Exclusive ONE PIECE TREASURE CRUISE v15.2.0 [+5 FEATURES]

hello bro.. i'm very very thankfully with your job to make this mod.. but, im very sorry, can i ask question, "why damage multiplier only max 500? i think its too small, in final boss can't kill in one turn.. imo, 1000-5000 is better and still safe..

thanks bro, your the best...
 
hello bro.. i'm very very thankfully with your job to make this mod.. but, im very sorry, can i ask question, "why damage multiplier only max 500? i think its too small, in final boss can't kill in one turn.. imo, 1000-5000 is better and still safe..

thanks bro, your the best...
500x is more than enough. If you can't kill with 500x multiplier means that the final boss has some buff (or you have some debuffs) that reduces a lot the damage you inflict. Just bring a unit that can remove the enemy buff or your debuff with his special/sailor (or also use support units as support) and you're good to go. If you need any help you can write me a DM.
 
Hi, 1 wave win is safe for Kobby & Hina event ?
No, every event with a ranking based on points collected (Treasure Map, Blitz Battle) or non-PvP events with points (like this Coby and Hina) detects if you clear the island way too fast than you should (1 wave mod). When they get you, you are point locked and lose the possibility to get more rewards based on points. If you are caught multiple times prepare yourself for a ban.
 
Looks better and to avoid damage abuse since some users like big ass numbers and have no brain

If you dont want the potential for abuse without a brain then the mod shouldn't have 1ww on it at all. That's the one that most often detected (leading to account bans) and flagged part of this mod by bandai, not damage amounts. As you can even see from the most recent posts in this thread, 1ww bar none causes the most problems, only time i've ever seen damage numbers become a problem was in those damage ranking events but there hasn't been one of those in quite a while, and other users have to report abusers of the damage multiplier in those events, whereas bandai can instantly flag people using 1ww in stuff like this point event and TM.
 
Hi, coming back to this game after a long break... I'd like to ask if there's anyway to increase the damage done in Pirate Rumble battles?
 
If you dont want the potential for abuse without a brain then the mod shouldn't have 1ww on it at all. That's the one that most often detected (leading to account bans) and flagged part of this mod by bandai, not damage amounts. As you can even see from the most recent posts in this thread, 1ww bar none causes the most problems, only time i've ever seen damage numbers become a problem was in those damage ranking events but there hasn't been one of those in quite a while, and other users have to report abusers of the damage multiplier in those events, whereas bandai can instantly flag people using 1ww in stuff like this point event and TM.
1 wave always been like this shortly after release , if user have brain it can be used but if no brain all they get is ban (i have some positive feedbacks about it in ranked events, so yeah, need big brain to use) as for damage like i said , to avoid damage abuses that’s all

i will not remove 1 wave , hope this is clear
 
1 wave always been like this shortly after release , if user have brain it can be used but if no brain all they get is ban (i have some positive feedbacks about it in ranked events, so yeah, need big brain to use) as for damage like i said , to avoid damage abuses that’s all

i will not remove 1 wave , hope this is clear

Wasn't really saying that, was just using it as a comparison. You could always just offer two mods here, one with the multiplier locked at 500 and one that's the classic style where you can set whatever number you want. Either way as it currently stands 500 doesn't work for me. It's become even more apparent in this treasure map. I used 500 most times in TM, but certain bosses up til now i'd have to up it to bypass mechanics like damage threshold or higher defense buffs on boss where I couldn't bring a booster to handle those boss buffs because said booster had a much lower point boost than other boosters who could clear those bosses buffs.

I like to run the highest boosters I have for the intrusion bosses and the final bosses, since those bosses offer the highest points. Sometimes these bosses would have buffs that made the 500 multiplier not enough. Sure I could swap in worse point boosters, but when I had the option to just jack up the dmg multiplier I didn't need to sacrifice points for sake of being able to clear it without running into difficulties. By difficulties, take this current TM for example. If you leave garp at Garp's HP he will put a 30 turn bind on your entire team. I have already run into this issue twice. I refuse to risk using 1 wave win because it's too iffy during stuff like TM. Higher damage was my best option for making everything hassle free while also avoiding the risks associated with 1 wave win. Even the 90s method or whatever I feel is iffy and I don't want to risk.

Sadly I will have to search for a new mod, I can't understand why you removed features from your mod, removing features is never a good thing, but it's your mod you can do with it as you like. I am just very disappointed by the decision, but it is what it is.
 
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Wasn't really saying that, was just using it as a comparison. You could always just offer two mods here, one with the multiplier locked at 500 and one that's the classic style where you can set whatever number you want. Either way as it currently stands 500 doesn't work for me. It's become even more apparent in this treasure map. I used 500 most times in TM, but certain bosses up til now i'd have to up it to bypass mechanics like damage threshold or higher defense buffs on boss where I couldn't bring a booster to handle those boss buffs because said booster had a much lower point boost than other boosters who could clear those bosses buffs.

