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Messages - Hammer Wizard

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121
Bugs / Re: Random bug report
« on: March 01, 2021, 09:17:30 am »
Despite me using Corrosive acid, which are purple coloured, the acid entanglement and it's icons were green, as if regular acid, this is the only time this happened. I'm not sure if I completely missed I loaded regular acid vials, but that's highly unlikely since I dont carry those anymore with me.

122
Bugs / Random bug report
« on: March 01, 2021, 09:14:56 am »
I'm here to report zome random and unassorted bugs/glitches/oversights I have encountered so far

First: On my MT Chem gunner run, 2 Razors spawned on the Protectorade ship pirate raid. I must note that the last update dropped mid game.

123
Bugs / Minor bug: Bug item at harlan inventory
« on: February 26, 2021, 08:37:15 pm »
It disappears when I try to buy it, so nothing really happens, it's just there.

124
Bugs / Re: Drag 'n' Drop hostile?
« on: August 06, 2020, 05:49:36 pm »
I had this same problem too. First time ever exploring the updated waterways, didn't even know the location of the bar. I stumbled upon it, and got greeted by Terry's shotgun.
I cant provide the file as I lost my character, however I see many players having the same issue, if it matters I'm going to further explain:
Was level 28 on Classic, started Black Sea with Aegis.
Sided with the Protectorade, completed Gorsky's Port Zenith peacefully, in good terms with the waterways outposts Protectorade.
Did Otto's quest, in good terms with Core City.
Entered the building next to Your House and completed the quest.

However, my run was subject of many three, so something could have happened here.
Currently doing another run, if I get a hostile Drag 'n' Drop again, I will post file

125
Builds / Re: PSI Tank Build for a Beginner
« on: June 07, 2020, 05:23:17 am »
Play as a hammer wizard
Read the hammer guide, you will find it here in Builds

126
Builds / Re: Ultimate hammer guide
« on: June 04, 2020, 06:55:16 am »
Ultimate Hammer Wizard guide

https://drive.google.com/file/d/1UAyOi08w5io8fbEyeWHWrdrjD3X8mJbE/view?usp=sharing

Any thoughts and opinions are well welcomed

127
Builds / Re: Ultimate hammer guide
« on: May 05, 2020, 07:44:11 pm »
I've got a bit of a noob question about the tungsten tank hammerer:

I see lots of increased critical strike damage. But where is the critical strike chance coming from? I assume gear, but I am a bit of a noob and am not finding a large source of it.

Like Harper said, it stays at normal 5% or maybe if you take Weaponsmith or other feats or foods/drugs you could increase it, but being realistic, you don't seek out critical chance.
A hammerer seeks high base damage, not high critical chance. The idea is to crater someone without the need of crits, by having a sheer amount of brute force. By having brute force, you will be 1 hitting all puny weaklings in 1 or 2 strikes, and everything else that does not dies in 1 or 2 strikes, such as Bosses or stronger robots (Industrial Robots and Naga Protectors), you will have to tank and swing repeatly, eventually, a crit will happen, and you will DEMOLISH that tought enemy in a single crit.

Think it this way, a tank can afford to be patient, wait and roll for crits repeatly since he can take the beatings, afterall, you still look for high survivality.

128
Builds / Re: Ultimate hammer guide
« on: May 05, 2020, 07:37:23 pm »
My respect to Hammer Wizard!
How about Sledgehammer Magic in leater armor(abbreviated S&M Leatherman)? Take psi invulnerability combo from Force User(Force Wall)+Future Orientaton(Stasis+ spam Limited Temporal Increment); take Stoicism(5)+Morphine+Aegis. Throw away dodge-evasion, and face-to-face with sweet pain!
Also Condtioning 15% mech res+LiBe 5% res+ Ancient Rathound armor 5% and tabi 5%=30% mech res, but not that important.
Sprint replaced with Psycho-temporal Contraction.
Something like this http://underrail.info.tm/build/?Hg4DAwoDBwYALQDCoAAAwqAAAAAAWnlNWm4AwqAARkwATV8IK2kUKhIfwodjwohQS2IowrYAMeKhhgTiorUC4quGBd-_  Not sure in feats order, and maybe stealth replace with Hacking and Lockpicking

