Steelmage was finding that there's diminishing returns on the quantity of goods sent at once during shipping, kind of like the arcane dust diminishing returns... It may be more beneficial to do multiple smaller shipments.
@@CaptainLance9 but the thing is that going from 5000 pumpkins to 50000 pumpkins also has diminishing returns, So it's actually better to ship 10k of each thing than 50k of a single product as an example not that those are the right numbers.
@@CaptainLance9 What he's saying is that just like we are seeing diminishing returns for dust, we are seeing the same for total shipment value. It's most likely best to aim for completing port goals and juice with dust for shipments.
Huge information for me. Thanks so much for your work sir. Just at the point where decisions need to be made and this was perfect timing for me. Tytyty
Smaller shipments of 5-15k of resources with some arcane dust is best bet, and doing a ton of them. Massive diminishing returns when you put more resources, there’s a cutoff point where it just isn’t profitable.
@@fernandohernandez365 you should be able to tell where adding more arcane dust doesnt move the bar very much, you want just enough to trigger the big multiplier on it.
I made a ton of chaos off the boat equipment early. Not so much now. However, I've rolled some extremely good gloves with attack speed. Best so far sold for 5 div right off the boat.
you may want to consider checking out ZiggyD's video as he has the dust breakpoints on 2x, 2.5x and 3x as well as targeted INT/STR/DEX armor and weapons and what to send where....It's been very accurate. Thanks for the video at the maxed out perspective.
shipping can bring back a lot of stuff with tier1/tier2 mods maybe there is some recombination possible. I'm thinking can I recombinate ward gear from Kalgur with normal gear for that same slot, to maybe isolate good mods or craft super good ward gear instead. I have a feeling that either one should be possible. I have done a lot of small shippings and gotten back a lot of bases with 3 or 4 t1 mods (granted some of those were the common useless mods no one uses but still...)
Definitely agree with you on the recombinator shadow nerf, thought I was gonna made an ez +5 staff but ended up with a 3 div net loss, a chunk of the staff base market and gold worth months of the town wages. Classic GGG
hey big dawg, I'm playing a similar build to what you played, Ground Slam of Earthshaking, and I'm getting my shit pushed in for by lack of sustain and pdr. How did you fix the pdr besides endurance charges (and fortification)? And sustain in longer fight? Thanks
Im a father and i go on my pace. Playing a few hours per day. And then i see you, a father too, ho already has maxed out the city that im slowly building in my free time. Your are a captain, sir
Something I recommend is just focusing solely on upgrading mining to max, then shipping, then farming. Just get the bare mininum ores and bars you need. It will make it a lot easier. Different places and ores also give different rewards. Crops all give currency as far as I can tell.
Honestly from everyone messing with the re rolls I don't think the expensive reroll is bad. I think it just take the best recruits over 12 rolls and just shows you those when you re roll which means less clicking when you're trying to max everything out at the end. Before maxing stuff out doesn't make sense to do though.
Don’t the favor rewards at ports increase exponentially, meaning you should chain complete them so it grows and grows further increasing the multipliers?
From my experience the bars are very worth in order to fill shipping orders, when you complete the order ship a fuck ton of good and dust with it, I got 3 to 5 div like that.
I would love a toggle for each area to turn them off all at once, like a "take a break" for all my farmers if I don't want to be spending gold on them right now... but I'm not sure if UI changes are within their scope mid-league.
It would be nice if someone that's got a well developed town to figure out efficiency of each tier of workers. For the jobs that don't require full rank 10 workers (IE disenchanting, mining and smelting), there is a more cost efficient (gold per hour) way of fueling your needs by using a full amount of, let's say rank 7-8 workers, over 1 rank 10 worker. It was very noticeable early game when I was trying to upgrade my farming that I could get cheaper rates of crops by hiring lots of low tier workers over high tiers. Personally, farming, and mapping I'd consider worth using full rank 10s if you can afford it. Mining and smelting you want to minimize your gold/hour cost while still processing everything overnight (letting workers idle means you're overpaying for them when they are working). Same principle for shipping, but you just want to be able to keep a stable amount of ressources, while sending out shipment as regularly as you are able to/feel like doing. And for disenchanting, until good recombinator crafts are figured out, you want the most barebone setup that is always disenchanting, costs the least amount of gold per hour, and can fuel your shipping needs.
