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Topics - Anka

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31
Suggestions / Lightning Punches Sugestion
« on: February 01, 2021, 12:53:28 am »
As of right now, if your total armor penalty is exactly 20 it wont activate, and when fully specced it will only become active with a max AP of 24, restricting the use use for a lot of armors whose penalty can be reduced to exactly those values, so i suggest LS to proc with the value described in the tooltip as well (20 + 1 per specialization point)

32
Bugs / Bugs
« on: January 31, 2021, 01:36:19 am »
A mutie in Depot A has the wrong name and sprite for its corpse.





Also some of the Ancient Rathounds in the Rathound King lair have the same issue.

33
Bugs / Aran does not have DOMINATING's HP boost
« on: December 20, 2020, 10:17:23 pm »
Topic




34
Suggestions / Various suggestions
« on: December 20, 2020, 08:38:27 pm »
While these don't have much in common i wanted to group them like this instead of making a thread for each

Crowbar: consider make it a light weapon (eligible for DEX AP use reduction) or giving a lower AP cost.


Hypertoxicity: i think hearing the devs mentioning that it could be very hard to fiddle with the activation order of some statuses, but i was thinking that changing this feat it so that it makes poison damages occurs at the start of a turn, plus the x2 DoT damage would be a nice modification.


Hunter: i think Throwing knives should be modified by this feat as well.

35
Builds / Versatility XAL-001 Chemical Pistol build (Survival Instincts)
« on: December 01, 2020, 02:29:17 am »
The XAL-001 is an interesting unique chemical pistol that sees little due to its seemingly game breaking gimmick, but its far from true, as I aim to show you in this crazy fun build I’ve put together based on Sheepherders versatility chemical pistol build (https://youtu.be/CwaeyuuZIio).
Today we trade the reliability and safety of normal, non-institute made chem pistols for incredibly cheap and powerful acid blobs, terribly high (but completely resisted) self-inflicted acid damage and the looming risk of getting entangled on the spot with each shot you make. Hilarity ensues! 
Given than this build makes permanent use of Survival Instincts its best to attempt it with comfortability and knowledge of the thought encounters. We will beeline both the main and the protectorate questline for the required gear, we need both the CAU armor and the XAL-001 chemical pistol, they complement each other immensely and are of little use without each other.
This build is very much DOMINATING and bellow viable, and with the acid self-damage completely resisted we are left with a very interesting and fun challenge.

Build: https://underrail.info/build/?HgMQAwkGAwYjwqAAwqBaWm4AAAAAMmRLRloAAADCoAAAWisnwqMmMWLCkSQvUU7Ch8KIKgLChcKz4rK7BeK1rgrfvw

The tldr of the build consist of;
-   Getting (and fully specializing) Versatility
-   MAXING melee and DEX to make your guns skills scale off it, decreasing the base AP cost of chemical pistols ( making your XAL-001 shots cost 5~4 ap)
-   Since the XAL-001 shoots you AND your target at the same time, we use the CAU rig and biohazard/mutant dog leather to achieve 100% acid resist
-   Running around with survival instincts active (30 % HP at all times) and obtaining as much critical chance as possible
-   Playing around Temporal Limited Increment (LTI), Escape Artist and Stasis to circumvent the 30% chance of acid entangle yourself and its funny (and lethal) implications
-   Abuse Fatal Throw Action Points refund for free reloads/even more shots
Feats:
-   Versatility (+10): the core feat in this build
-   Pack Rathound: at 3 str we need our Purse-of-Holding Feat
-   Opportunist: we constantly entangle others, making it a death sentence for them
-   Recklessness: more critical chance for the crit god
-   Survival Instincts: see above
-   Cooked Shot: Amaizing area of effect special attack unique to chem guns, CAU armor boosts it by 20%, and since its cost is based on your main weapon cost, it will be incredibly cheap to cast, plus, with LTI it will be much more spammable.
-   Quick Pockets: since the chemical belts offer no additional utility slot, having an additional one for your knives is a nice deal.
-   Fatal throw (+3): our throwing skill is sky high with all this dex, which means cheap, accurate and stronger knifes that will secure a kill and a surplus of AP reimbursed. Pro tip: Corrosive acid lowers mechanical resistances and lets you score easier kills with knives