I do not have experiencie playing a hammer build solely focused on stacking mech damage reduction/inmunity, on the hand I never play with Time Manipulation. Ever. So I'm afraid I won't be much of a help here.
However, are few things I'd like to mention:

>No Evasion, No Dodge
 As far as I know, high mech damage reduction comes very late, and given you wont be wearing metal armor, have low mobility, having no avoidance, even with 3 Agility, sounds like a bad call to me. Stealth is a good call. If you take avoidance, get Nimble.
>Paranoia
Luxury feat, in my opinion. Feat slot better spent elsewhere.
>No Pummel, No Super Slam
No Super Slam I can understand, you will have low HP so it won't do much, however Pummel is incredibly helpful, specially when you get it's AP spec'd. This is a No-No.
>Weaponsmith
On a build with very low to non-existant bonus critical damage (No Heavy Weight, for example) a slight increase on critical chance seems rather pointless to me. Also that both feat slot could be better used elsewhere, and that 1 point on INT could be used on STR instead. On the same line of thought, I wouldn't go Critical Power since you have no real bonus critical damage.
>No Dirty Kick
Kicking someone in the boulders is incredibly helpful, specially when you discover it's amazing synergy with Stealth.
If you attack someone during stealth, if you're undetected on your first attack, you will ignore the enemy dodge rating on your first strike, making it a guaranteed 95% hit. This combos really well with Dirty Kick and Pummel.
>Recklesness
Once again, redundant to go for critical chance when you have zero critical damage. Also it will make you vulnerable to attacks, putting yourself on risk, taking more damage, goes AGAINST the role of a tank. You're closer to being a Glass Cannon than a tank.

Give it a try, but I'd give it a serious second thought to your build. Seek another approach.

129
Bugs / Lunatic Mall crash
« on: May 01, 2020, 11:30:19 am »
I was doing my Monk run, was forced to walk away from the Lunatic Mall fight for a moment, but when I reenter the fight, the game shortly crashes afterwards.
Reloaded, crashes.
Reboot game, crashes.
Come back days later, keeps crashing.

I will attach the file to a Google Drive link, will also post the crashlog:

https://drive.google.com/open?id=1hAzQSfRDPffTl8eG8Ycf_SKUqDIJmBnk

Game Version: 1.1.1.6
Error: System.NullReferenceException: Object reference not set to an instance of an object.
   at dx0.a(cjr A_0)
   at dx0.a(Object A_0, EventArgs A_1)
   at dw2.c()
   at dw2.ak5()
   at aba.b(Int32 A_0)
   at ap3.a(Double& A_0)
   at d6g.dl(d8u A_0)
   at ck.dl(d8u A_0)
   at ar5.a(d8u A_0)
   at a0u.Update(GameTime gameTime)
   at dtf.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at bqx.a(String[] A_0)

My computer is not exacly powerful so it probably is a performance related issue.

130
Builds / Re: Ultimate hammer guide
« on: February 26, 2020, 08:03:39 pm »
Can I make good use of grenades without 6 dex? I want some kind of ranged option, but I also want to actually be able to use Balor's Hammer.

Grenades are always useful no matter the build, having 3 DEX means you will take a skill penalty when investing in Throwing, which will require A LOT of points to get up to 100 effective throwing skill, the skill treshold in which you can throw grenades with relatively consistancy.
Alternatively, you can get 6 DEX and 3 AGI and get grenaider, trading range accuracy for mobility, risky but it could work, and at 7 DEX you could get Three Pointer for even more damage.