That's not how that works. Disenchanting is a direct conversion from gold to dust, adding more or better disenchanters makes that conversion faster but it still costs the same overall. If it takes them 1 hr to breakdown something at 1k gold/hr, then if you add a second worker it takes 30 mins at 2k gold/hr, both setups cost 1k gold total. So there's no real reason to stack heaps of disenchanters, like it's actually 0 benefit at all. If your disenchanters are too good, their inventory will sit empty 99% of the time because you're not sitting there refilling it every 5mins. So just 1 or 2 good ones is all you need, if you buy more you are deleting the gold used to buy them, which isn't a lot but it's still something
@@MyNameIsSalo you are wrong, I tested it ingame. I was at 1/2 bcs I thought the same thing. I just tried adding and removing turns out in my case 6 ppl are taking less time overall and cost less overall then just 2.
yeah, recombinator got absoluted destroyed, tried 20 times in a row to move a fracture to another base, failed every single time essence/temple modifiers? forget about it it's basicaly worse than reforge more likely after the nerf
I find workers with multiple specialties a downside because of the increased wages. They can be fine if it's low cost combos like mining/smelting/farming, but anything with disenchanting or mapping just drives the wage up too high unless you're using them for d/e or mapping, then they're about the same wages.
nah the gating factor is gold imo. It will take literal millions of gold to set them up, and theyll burn through 50k+ gold/hr and maintaining that is very difficult. It's too exclusive and only a very small minority of players will be able to use the mechanic as its intended, and you can only burn through a map every few minutes which is much less than those builds generate. There's still an excess of maps
The amount you need is negligable. Gold is what gate keeps you. By the time you have the gold to fully upgrade, you've farmed the resources to fully upgrade about 1000 times over. Honestly 1000 might be generous, probably more like 10 000 to 100 000 times. The resources you need for upgrading is so small
10 divines out of 30k food send ? lol ... thats freaking lucky :P I gotten zero out of 24k just send today alone to Kingsmarch over 2 shipments with 8k and 20k dust included. and i bet i spend 20-30k food before that on actualy order limit aswell the days before this day, also with dust to boost at most 8k dust each order. Got one divine so far that way.
Variety of crops is better, 1000 of each is better than 5000 of one for instance. Dust does nothing for crops. Currency conversion will screw over some larger shipments as all your chaos get converted to higher rarity for totally worthless currencies.
Ive gotten a grand total of 0 divines over the course of the entire league so far from shipping and have easily sent like 30k total of almost every crop sofar. SO I just decided to leave it be and just ignore it for now to do sanctum
I've gotten 2 divine from shipping so far and I'm not past tier 6 maps yet. Wheat and corn are good but the higher crops help too. I mostly just send bars and wheat and double the value with dust.
so anyone know what's the best strategy to ship to get back some good currency? small amount of foods of every type or large amount of food of 1 single type in 1 ship + 550 dust for 2.5x or 8000 dust for 3x return? I'm so confused
I find that if you can find a port that wants a crop like wheat or pumpkins give that your priority to complete. I give a couple of each food up to say 25k value, then I use dust to get that to 50k value and send em. Been working well for me.
@@gehirndoper no they dont, you can literality test this by removing workers. When idle, they do not use any gold. Smelters can help eachother out if their ore is empty though, so smelters will keep working until you have 0 ores and then they go idle.
@@MyNameIsSalo That might exactly explain what I saw. I had smelters and miners with nothing left to do and they still costed wages. If they automatically helped other ores that would be amazing.
bars are worth 5x as much as the ore. smelters turn 1 ore into 1 bar. if a port wants x amount of z ore/bars, divide the x number by 5 and send that many bars. And add some dust for more rewards, 55 dust is x2 shipment value multiplier, around 8150 is x3. ZiggyD has some cheat sheets
Bars are 5x ores for fulfillment numbers and 4x ores for value and smelt at 1:1 ratio so only upside. I think they're better for risk as well as I think total raw number of goods is involved in risk calculation, not just the value of the shipment.
Do not listen to this guy when says not to do the higher reroll. The higher reroll results in always higher tier workers, and their wages are also usually much lower than if you hit them normally.
I also feel scammed by them saying they were bringing back recombinators, Sentinels, and Wildwood, the wildwood doesn’t work at all just makes monsters harder, I’ve seen 1 sentinel the entire league, and recombs are completely gutted. Why bring back mechanics people liked in this state. They were too lazy to make something new and wanted a good launch #s I guess. They had to know releasing recombs after removing everything that made them good would make people angry.
Steelmage was finding that there's diminishing returns on the quantity of goods sent at once during shipping, kind of like the arcane dust diminishing returns... It may be more beneficial to do multiple smaller shipments.
correct, dust has very big dropoff thus you don't need that much dust to get basically max value.