I like to run the highest boosters I have for the intrusion bosses and the final bosses, since those bosses offer the highest points. Sometimes these bosses would have buffs that made the 500 multiplier not enough. Sure I could swap in worse point boosters, but when I had the option to just jack up the dmg multiplier I didn't need to sacrifice points for sake of being able to clear it without running into difficulties. By difficulties, take this current TM for example. If you don't take out all of Garp's HP he will put a 30 turn bind on your entire team. I have already run into this issue twice. I refuse to risk using 1 wave win because it's too iffy during stuff like TM. Higher damage was my best option for making everything hassle free while also avoiding the risks associated with 1 wave win. Even the 90s method or whatever I feel is iffy and I don't want to risk.

Sadly I will have to search for a new mod, I can't understand why you removed features from your mod, removing features is never a good thing, but it's your mod you can do with it as you like. I am just very disappointed by the decision, but it is what it is.
Imagine not using mod on those stages duh lol really

take a look around the website and you will find that 500 multiplier is already a god sent gift for a mod since most of our mods go for the safe values like 5-10 and sometimes maybe 100
Very rarely you see 1000 or like here 500

if you are not happy with the mod feel free to use any other version you find around anyway... this 500 slider will be there for now and maybe on future releases will add more range but dunno or maybe old input box

not here to argue with ya or anything just saying that having 500 is already a big thing or the old one even more BUT using or not using is your choice :)

no hard feelings my side ofc

good luck in game ;)
 
Wasn't really saying that, was just using it as a comparison. You could always just offer two mods here, one with the multiplier locked at 500 and one that's the classic style where you can set whatever number you want. Either way as it currently stands 500 doesn't work for me. It's become even more apparent in this treasure map. I used 500 most times in TM, but certain bosses up til now i'd have to up it to bypass mechanics like damage threshold or higher defense buffs on boss where I couldn't bring a booster to handle those boss buffs because said booster had a much lower point boost than other boosters who could clear those bosses buffs.

I like to run the highest boosters I have for the intrusion bosses and the final bosses, since those bosses offer the highest points. Sometimes these bosses would have buffs that made the 500 multiplier not enough. Sure I could swap in worse point boosters, but when I had the option to just jack up the dmg multiplier I didn't need to sacrifice points for sake of being able to clear it without running into difficulties. By difficulties, take this current TM for example. If you leave garp at Garp's HP he will put a 30 turn bind on your entire team. I have already run into this issue twice. I refuse to risk using 1 wave win because it's too iffy during stuff like TM. Higher damage was my best option for making everything hassle free while also avoiding the risks associated with 1 wave win. Even the 90s method or whatever I feel is iffy and I don't want to risk.

Sadly I will have to search for a new mod, I can't understand why you removed features from your mod, removing features is never a good thing, but it's your mod you can do with it as you like. I am just very disappointed by the decision, but it is what it is.
For what's worth i think this is the best TM in a while for AUTO teams. I just tested my teams with 500x and I can say:
  • vs Brownbeard, use anyone you want and play AUTO
  • vs Rayleigh, use anyone you want and play AUTO. On boss, there is damage threshold but I kill him with the 1st unit with no issues
  • vs Sengoku, use anyone you want and play AUTO. On boss, there are bomb orbs, 5 turns of despair, 5 turns bind on middle row units and 5 turns despair on last row units but I kill him with the 1st unit with no issues
  • vs Whitebeard, use all units with Barrier Pierce potential ability and play AUTO. On boss, there are block orbs, 5 turns of STR orbs barrier, 10 turns of 50% damage reduction. As I said, use all units with Barrier Pierce so you're more than 100% guaranteed to defeat the boss on turn 1 with 2 units or 3 max
  • vs Garp, use your best point boosters and play AUTO. Stage 4 gives 5 turns of despair but is not an issue so you can keep it, empty orbs and burn are not relevant. Boss stage gives block orbs, 3 turn atk down (90%), 1 turn of Good barrier (2 good hits to break). On 1st turn vs Garp you deal very low damage if you happen to break the barrier but you shouldn't leave Garp on <20% HP especially later on. If you don't beat Garp in the 1st turn then he will give 5 turns of despair and 2 turns of slot bind, not an issue because now that block orbs and barrier are removed you can easily overkill
  • vs Blackbeard, use your best point boosters AND DREADNAUGHT SABRE ship. Play AUTO easily, your units will leave Blackbeard at 1Hp because of his Resilience but at the end of the boss stage the ship will deal damage.
In the attachment there are my teams which I sometimes use actively (like vs WB in which I use both Akainu specials to remove the barrier), no specific supports required. There is also a screenshot of the "vs Garp" stage with Hina (F2P unit) and Franky (F2P unit with F2P support Strawhat Crew that also at level 1 can remove 1 turn of despair on stage 4 so on the boss stage you won't have despair still active) so you can play safe the boss stage vs Garp. On the boss stage activate Hina special so block orbs become matching and hit Great/Perfect with your units and Franky has to be the last to attack for most damage because he has Barrier Pierce if you LB+ him (shouldn't be an issue because he's free and his own orbs drop in his stage).
Don't use both the Hina+Franky method and the AUTO feature because you're likely to get Garp under 20% HP but don't kill him.


