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Messages - RewRatt

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46
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 08, 2021, 02:14:17 pm »
Hi,

You can play this build from Rewratt here without psi points if you want : https://underrail.info/build/?HgMHBwMQAwcAS8KgAB4Awoo8NUBLZGQkNCgAAABGAABKfzkiMALCgE7Co2pLTC8nJsK1YeKjsALio7ED4qe-Ct-_  , it will still be good :)
Hey, thanks for sharing Ploluap 😄
Yeah, this build also has Versatility for some Electrical pistol action + Ambush crits vs Robots and other tanky targets.

47
General / Re: Make a Monster
« on: September 04, 2021, 03:45:03 pm »
A giant sentient psionic mindshroom that can heal and use supportive psi abilities on nearby psi beetles like Psuedo-Spatial Projection, Temporal Contraction, Temporary Rewind, Precognition, Cryo Shield and Exothermic Aura. It’s stationary and can only use Entropic Recurrence to attack, but it also provides Psionic synergy equal to 2 regular psi beetles to all beetles in the area.
Ohohoho! Then slow melee are even more screwed 😆😆 Can you imagine - Contraction enhanced Goliathus - 6 of them or more. Already PSP'd for 4 rounds, blast you with Imposion and that Shroom puts Entropic Recurrence on you..
I am still waiting for a Hammer vs 6 Goliathus video. Some one, please! 😆😆

48
General / Re: Can Edgar and his hunters not be so stupid?
« on: September 04, 2021, 03:32:47 pm »
I'm in the fight against the rathound king as a poor lvl 14 hammerer, and these dumbases keep wasting the first turn killing a stupid alpha rathound, not even looking at the ancient rathound or the king. Why are they so f-ing stupid?.
Also, any tips on how to do this while being melee? i have tried to isolate him ouside of the room bu i can't dps him down even with the 2 extra turns dirty kick gives.

Also never used the locals.. Grenades can help - Flashbangs in particular. Ancient rathounds are immune, but not the King Rat. I do think it actually gets harder with "help" 😆 So load a save before you asked for it, go there yourself.
Keep the door closed.
Put down bear traps and leave just a single tile wide way out Throw down Toxic Gas Grenades (wear a gas mask as melee, wait for them to release enough to fill up the place), start combat, open the door and throw a Molotov in.
Then skedaddle back and around the corner. Little rats will run away from fire, Ancient ones will follow and usually into traps.
Then when he gets closer to your corner, kick him in the nuts and beat the shit out of him.
If 2 turns are not enough, walk back a bit and throw a flashbang on his face - if you left just one tile free of Bear Traps, big rats will walk into them again, trying to go around their dazed buddy.
If you have only 2 equipment slots, use the next turn to swap out molotov's with Taser. And the next turn you can tase and then whack him again.

If you cannot kill him in 3 turns with no evasion... you have a problem with a build. But regardless, pop Morphine and fight.
For Ancient rats you should have more movement points than them hopefully, so just hit once or twice and leave enough points to move far enough so that they dont have enough AP to hit you.

49
Bugs / Re: Dirty Kick does not get stealthed melee accuracy boost
« on: September 03, 2021, 06:42:02 pm »
I have missed 4 sledehammer swings in a row against a barrel.
Most likely RNGesus hates your guts. That or Styg conceals the real CtH of attacks.
This. *Dons conspiratorial hat*
Whatever calculations run the <random> generator in this game, they have missed the probability course: .05⁴ = 0.00000625 * 100 = 0.000625% chance of happening. And that is a lottery jackpot chance - yet happens way too often! How many 20% hits did you land, compared to 80% misses?
Yeah. Styg is hiding something... There was a game, can't remember the name now.. WoW? It used a <random> generator with ever increasing odds with every fail to Crit. So the more you didn't, the higher the chance for it to happen.
I bet, that by some sadistic inspiration, he would add >Successful< check counter, that for a time debuffs your <random> rolls. You become *cursed*. I don't have the time to math this up, but remember, that you can scewer the odds to temporarily get real bad, but which statisticly even out if you have a sample range big enough. Like who would say that 92% hits on 95% chance out of a 1000 shots could simply be a statistical anomaly, and over an even larger poll it would normalize.. mmmm? Exactly!

50
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 03, 2021, 05:07:48 pm »
Where can you find high quality pistol frames in relatively earlish mid game? Does Ola stock them with mercantile after the oligarch questline? I've picked JKK and I wanna know if I messed up and should have gone praetorian security. First time playing, so minimal spoilers please :) .
Before Depot A - Blaine. Has up to Q110 crafting components. Very regurarly Q90+ . Best trader for high qality components until Oligarch quest line is done.

SGS Armory trader after Depot A, more so after Oligarch quest done. Has high range in quality (from 20 to 155) so harder to get what you need, but can stock good items.
Otherwise - Core City Weapons Trader, Kevin in Foundry and Scavanger Trader north-west from Core City Station in Upper Underrail.
Mid-Game Best is of-course Constantine in Oculus. Best until end-game too.

51
Builds / Re: Psi/Traps Build?
« on: September 03, 2021, 08:00:28 am »
Got the build, including videos of the Dominating playthrough, here:
https://stygiansoftware.com/forums/index.php?topic=7642.msg35063#msg35063

It's a Thought Control / Temporal Manipulation Trapper that can do all content easily and in fun way. Still uploading more vids as it is too much fun to play 😁

52
Let's Plays / Re: Chem Pistol Arena at lvl14
« on: September 01, 2021, 11:52:46 am »
You made a mistake in the build link, it has guns maxed instead of melee.
Indeed I did. Was converting a PER build to DEX.
Link on the vids has been changed too 😄 All proper allocations to be able to craft Infused Rathound Leathers and other stuff with house bonuses and Hypercerebrix.