@@CaptainLance9 but the thing is that going from 5000 pumpkins to 50000 pumpkins also has diminishing returns, So it's actually better to ship 10k of each thing than 50k of a single product as an example not that those are the right numbers.
@@CaptainLance9 What he's saying is that just like we are seeing diminishing returns for dust, we are seeing the same for total shipment value. It's most likely best to aim for completing port goals and juice with dust for shipments.
The most important thing is to send the preferred cargo and the desired amount.
Does 10 shipments of 10k value provide the same as a single 100k shipment? If not then we have to accept the diminishing returns
RIP recombinators you were too beautiful to live in the darkness of Wraeclast.
Kingsmarch is sweet, id live there if they have good internet
Idk man if your a sailor you sure get raided a lot, what if the town Demi god decides you aren’t worth it any more.
You can ctrl left click buy new recruits to instantly buy them instead of having to confirm, same goes for when firing them.
Thank you sir
man also owns the kingsmarch.
How tall are you?
Your kingsmarch isn't maxed bro you haven't even unlocked fishing 👀
Huge information for me. Thanks so much for your work sir. Just at the point where decisions need to be made and this was perfect timing for me. Tytyty
Smaller shipments of 5-15k of resources with some arcane dust is best bet, and doing a ton of them. Massive diminishing returns when you put more resources, there’s a cutoff point where it just isn’t profitable.
How much arcane dust would be the sweet spot?
@@fernandohernandez365 you should be able to tell where adding more arcane dust doesnt move the bar very much, you want just enough to trigger the big multiplier on it.
@@fernandohernandez365 usally 500 or 1000 for a huge shipment
@@fernandohernandez36555 is 2x, 550 is 2.5x, and 8000 is 3x.
yeah at all t10 sailors there seems to be no risk i can put 24m shipment and its 0 risk
have you gotten the Fishing worker yet?... only seen 1 so far... and i rerolled alot
I made a ton of chaos off the boat equipment early. Not so much now. However, I've rolled some extremely good gloves with attack speed. Best so far sold for 5 div right off the boat.
I got my 6 link armor from and bar shipment. It’s a 30div to buy on trade
good video i'll get there one day
the runeforging one you can just ask someone with it already maxed to craft for you
Tft is probably enjoying that.
you may want to consider checking out ZiggyD's video as he has the dust breakpoints on 2x, 2.5x and 3x as well as targeted INT/STR/DEX armor and weapons and what to send where....It's been very accurate. Thanks for the video at the maxed out perspective.
shipping can bring back a lot of stuff with tier1/tier2 mods maybe there is some recombination possible.
I'm thinking can I recombinate ward gear from Kalgur with normal gear for that same slot, to maybe isolate good mods or craft super good ward gear instead. I have a feeling that either one should be possible. I have done a lot of small shippings and gotten back a lot of bases with 3 or 4 t1 mods (granted some of those were the common useless mods no one uses but still...)
Thanks for the vid lance. Trying to get better at this game and your content helps a lot man.
Definitely agree with you on the recombinator shadow nerf, thought I was gonna made an ez +5 staff but ended up with a 3 div net loss, a chunk of the staff base market and gold worth months of the town wages. Classic GGG
hey big dawg, I'm playing a similar build to what you played, Ground Slam of Earthshaking, and I'm getting my shit pushed in for by lack of sustain and pdr. How did you fix the pdr besides endurance charges (and fortification)? And sustain in longer fight? Thanks
just get a fuckton of armor from the new bases and get pdr on ur chest that + fort +6 end charges + flasks makes me nearly invincible to maps
@@65rytg thanks, was trying to copium myself into not improving my gear :^)
Im a father and i go on my pace. Playing a few hours per day.
And then i see you, a father too, ho already has maxed out the city that im slowly building in my free time.
Your are a captain, sir
Afaik his income is playing this game and making videos so don't compare yourself to a content creator.
Something I recommend is just focusing solely on upgrading mining to max, then shipping, then farming.
Just get the bare mininum ores and bars you need. It will make it a lot easier.
Different places and ores also give different rewards. Crops all give currency as far as I can tell.
Honestly from everyone messing with the re rolls I don't think the expensive reroll is bad. I think it just take the best recruits over 12 rolls and just shows you those when you re roll which means less clicking when you're trying to max everything out at the end. Before maxing stuff out doesn't make sense to do though.
Don’t the favor rewards at ports increase exponentially, meaning you should chain complete them so it grows and grows further increasing the multipliers?