TL;DR
Use all the units you want and play AUTO every stage. Dreadnaught Sabre ship vs Blackbeard. Don't use supports to remove debuffs or enemy buffs because you can screw yourself.

Cheers

Edit: I wrote 50% HP instead of 20%, now it's fixed.

Edit 2: for more efficient auto-play use subs that have atk boosted by the captains abilities but I guess you already do; also, apart the obvious maxed Despair and Bind powers, lv3 Slot rate boost power is recommended so you have more chances to get matching orbs so more damage.
Is also good for more damage to put the weakest sub units on the top right and finish with the strongest one in the lower-left spot, so as the game plays by itself it hits last with stronger units with an higher chain boost, so even more damage.
 

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@Shish666

I dont have the legend you are using for blackbeard and garp, also if you dont kill garp with one of your waves of attacks and he ends up with low HP he will put 30 turn bind on your entire crew. I am playing NW I am not sure if you are playing on GL or something cause you didnt mention the bind thing at all. The bind thing is where I ran into most of my issues, cause the 500x wasnt enough with who I had as captain (1.35 booster Kid).
 
@red_thunder
Dude please read again, I said what you mentioned.
I dont have the legend you are using for blackbeard and garp
⬆️ vs Garp, use your best point boosters and play AUTO. [...] vs Blackbeard, use your best point boosters AND DREADNAUGHT SABRE ship.
Pretty straightforward: use whoever you want. It doesn't matter if you don't have my same legends, any best multiplier characters you have can be used.
also if you dont kill garp with your first wave of attacks and he ends up with low HP he will put 30 turn bind on your entire crew. I am playing NW I am not sure if you are playing on GL or something cause you didnt mention the bind thing at all.
⬆️ Boss stage gives block orbs, 3 turn atk down (90%), 1 turn of Good barrier (2 good hits to break). On 1st turn vs Garp you deal very low damage if you happen to break the barrier but you shouldn't leave Garp on <20% HP especially later on.
I said implicitly why Garp puts 30 turns of despair because I supposed you knew what triggers that. Seems like you don't. BTW, I always play NW otherwise I wouldn't care.

As you see I mentioned such things.

The bind thing is where I ran into most of my issues, cause the 500x wasnt enough with who I had as captain (1.35 booster Kid).
That's the problem to begin with, teambuilding. That Kid only boosts STR characters. I guess you use other STR characters as crewmates? But that's not possible because except Kid all x1.35 F2P characters aren't STR. STR deals normal damage and the other characters aren't even boosted by his captain ability.

For Garp use the team I put as attachment if you have the units. Hawkins is the best as Captain because his Captain ability says:
Boosts ATK of Striker and Cerebral characters by 3.5x and makes PSY orbs beneficial for Striker and Cerebral characters.
All the other characters are Stiker and/or Cerebral so the ATK of them all will be boosted. If you need to remove despair Hawkins, Franky and Coby can do that

If you need any help send me a PM.
 

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@Shish666

Thanks for the team suggestions, sadly even with the changes you suggested I still can't seem to auto garp due to lack of damage needed to take out all of his hp, so he ends up with a little left and then binds my whole crew for 30 turns. I wish I had been able to pull the new legend it would help a lot here.
 
@Shish666

Thanks for the team suggestions, sadly even with the changes you suggested I still can't seem to auto garp due to lack of damage needed to take out all of his hp, so he ends up with a little left and then binds my whole crew for 30 turns. I wish I had been able to pull the new legend it would help a lot here.
If this 30 turns bind bugs you so much, just play the level yourself, it takes literally 1 minute: to remove Despair you need Franky or Hawkins special ready for the last stage, and Hina's special to convert Block orbs to matching. Once you do this, tap again auto and with his attack Franky will kill him instantly.

After all, after you beat Garp you still have to use actively by yourself your phone/emulator: you certainly have to close the game or continue playing.
 
@iAlex

v10.2.2 maintenance announced from May 26 (19:00) - May 27 (00:00) PST.
I don't think it will be a forced update so we should still be able to play without the 10.2.2 update. If something changes I'll edit this post, or you'll notice by several users asking for the update.
 

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it is probably to early but there will be a maintenance coming,
@iAlex

v10.2.2 maintenance announced from May 26 (19:00) - May 27 (00:00) PST.
I don't think it will be a forced update so we should still be able to play without the 10.2.2 update. If something changes I'll edit this post, or you'll notice by several users asking for the update.
was just about to post this one as well,
 
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