53
Builds / Re: Help with chemical pistol build
« on: September 01, 2021, 06:34:09 am »
you don't need dex to go past 11 if you have the advanced catylyzing belt, which is pretty easy to get once you finish the core city oligarch quest line.  that will take you to 16 AP per shot, and let you put more points in other stats like perception.  You could try to go for 4 shots per turn (12) but you are capped at 10 dex to start and won't get there until you are near veteran levels.  Also you are going to be using cooked shot as your bread and butter with a chem pistol build, which is +50% ap.

Why not to go with PER for Chem Pistol build:
- PER is a useless stat for this build, apart from Gun skill, finding secrets (which can be done later with buffs as we still have 6 base) and detection (which is easily compensated by Motion Detection goggles and character levels).
- DEX on the other hand drastically increases - Throwing, Traps, Pickpocket, and Lockpick. And we invest in all 4, but throwing is a focus thanks to Three-Pointer and ability to craft MK5's. Also AP reduction is so big, that without any buffs by level 26, Cooked shot will cost the same as regular shot on PER build. And there is no discussion on how much more effective it is to land more shots - you will Root and Fear more targets and will cause ever greater damage, due to those effects stacking + Catalyzing Belt requires hits on enemies to start granting bonuses.

54
Killing everyone at for apogee and try getting the key to the room with the ladder?
They don't 'Unlock' it, they use acid to break in.

They can use acid, but I can't. Is that what you are saying ?
Exactly.

55
Builds / Re: Help with chemical pistol build
« on: August 31, 2021, 09:39:54 pm »
Link to the Versatility Chem Pistol build I played recently on DOMINATING: https://underrail.info/build/?HgUQBgMGAwcjwqAAwqAeAHhAJi0tS2RdLlAALQBGAABKOcKjJjDCkVYWKz4vTgLCh2EqwrM6duKlvAXita4K378

- I considered PER and DEX/Versatility and went with Versatility. Otherwise you have to spend spec points to reduce the cost of Cooked Shot and only get 30 odd gun skill more over a Versatility build, that can fire of way more shots.
- Mad Chemist is a must for non-crit (Survival Instincts) build, as you will be crafting your pistols.
Thing is - control is good, but damage is Over-Time and sub-par for quite some time. But control is excellent and you deal a lot of little resisted damage.

Video of Arena at lvl14: https://www.youtube.com/watch?v=cGiKzxJbs6c&list=PLJIz8SEgMJ1oJ2v62gl5SzIt8iSZ4CmC1
*I will upload more vids - Silent Isle and Maura Rescue, for example. They were surprisingly easy on this build. But damage and hit chance is really not there, until Advanced Catalyzing Belt and Versatility picks-off.

Also, consider Sure-Step for when you craft an Infused Rathound Leather armor. Towards end-game (lvl 22+) you should have 51% crit chance = 4 base +9 Armor +18 goggles +15 Focus stim +5 Hardcore Chips. Later on, when you grab Steadfast Aim you will add another 7%(8% if rounded up), so 58% total. 11AP attacks at level 26, or 10AP if you eat Eel Sandwitch instead of Hardcore Chips.
At that level, you chem pistol proc chances will be great, so with that many attacks per round you will be laughing 😄 Hardest part is mid game, when enemies are max level and you will lack hit chance (Cooked Shot helps greatly).
This build will also have 70% crit chance MKV grenades... so AOE will never.. ever be a problem.. 😅😅🤣🤣

edit: had a wrong build linked.

56
Killing everyone at for apogee and try getting the key to the room with the ladder?
They don't 'Unlock' it, they use acid to break in.

57
One more question though : is there a way to get into the FD base without being sent by the protectorate?
By joining FD? 😅🤣 Otherwise I think it is all locked up with "quest locks".

58
Builds / Re: Shotguns - Fragmented Chaos & Critical Power
« on: August 30, 2021, 04:02:03 pm »
Thanks for the testing and quoting my two year old post :)
Thanks for asking the right questions! 😄 I just wish some of the game mechanics weren't so obscure.

59
It really is great. Now add Ambush! I think they should stack, and if you can keep an enemy in the lit tile and you stay in shadows, that is -50% and another -32% at say 1 tile distance?
Can you test that, if they work additively or not? 😁 Having -80% Evasion reduction would be pretty sweet, with just one Feat that also adds Crit Chance 😁

60
Builds / Shotguns - Fragmented Chaos & Critical Power
« on: August 30, 2021, 01:22:52 pm »
Alright,
To anyone still having questions if they work together, as last post from Devs about this was 2 years ago (https://stygiansoftware.com/forums/index.php?topic=4334.0):

Fragmented Chaos (https://www.stygiansoftware.com/wiki/index.php?title=Fragmented_Chaos) DOES NOT work with Critical Power (https://www.stygiansoftware.com/wiki/index.php?title=Critical_Power).

I made a video on it, inc. testing, here: https://www.youtube.com/watch?v=lgZ_mM40uIo

Critical Power still works with Vindicator's 120% Crit Damage bonus, but with around 50% crit chance that is only a 4%(!!) Damage Increase.

In Conclusion - Critical Power is useless on Shotgun Builds.
By the way, also found out, that each pellet rolls damage separately (from the total, divided by pellet count), not just Crit Chance, so it is more likely to average out each shot, instead of noticing it when you roll minimum damage on Vindicator 😆😆 Although, this still happened too often... like those 3, 95% misses in a row, on a single shot fire-arms...

p.s.: Thanks to my viewer Lestat13 for pointing this out and making me look more into this.
Edit: Reuploading the vid, due to errors 😅😅

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