I’ve already been thinking up some ideas and with the announcement of deckhand rework, it’ll be easier to get legendary deckhands so anyways here’s the build I have thought of ( Skip to the end result if that’s all you want to know )
Current stats:
Builds For It:
lvl 125 legendary hp deckhands for 1,100+ hp x 4 since brig has 4 slots ( Forgot the max amount but around that ) so 4,400 hp
Notes:
Somehow unimbued arcanium ram gives more damage than imbued ram, for example:
Here’s clean arcanium ram
And lightning ram ( Which is close to metal’s damage multiplier )
Huge difference right?
This build is subject to change too since according to the trello to-do list, there would be more ship parts exclusively obtainable in the dark sea but so far, this is the minmax you can get using bronze sea parts.
Feedback would be really appreciated since my clan needs the best ship for dark sea considering the clan is based on living in the dark sea. Once it’s fully finalized, i’ll move this to guides ig
Oh just this, dunno if it’s confirmed to be what vetex is using but the previous announcements were added so I’ll take it at face value, plus posted by a mod
Yeah I thought of that as well but defense is more needed than speed in the dark sea considering there’s more sea monsters there
Plus the lower the hp the lower the speed would be so I thought defense would be better considering the moment the boat is low, speed becomes literally useless , resilience is enough to at least not make the ship really really slow ig
personally i think if you have a full crew of 4-10 people (or just yourself) you can just repair the ship rather than take the extra hp
high hp only helps if you cant repair the ship
Oh that’s fair, but aren’t they vulnerable to taking damage? Considering you’ll only become immune if you’re using an attachment, driving or using the cannons
I don’t think sailing wind is gonna be too much of a problem in the Dark Sea (unless vetex buffs tf out of it in the Dark Sea), so swift hemp or whatever the fastest cloth should be ok
Overall I’d use this setup, though I prefer Arcanium or Culverins over Carronades
I’d rather run swift and get 10 speed with 12% resilience from the sailcloth
66 speed sounds horrendous be to running with and that’s assuming a mortar won’t reduce it more.
Bro… Please, just use a strong culverin instead, I won’t fully suggest using an earth arcanium cannon since I hear there are magic storage issues with the Ketch and the Brig has 3x the cannons on the side but still.
In case it’s less of an issue than what I’ve read:
No idea if the wiki is correct but for some reason the earth cannon hits harder than the metal one and has 0.1 more range. If it’s all accurate, and there are no magic issues; then the 0.2x range multiplier is well worth the trade for the same damage, more speed, and less reload time.
Magic cannons got nerfed to hell in 1.12 so it’s outdated in wiki
But yeah you have a point, I guess I can go light on cannons in case mortar takes a ton of speed, I just use carronades to easily cheese the theorized ghost ship with 2.4x cannon after ramming into them with 3,670 ram strength considering even with my slow ship, I could handle ketch enemies rn