SOS - 20% Chance for hats (1 in 5)
Rusty chest (lvl1) -1 Hat
Medium chest (lvl2) -2 Hats
Gold Chest (lvl3) -3 Hats
Ancient White SoS (lvl4) -4 Hats
Tmaps - 20 % Chance for Hats (1 in 5)
Stash (lvl1) -1 Hat
Supply (lvl2) -2 Hats
Cache (lvl3) -3 Hats
Hoard (lvl4) -4 Hats
Trove (lvl5) -5 Hats
Void Pool (% are just suppositions still yet)
Wave 1 to 10 (10% chance for hat each wave)
Wave 10 to 20 (20% chance)
Wave 20 to 30 (30%???)
Etc... To be confirmed
Beacons
12 Hats per party with up to 3 additional hats from the Orcs (Total 15)
Ships (Merchant and Pirates)
-Pirate ship: 1 hat/player guaranteed from killing the red dread Pirate, with up to 1 additional hat from the rest of the orc crew and 1 from cargo (possible total of 3?)
-Merchant Ship: To be confirmed but possibly same as pirate ship
Covetous level3
No hats reported yet ... bug ?
Scalis
3 Hats reported per Scalis, definatly need a bump to like 10-12 hats.
Charybdis
No kill reported yet (need to be on par with the rest so 12-15)
Corgul
1 hat reported from 1 kill ? If that's true, it needs a bump to at least 10 hats
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-I did not include luck or glorious potion effect in any of the activities.
-Beacons should be tweaked to 3 hat guaranteed/player with 1 additional hat drop from orcs, cap it at 12 per party.
-Bosses should be giving more hats to be on par with other activities , Charybdis>Scalis>Corgul should be around 15/12/10 hats per party.
-What's hapenning in covetous level3, why no hats are dropping off the pirates and it's not in the patch notes?
-Can we get a temporary 'Pirate Slayer' on weapons/spellbooks from something special like you did for Krampus from the christmas tree ? I'm sure there is some unused item in the game that could easily serve that purpose
-Luck and glorious potion should affect bosses loot as additional hats in the corpse if luck triggered, same for tmaps and sos, when triggered luck, increased chance at hats and 1 additional hat in the chest, For void pool Luck/potion should increase the chance at the hats received if that's not the case already.
I'm glad I gave the feedback just in time for the release #3, now new SoS drops have been tested, all we need to test are maps and the new bosses drops.They just modified the hat drops. So do it again.
*nods*With pirates having no slayers atm it's not going to be an easy task