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Topics - Apostrophe

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Builds / Are snipers just terrible?
« on: October 31, 2019, 12:22:56 am »
Huge damage per shot is nice, but when you can fire only 2 shots even with Psycho-temporal Contraction that just translates into 2 dead enemies per round and a lot of waste overflow damage.
Elemental crossbow, SMG, SI pistols, etc all do one-shot (or one burst) one-kill but attack 6+ times per round. And even against really tough enemies sniper is bad, who cares if sniper bullet does 20x more damage when SMG can fire 60 of them per round. Ammo efficiency is nice, and SMG is an economic burden to play on dominating for most of the game, but that still does not make sniper good or even decent.

And I can't even see them as a good second or backup weapon, maybe for assault rifle but you really want two of them, one low AP to proc commando and one high caliber monster.

Any redeeming qualities I am missing?


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General / Damage and crafting calculations
« on: October 10, 2019, 11:13:03 am »
Still not exactly sure how damage calculations work. For example if i have 100 damage gun with 120% crit bonus, Blindsiding, Opportunist and Expertise feats, 200 effective weapon skill and 30% special attack >

"base" damage is 100 * (1+0.7*200/100) = 240, this is the damage displayed on offense page of combat stats windows

if i hit stunned target (25% Opportunist) from stealth (15%Blindsiding) damage is 240*1.4+20(Expertise)

if i crit the same target in same circumstances damage would be 240*1.4*2.2

if i hit it with Aimed Shot (special attack?) for guaranteed crit damage would be 240(base)*1.4(opportunist and blindsiding)*2.2(crit)*1.3(special attack bonus)? or 240*1.7(opportunist, blindsiding and 30% special attack bonus)*2.2(crit)??
Or does special attack only boost special attacks that have bonus damage, for example 250% Execute feat becomes 325% (or 280% ?) How would the formula look if i crit with Execute from stealth with Blindsiding feat and some special attack modifier?



Also for example if i try to make infused leather from 160q super steel and 60q leather what quality of leather can i expect? Also if i try to make leather armor from 120q leather, 150q padding and 175q black cloth how exactly is skill requirement calculated?

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Builds / 19DEX SMG build, dominating difficulty need advice
« on: October 09, 2019, 01:09:08 pm »
Currently lvl 16, need advice on feats selection after level 16. Also will 45 points in Psychokinesis be enough for Electrokinesis and Electrokinetic Imprint later in the game?

http://underrail.info.tm/build/?HgcQBwMDAwZQNwDCoAAAwqBKJh4uWGhURmQALQBGAABMTzkrJhYqNxXCo0nChcKz4p-iA-KnqgPita4J378

I was planing to take Expose weakness on lvl 16 since i still use melee to kill low hp enemies etc. but i have stockpiled a lot of wc2 ammo and later in the game i will probably have 2 SMG equipped so it seemed like a waste, also was planning on taking Cut-Throat but now it seems its kinda late for that skill, i have no problems killing humans and better ways to CC.

It just feels kinda dumb to have 350 effective melee and no melee feats. Eviscerate? Or just take Expose weakness?

I also planned to take Nimble but since i will never go over 15-20% armor penalty also seems like a waste.

Quick thinkering? Seems overkill with forcefield and Electrokinetic Imprint , also no specialization points to spare to reduce cost.





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