-   Escape Artist: our only means out of acid entanglement, its strategic use is key to survival out of a literal tight spot
-   Psycho temporal acceleration, Future Orientation and Precognition (+2): more AP and MP is always good, we use precognition to bypass the increased AP cost of LTI so it doesn’t cost us an extra 2 shots.
-   Ambush: with flares and incendiary grenades we can play around it to secure hits and increased critical chance
-   Blindsiding: since chemical pistols range is not that high, we aim to start as close as possible from the action by closing in while stealthed, most fights you start by your terms will end up on your turn, so a 15% dmg boost is welcome
-   Increased DEX: duh
Optional Feats
-   Nimble: CAU armor might detract some movement points and evasion/dodge with its penalty, good but not crucial to have
-   Split spare: getting lucky with a well placed black dragon coated knife is a neat surprise, and we will try to get one will with them each turn no matter what.
-   Grenadier/three pointer: With all this throwing skill and cooldown reduction grenades are always available and incredibly powerful, but this is a chemical pistol build! we need no loud firecrackers aside from incendiary grenades
Neglected feats
-   Mad chemist: realistically we wont be using anything more than the XAL and a trusty fire blob chem gun for emergency fear and ambush activation, so we use those ability points elsewhere.
-   Steadfast aim: the additional crit chance is nice, but its negligible with an already low cost weapon like the XAL

Gear

Head: Seeker goggles with night vision modules ( we will need some mechanics and electronics for them)
Body: CAU armor
Shield: High High modules and efficient mod, maybe a low low one for expedition crossbow enemies
Boots: biohazard boots work well until you can get your hands on some mid-tier quality super steel fiber and mutant dog skin, both makes us immune to acid puddles, we want this to resist corrosion and rusting stacks (the XAl has only 870 durability ☹, we already use plenty repair kits) when we make use of the corresponding acids
Belt: Advanced chemical belt, further reduces chemical pistol AP cost and dealts an un-resistible debuff to shot targets
Food: when we are 1 point of DEX away from a AP reduction on our chemical gun, Eel sammich, otherwise hardcore chips. All-in is also a great drink, as it gives use +3 in DEX and lets us reach 4 AP XAL shots.
After we obtain the XAl and become acid immune, the real fun will begin ! more than 10 acid blob shots, each critting from 200 to 400 damage with the occasional entangle.
We betray Aegis Security as soon as we enter the black sea and turn ourselves to our torrent-downloading friends the Grimm Jetters, this way we can access katya’s stock of rusting and corrosive acids, letting us get by them without entering the Deep Caverns or dealing with Sea Wyrms (we hate those so much).

Im no expert, but if you have questions i (might) have the answers ! thanks for reading.

will do a vid featuring its strenghts and weaknesses in the future

36
Bugs / Renegate Soldiers Quest Sequence Break
« on: October 03, 2020, 06:28:21 pm »
By making noise outside Dolos Center with a grenade Holloway and the other renegates come out to investigate, talking to him iniciates the dialog as if you were normaly doing his quest, even if youre not even a Protectorate member


37
Suggestions / Of Riot Gear and Metal Shields
« on: September 08, 2020, 01:08:52 am »
Ive always thought that for how many aviable components you can craft a riot geat shield with, there is little variation between them, which i feel takes away some flexibility and use from this particular armor piece and leaves little room for experimentation.

Two properties matter when selecting riot shields components, their inherent Armor Penalty and the block capability (not % chance) of each, which ive verified and made this to ilustrate my point. I feel caparaces have no particular stats that make them stand out from metals plates, the former being able to block more damage and having the possibility of having their Armor Penalty reduced with a feat, with the expemption of Psi crab and beetle they offer no particular benefit. (all materials used were 100q)


So my suggestion would be maybe change the properties of caparaces and metal plates when used as components for this slot, perhaps
 providing an aditional block chance increase but decreasing the ammount blocked, or allowing them to block different sources of damage more eficiently.


38
Suggestions / Indoors hydroponics for plants and fungi
« on: September 05, 2020, 06:19:43 pm »
Was thinking you could harvest underrail flora and mico flora, keep it with you in a generic box sprite in yout inventory, so then it could planet it in multiple soil patches in the confort of your home, posibly giving it a slower (but upgradeable?) growth rate.

Could be placed in your basement or in the second floor, as right now there is very little reason to invest in it.

39
Bugs / Wireless Charging Aura doesnt seems to be charging the Power fist
« on: September 05, 2020, 05:37:59 pm »
Topic.

Havent tested with other uniques, so im not sure if it only happens with the P. fist



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