Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bati

Pages: 1 ... 6 7 [8]
106
General / Psychosis vs Tranquility
« on: December 21, 2015, 07:29:05 pm »
Just wondering what people here think works better for Normal difficulty. Nerd Commando (https://www.youtube.com/watch?v=cxG64b5SH_o) recommends Tranquility but he's taking 10 CON on his Psion for the feat that sets health to max for two turns. I'm a little conflicted, for several reasons:

1) I don't have 10 CON
2) I think crit on demand (Psycho Mania) would be pretty potent for finishing fights before they even properly start
3) I'm on Normal, not Hard

Is anyone far enough into the game with a Psion to weigh in on this?

Thanks.

107
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 04, 2015, 11:43:56 am »
Yeah I noticed :). I don't know if dodge and evasion are broken or just underwhelming but at lvl 20 with maxed out evasion and dodge (~110, 147 effective, 220 on defense tab) vs level 15-20 enemies I get hit with nearly every attack. Only enemies significantly below my level (10 or less) miss me a lot.

It doesn't matter though, this is one of the most enjoyable games I've played in the last few years so I'm really looking forward to start a new character.

One question though - how crucial is Neurology (+15 psi for crafted headbands) for a full psi build?

edit: just to be clear, I don't think melee is THAT bad. I've successfuly finished Arena and Gauntlet with my character as well as the first part of Core City oligarchy questline.

108
Discussions / Re: How did you find out about this game?
« on: July 03, 2015, 01:38:25 am »
RPGCodex a couple years ago, I was looking for a turn based rpg that I haven't played yet. Since then I've seen the game mentioned a few times on various forums.

109
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 02, 2015, 11:19:27 pm »
A bit of throwing can go a long way.

sensiblechuckle.jpg

Ok, you convinced me. Which skills would you take to complement the three Psi skill lines?

Just pick the lowest points you need for psi headbands, psi armor

Do you know off the top of your head what those are? I've checked the wiki for components but I'm not sure how item quality plays into this.

edit: Do those items have static quality? Ie, is Proximal Neuroscopic Filter always quality 51?

110
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 02, 2015, 09:15:22 pm »
Ah of course, I should've realised it works like that. Thanks for clarifying. 25 is the new level cap? Niiiiiiiiiice. This opens up a lot of possibilities.

Great protip on the TP, I'll try to get it asap. I think I'll turn away from Railroad Crossing for now and try to find more oddities (great system btw) and quests to complete in Core City so I can get that level up and with it an increase in power  8)

111
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 02, 2015, 08:09:16 pm »
Thanks for suggestions. Unfortunately I can only pick two more feats before I hit the level cap so those two will likely end up being Expertise and Expose Weakness. On the other hand, my throwing is reasonably high so I might decide to take Grenadier instead of EW.

I did think about going with a Psi build as well, but I can't quite settle on a build. I don't want to take crafting but apparently you get some pretty crucial items through it (psi vest and such). I'd also hate to lose lockpicking, stealth and electronics which I'm currently using and loving all of them.

I was thinking of these attributes (please feel free to weigh in, even though it's offtopic :)

Dodge, Evasion (could drop Dodge if I'm gonna keep my range), Lockpicking, Stealth (also a candidate to be dropped), Electronics, Psychokinesis, Metathermics, Persuasion. Stat spread would be focused on Will and Dex. Is it generally recommended to focus on all 3 psi abilities since you're already heavily invested into Will stat? What about social, is one enough or should one generally get both persuasion and intimidate if going that route?

Your strength/will idea also sounds very appealing. If I can convince myself to drop container opening skills I might just go that route.

edit: missed a post

Hey there and welcome to the forums!

The gist of your problem is that fast & small hits with poor armor penetration (like punching or stabbing) are easily stopped by armor threshold - Expose Weakness is a direct solution to that problem.

Expertise also works with fist weapons and is very powerful - it adds to every number of damage you do, so a single hit with (8-13,2-4) glove will get the expertise bonus twice. Its effect doesn't show up in combat stats as it doesn't add damage to all hits, only to non-critical hits.

Hit chance is based on your melee skill vs target's dodge skill. Higher level enemies will have higher dodge, so yeah, level difference indirectly affects it. Keeping your weapon skill maxed is obvious (it increases both damage and hit chance), but having a very high attribute (dex for fast melee) to increase the skill further is also very helpful.

Somehow I completely missed your post, was scrolled down too far :). Thanks for the detailed info, very much appreciate it. It sounds like Expertise should be my first priority since I'm going to get 34 extra damage becase I'm using gloves with two different types of mechanical damage (blunt and spikes). Unless my math is wrong this will give me more benefit at this point - the enemies I ran into had about 20-25 mechanical treshold so adding 34 on top would put me at ~+30, EW would be at +~13-15 only.

112
General / Fist weapons vs high armor - ran into a bit of a wall
« on: July 02, 2015, 06:00:14 pm »
Hi

I'm playing a stealthy techhead that likes to get up close and personal with fist weapons. This build has worked amazingly well throughout the game so far - I just got to Core City but decided to turn back and head to Rail Crossing where I'm having huge issues fighting Faceless. Unless I crit I basically don't do any damage to them and my hit percentage versus them is relatively low as it is - about 70% (weapon is at ~90% durability, but I suspect difference in levels might play some role here - my 17 vs their 20). It feels like I'm missing something important but I can't quite figure out what it is. Fwiw, I noticed the first sign of things to come vs The Exploder in the arena.

My combat stats are as following (level 17):

7 strength
8 agi
9 dexterity
95 melee, dodge, evasion

Offensive stats:

Damage: 21-35
AP: 7
Impact Speed: Very low
Crit chance: 19%
Crit bonus: 225%
Initiative: 22

My fist weapon has 10-17 (8-13,2-4) damage range. I am also using Force Emission which adds 8-17 dmage to my strikes.

Relevant perks (the others are mostly to support stealth and lockpicking):

Nimble
Recklesness
Lightning Punches
Cheap Shots
Wrestling
Combo
Critical Power

Is there something I can realistically add to this build to make it more potent? Note that I don't have any points at all in crafting, so making my own fist weapons is out of the question for this run.

There are a couple perks that I think could help a bit:

Expertise (if it even works with fist weapons, when I took it for testing purposes I didn't see any changes on the Offensive tab)
Heavy Punch
Opportunist (I stun a lot)
Expose weakness
Bone Breaker (very unreliable)

I've also thought about getting a sledge hammer as a secondary weapon but if possible I'd prefer to stick with fist weapons.

Lastly, let me just say that this game is absolutely amazing. So even if my build is fucked I won't be mad at all if I have to restart :).

Thanks in advance for answers.

Pages: 1 ... 6 7 [8]