Underrail Forum
Underrail => Builds => Topic started by: A_Clever_Monocle on December 05, 2019, 04:29:01 am
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Dirty kick seems interesting since it doesent require a specific weapon making it an ideal choice for versatility builds.
also by unarmed damadge does it mean it scales with your boots as well as melee skill.
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It uses your barefist damage, but doubles it.
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How good is it exacty will high dr/dt enimies resist the stun if no damadge gets through
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Also is it really all living/organic targets or just humans
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It only works on living targets, and even then I don't know if it works on all of them. It works on humans and animals for sure. It doesn't work if it doesn't penetrate DT.
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Good to know looks like I will give it a go, the main draw for me is the lack of weapon restriction and a 15ap stun. Seems really handy as a panic button or setup for flurry (Intend to grab flurry+red dragon late game for zones where ambush wont work) it should give me a quick kill as I come out of stealth.
Also does force emmision effect dirty kick
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They didn't.
Dirty kick is pretty bad feat, since you could just use Taser, which has less AP and cooldown
I tried rolling unarmed build, but the kick isn't that much better than punching with force emission, although I haven't found metal boots yet. Even then, seems like it worth less than tabi, which offers less AP attack and more stealth / dodge/eva
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Just tested and it looks like force emission adds no damage, but the actual damadge from the attack is suprising given the ap cost. thematically it fits the versatilitybut its limitations appear to be pretty glaring.
but quick pockets with a taser does the same thing and stuns robots so I will just hold off for now.
I just wanted to get an Idea on the feat and see if there was anybody who swore by it
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Dirty kick is great, even without metal boots or high strength. It's a melee attack that doesn't require a weapon/utility slot, it deals good damage in addition to a stun (unlike tasers), and you can use it and a taser in the same round; enemy might have resisted the first one or you might want to stun two enemies.
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Taser and dirty kick sounds like overkill. You'd better throw flashbang and re-stealth
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Im using a versatility build with dex as my main stat and melee as my main attack skill, so I've been trying to figure oyt the mileage dirty kick gives me, I plan to take it around 18 or 20 along with flurry I put it in a previous post (would do a link to build tool but that thing is a pain to use on mobile.)
Also I am aware that machetes are not light weapons but I figure its worth some light investment due to the red dragon/critical power synergy
in the engame loadout will probably consist of that in combination with a laser or electro pistol
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Machetes are better with dex anyway.
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Dirty kick technically scale with STR, and it cant crit afaik
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Dirty Kick is ok if your utility slots are tied up with e.g crossbow bolts or throwing knives.
But it has a lot of weaknesses for something that requires a feat slot and I brought them up before:
- physical damage is much more easily absorbed than electrical damage, faceless in rail crossing can ignore both the damage and stun if you aren't fully specced into melee
- can miss, needs high skill to avoid that
- long cooldown that's reduced only by gear that no one wants to wear
https://underrail.com/forums/index.php?topic=3227.msg17280#msg17280
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Just tested and it looks like force emission adds no damage, but the actual damadge from the attack is suprising given the ap cost. thematically it fits the versatilitybut its limitations appear to be pretty glaring.
but quick pockets with a taser does the same thing and stuns robots so I will just hold off for now.
I just wanted to get an Idea on the feat and see if there was anybody who swore by it
You can have both and stun two organic targets though. It is not necessarily a waste since Taser does have a CD.
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It's a waste of feat. Just chug flashbang if you wanna disable more than 1 target
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I dont know, tasers get resisted from time to time. Dirty Kick is a decent backup if you want to for example perform a silent assassination (flashbangs make noise) as a sneaky character. If you attack from stealth then Dirty Kick should benefit from the melee surprise benefit of halved opponent dodge (I believe it was), so it should be easy to hit with.
Problem is there are plenty of nice competing feats to choose from.
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Off-meta strat, I tried with metal spiked metal boots sledge build, the damage is pretty good, but it's quite often to missed compared to Taser, even with off-balance debuff. Although in sledge build, normal attack already good enough to kill most light armored guy anyway.
Gonna continue my unarmed monk tomorrow and check if the damage is worth more with that 20% unarmed damage boost thingy (although my monk is agi-oriented, not str-oriented :/)
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If I have the space I will take it around 28, honesty if they reduced the ap cost to around 5 or set it on a 2-3 turn cooldown it would be worth the feat on more builds my current build has a lot of space for feats at level 20 im already deciding whether I should pick up flurry, pack rathound or quick pockets.
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If it's 10 AP, it fits much better in sledge build. Fortunately, that's the AP cost for Taser, which makes DK much worse
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I tested dirty kick using some saves to revert back afterward
One thing of note is that the damadge of dirty kick is suprisingly good for the ap cost
If it wasn't doing mechanical damadge and didn't have the six turn cooldown it would be a fairly decent ability.