From my experience the bars are very worth in order to fill shipping orders, when you complete the order ship a fuck ton of good and dust with it, I got 3 to 5 div like that.
yep thats partly why i think ill keep em running because they aren't that expensive and i keep wanting to get bonuses from shipment requests.
for dust just buy bino's and disenchant, it gives 1 million+ dust
Binos?
@@clarkkent163000 binos kitchen knife or whatever t0 unique is cheapest
binos? what is binos?@@bruvkek4629
I would love a toggle for each area to turn them off all at once, like a "take a break" for all my farmers if I don't want to be spending gold on them right now... but I'm not sure if UI changes are within their scope mid-league.
It would be nice if someone that's got a well developed town to figure out efficiency of each tier of workers. For the jobs that don't require full rank 10 workers (IE disenchanting, mining and smelting), there is a more cost efficient (gold per hour) way of fueling your needs by using a full amount of, let's say rank 7-8 workers, over 1 rank 10 worker. It was very noticeable early game when I was trying to upgrade my farming that I could get cheaper rates of crops by hiring lots of low tier workers over high tiers.
Personally, farming, and mapping I'd consider worth using full rank 10s if you can afford it. Mining and smelting you want to minimize your gold/hour cost while still processing everything overnight (letting workers idle means you're overpaying for them when they are working). Same principle for shipping, but you just want to be able to keep a stable amount of ressources, while sending out shipment as regularly as you are able to/feel like doing. And for disenchanting, until good recombinator crafts are figured out, you want the most barebone setup that is always disenchanting, costs the least amount of gold per hour, and can fuel your shipping needs.
Time and rewards are the biggest gates. If you have higher level farmers you can send bigger shipments for more currency.
Im still new to maxing out my town, but I got a real good shield that got me 10divines the other day :0
It is worth taking more disenchanters because they take less time to break down uniqs they cost less in cost/hour.
That's not how that works. Disenchanting is a direct conversion from gold to dust, adding more or better disenchanters makes that conversion faster but it still costs the same overall. If it takes them 1 hr to breakdown something at 1k gold/hr, then if you add a second worker it takes 30 mins at 2k gold/hr, both setups cost 1k gold total. So there's no real reason to stack heaps of disenchanters, like it's actually 0 benefit at all. If your disenchanters are too good, their inventory will sit empty 99% of the time because you're not sitting there refilling it every 5mins. So just 1 or 2 good ones is all you need, if you buy more you are deleting the gold used to buy them, which isn't a lot but it's still something
@@MyNameIsSalo you are wrong, I tested it ingame.
I was at 1/2 bcs I thought the same thing. I just tried adding and removing turns out in my case 6 ppl are taking less time overall and cost less overall then just 2.
I got making only tier 2 and 4 makes tier 5 running tier 1 maps and they definitely get better loot than I would in white maps 😂
Thanks for the overview! =^[.]^=
At 3x multi it's 8140 dust, 3.5x it's more then 250k, 4x 8 milion
I think most people will fire all or almost all miners and smelters sooner or later.
In ssf gamba gold for gear is great. The gear you get is actueel strong.
yeah, recombinator got absoluted destroyed, tried 20 times in a row to move a fracture to another base, failed every single time
essence/temple modifiers? forget about it
it's basicaly worse than reforge more likely after the nerf
Seems like it. Read something about recomb respecting weight of respective mods now. Don’t know if true but could be an explanation
#ILoveWorldOfExile #PathOfWarcraft #TimeGateMeMommy
Is there any benefit of having workers with few traits? It boost cost alot but I want anyway locked workers in 1 place so this looks like downside?
I find workers with multiple specialties a downside because of the increased wages. They can be fine if it's low cost combos like mining/smelting/farming, but anything with disenchanting or mapping just drives the wage up too high unless you're using them for d/e or mapping, then they're about the same wages.
Ports Quotas are 50% more rewarding is rank 11
I can see maps costing quite a lot this league with the plebs running them.
nah the gating factor is gold imo. It will take literal millions of gold to set them up, and theyll burn through 50k+ gold/hr and maintaining that is very difficult. It's too exclusive and only a very small minority of players will be able to use the mechanic as its intended, and you can only burn through a map every few minutes which is much less than those builds generate. There's still an excess of maps
You need some ores and bars to upgrade your town though. Not sure if it was in the video and i overheard it.
The amount you need is negligable. Gold is what gate keeps you. By the time you have the gold to fully upgrade, you've farmed the resources to fully upgrade about 1000 times over. Honestly 1000 might be generous, probably more like 10 000 to 100 000 times. The resources you need for upgrading is so small
Do the mappers pick up any gold?
