The "Telescope" Castle Module.

Discussion in 'Help' started by The*Defiant, Apr 8, 2023.

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  1. The*Defiant

    The*Defiant Forum Freak

    A tip for hunting anything, especially those "elusive" Easter Eggs (Leathery and Rocky) in our 2023 Easter Event. Or anything else for that matter. This Telescope option is in the "Aftcastle" section of your Ship Castle Skills. I have "Level 10", which increases my viewing range by 14%. (Granted - I had to temporarily pull my "Rocket Rack" master to make room for the Telescope, but it does work well)! See below - where my ship is in the exact same spot in both screenshots. You can't see any Leathery Eggs in shot #1 (no Telescope), but they appear in shot #2 (with Telescope Castle skill active). I hope this tip helps you when hunting items (if not now, then in the future). The farther you can see, the less items you miss! HAPPY EASTER 2023!

    Shot #1 with No Telescope:


    [​IMG]



    Shot #2 with Telescope:



    [​IMG]
    [​IMG]
     
    Last edited: Apr 8, 2023
    Bawdyn likes this.
  2. Bawdyn

    Bawdyn Forum General

    I've had the telescope on most of my presets for a long time now. I feel blind when it's not there.

    Great tip!
     
    The*Defiant likes this.
  3. The*Defiant

    The*Defiant Forum Freak

    I thank you for mentioning your experience with the Telescope! I posted this to educate new players (if any exist), and because I DO believe some of the Castle modules DO NOT work. The Perfect Example: Foundation Tremors 10/10 (Damage vs buildings +100%). When each new "Season" starts, one of the tasks is to take 1 billion hit-points off of an island. I use Shell-shock ammo and hit the same with this module on and with it off. I even discussed this with a veteran player (and he is very good). He seemed to agree. No change in damage. So if Rymar reads this, perhaps he can clarify why I am not hitting double when I have the module on. This has long puzzled me...and HAPPY EASTER!
     
  4. Bawdyn

    Bawdyn Forum General

    A lot of bonuses work off the base amount only, not the amount after other bonuses are applied. For example, if we have two that add 20% then the expected formula (at least to me) would be:
    • For example if Base damage = 100
    • 100 * 1.2 * 1.2 = 144
    But if each one only works on the base then we get:
    • (100 * 1.2) +(100*1.2) = 140
    Now when we look at just two of these it isn't much different, but when all the multitude of damage modifiers are in play, it could make a huge difference.

    So, in your example, it's not going to double your HP to use that castle it's going to add the base value to the total. So if you have 500 cannons: 500 * 75 = 37,500. If you are already hitting 300k with all your other bonuses this is more like a 10% increase, not 100% increase.

    If you are not seeing any difference at all, then maybe the Shell-Shock 100% against towers bonus and the castle 100% against towers bonus are the same bonus and so can only be applied once?

    The same thing could be happening with the Bookkeeper castle you posted on. In that case, you think you should see a 10% increase in the total, but it really only amounts to around a 1% increase.

    I guess the silver lining is that if all the bonuses were on top of all other bonuses we would have players hitting a million+ HP and then a battle would come down to who ever gets the first shot in.
     
    The*Defiant likes this.
  5. Rymar

    Rymar Board Administrator Team Seafight

    Ahoy The*Defiant!

    Foundation Tremors provide additional bonus to Shell Shock ammunition (only). This bonus works the same way as Ferocious Bookkeeper, so at level 10 + Shell Shock ammo your ammunition value will jump up from 75 (base) to 150.

    That's why you don't see a very huge improvement when it comes to damage caused on towers.

    Also, regarding your Telescope castle, try mixing it with Larimar pet gem if you own one ^^.

    Rymar
     
    The*Defiant likes this.
  6. The*Defiant

    The*Defiant Forum Freak

    So the Foundation Tremors Castle module only doubles the "ammo damage" (as pirate Bawdyn said)? Therefore, 500 cannons shooting Shell Shock ammo (75 damage) hits 37,500 (500 x 75) *without* the module active, but *with* it active, it increase the "ammo damage" to 75,000 (500 x 150)? Do I now understand this correctly? (If that's the case, I am still a bit puzzled). When I previously shot islands with Shell Shock ammo and Bloodlusts, I was hitting Criticals around 375k (with no FT module active), and with the FT module active, my Criticals were only around 385k. The veteran player (previously mentioned above) seemed to have experienced the same "tiny difference". That's only a 10k difference (385/375 = 102.67- 100 = 2.67% more. That's hardly 10%).

    Rymar: Also, thanks for this tip on the Pet gem! Thanks for your post, Bawdyn! And Happy Easter !!!!!!!
     
    Last edited: Apr 10, 2023
  7. The*Defiant

    The*Defiant Forum Freak

    Thanks mate! I see your point now (finally). It gets confusing, especially when you add in that Rymar told me once that a ship with about two-thirds Level-4 Overlords can hit between 600k to 800k (if I remember correctly). And that DOES make sense to me, because I have had (for example) my total base of 1.8 million hit-points wiped by another pirate in like 2 to 3 shots max. I didn't know what had hit me!
     
    Bawdyn likes this.
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