No
No. The point is you HAVE to play to get gold.
10 divines out of 30k food send ? lol ... thats freaking lucky :P
I gotten zero out of 24k just send today alone to Kingsmarch over 2 shipments with 8k and 20k dust included. and i bet i spend 20-30k food before that on actualy order limit aswell the days before this day, also with dust to boost at most 8k dust each order. Got one divine so far that way.
- free money
- ignore it
oki
How the hell. Im still missing the building in the middle
Upgrading the town inside the building with the 3 guys will get you the enchanter I think rank 4 town
@polarbehr4968 idk man lol. I think I hired to many ppl to work. The highest lvl building I have is 4 I think
Variety of crops is better, 1000 of each is better than 5000 of one for instance. Dust does nothing for crops. Currency conversion will screw over some larger shipments as all your chaos get converted to higher rarity for totally worthless currencies.
what are the actual numbers of max ranks? is it 10?
Yes
Ive gotten a grand total of 0 divines over the course of the entire league so far from shipping and have easily sent like 30k total of almost every crop sofar. SO I just decided to leave it be and just ignore it for now to do sanctum
I've gotten 2 divine from shipping so far and I'm not past tier 6 maps yet. Wheat and corn are good but the higher crops help too. I mostly just send bars and wheat and double the value with dust.
so anyone know what's the best strategy to ship to get back some good currency? small amount of foods of every type or large amount of food of 1 single type in 1 ship + 550 dust for 2.5x or 8000 dust for 3x return? I'm so confused
I find that if you can find a port that wants a crop like wheat or pumpkins give that your priority to complete. I give a couple of each food up to say 25k value, then I use dust to get that to 50k value and send em. Been working well for me.
@@polarbehr4968 so you save up the crops to >20k and do only 1 shipment? no need to do shipment constantly?
why does the gold calculation seem like its never right i always run out faster than it says
You're probably buying upgrades or hiring people using the gold in the treasury once you run out of gold in your inventory
To me it seems that many jobs still cost gold even when all work is done.
@@gehirndoper no they dont, you can literality test this by removing workers. When idle, they do not use any gold. Smelters can help eachother out if their ore is empty though, so smelters will keep working until you have 0 ores and then they go idle.
Miners help with the other ores also
@@MyNameIsSalo That might exactly explain what I saw. I had smelters and miners with nothing left to do and they still costed wages. If they automatically helped other ores that would be amazing.
What do you recommend for gold farming? most of my t16s give 7-9k
I saw a video that said rogue exiles were good.
What's the difference between shipping ores and bars?
bars count as 5x the amount for rewards, wanted resources progress, and risk. They're just 5x as efficient, so you ideally don't wanna ship any ores.
bars are worth 5x as much as the ore. smelters turn 1 ore into 1 bar.
if a port wants x amount of z ore/bars, divide the x number by 5 and send that many bars. And add some dust for more rewards, 55 dust is x2 shipment value multiplier, around 8150 is x3. ZiggyD has some cheat sheets
Bars are 5x ores for fulfillment numbers and 4x ores for value and smelt at 1:1 ratio so only upside. I think they're better for risk as well as I think total raw number of goods is involved in risk calculation, not just the value of the shipment.
Did Simeone see on poedb the fishing part that need 100 millions of gold to unlock? Is this a master bait? Or maybe they simply didn't implemented it?
8104 dust = triples shipment value.
shipment value only translates to risk, it does not account for increased RARITY from adding max dust like you show in the video
Do not listen to this guy when says not to do the higher reroll. The higher reroll results in always higher tier workers, and their wages are also usually much lower than if you hit them normally.
so when are you gonna do a cobra lash build?
Same kingsmarch every league🙃
You’re nothing
Still no time stamps 😢
I also feel scammed by them saying they were bringing back recombinators, Sentinels, and Wildwood, the wildwood doesn’t work at all just makes monsters harder, I’ve seen 1 sentinel the entire league, and recombs are completely gutted. Why bring back mechanics people liked in this state. They were too lazy to make something new and wanted a good launch #s I guess. They had to know releasing recombs after removing everything that made them good would make people angry.
because those league mechanics were insanely OP, so they nerfed them to the ground and can rebalance from there
I dont like league mechanic
Just give me gold in sanctum please...
I don’t understand how you could make content full time for a living and your mic sounds like this…
Has a kid, presumably a 💍, both of which are bigger gold sinks than all of kingsmarch combined.
First