If you're one of the two tin can archetypes however, you have certain benefits as a sturdy character.
For instance, Tungsten, TiChrome and SS have from decent to very high Heat DR, which will absorb great quantities of fire damage. You can throw incendiary damage at your feet, both heat blast damage and getting set ablaze will be largely reduced by your whooping Heat DR.
Frag grenades work in a fashion that, upon detonation, mini shrapels fly all across the area of explosion, these dont do much damage, but also there are quite a lot of shrapels, which is devastating to squishy unarmored targets, like the natives. Having very high both mechanical DT and mechanical DR will absorb largely, if not all fragmentation grenade damage. Throw a frag grenade at your feet when you're completely surrounded by a mob of enemies.
Flashbangs are very useful too because of shaded visors will protect you from flashbang incap, throw it at your feet to incap everyone around you.
Lastly, by the way Gas Grenades works, you can simply throw a gas 'nade at your feet where the enemy will congregate, for example on a doorway, and simply walk away, when you end your turn, the gas will start to spread and contaminate everyone, and being a very tanky, sturdy tin can you're not in a real rush to move, taking your sweet time.

131
Builds / Re: Ultimate hammer guide
« on: February 18, 2020, 09:18:18 pm »
Hey, wanna try your build (Tungsten Tank) but I don't understand how can I get 15 on Strenght, 10 on Con, 7 on Will, 6 on Agility and 5 on Intelligence, should I put extra points on Will at the beginning?

You dont.
Using the build calculator, you can see you can get, by level 28 (easily attained if you were scrutinous enough with oddities):
14 STR (12 base + Veteran Increased Strenght feat)
10 CON
7 WILL
6 AGI
5 INT
3 PER and DEX

The conundrum lies on rolling with 5 INT but 3 WILL or 3 INT but 5 WILLat the start of the game.

With 5 INT 3 WILL start, you will have relatively quick access to Expose Weakness, a must take feat for all melee builds, EW will give you an easier time taking down robots and sentries such in GMS and in facilities in Junkyard/Old Junkyard. In Dominating, starting hammerers do struggle on quickly taking down sentry bots, Expose Weakness makes it more easier, it's possible, using Rathound Barbecue, Adrenaline and Sprint, to take down a Sentry bot in 3 swings in 1 turn. Also Sentries tend to have considerable mech DR that will absorb a decent chunk of your hammer damage. Also, 5 int will give you decent crafting and mercantile.
On the other hand, with 3 WILL, your PK will be very underwhelming, which also will negatively affect Persuasion and Intimidation. You will rely more on melee brawl and tools rather than PK, at least prior to Depot A.

With 3 INT 5 WILL start, you will have a decently strong PK from the get go, and at level 8 you can get 7 WILL to get Force User, which will make TK punches much, much deadlier but also make your Force Fields last longer. Also higher resolve to resist incaps and other things. The biggest powerspike lies after Depot A, after you get TK Proxy, your 'Proxy Punch' as I like to call it, will almost guarantee an instakill on squishy enemies. Will also greatly boost Persuasion and Intimidation, having some decent Persuasion, while not mandatory, does eases some problems during the game, and gives better quest/story outcomes early in game.
Problem being lack of Expose Weakness will make fighting Robots and Sentries much, much harder, you can still brute force your path out, but you wont have the luxury to take sentry bots in 1 turn or to take out Turrets in 2.
On the other hand, EMP grenades, HE grenades and even electrokinesis can help you with that.

So in the end, it's a matter of choices really, maybe you can tank some STR and/or CON to get 5 INT and 7 WILL from the get go, as I stated before, this is a guide, not a build order, adapt and modify your build as you find it more comfortable.

132
Builds / Re: Ultimate hammer guide
« on: February 04, 2020, 11:24:00 pm »
>I'm completely new to the game so I'm kinda lost on how I should distribute my skill points.
As rule of the thumb, you always max out your most relevant offensive skills every level.
For a Hammer Wizard, these skills should be Melee and Psychokinesis.
Then you have secondary skills like crafting, lockpicking, hacking, persuasion, intimidation, mercantile, etc; these skills you boost depending on your progress on the game and the direction you want your build to take.
My personal go to skills to boost are, besides Melee and Psychokinesis; Persuasion, Intimidation and Lockpicking, crafting skills are also necessary but you decide when to invest in them or not. But if you want to invest in Crafting, Mechanics and Electronics are the most crafting skills of a Hammer Wizard, second Tailoring and third Biology/Chemistry

>if I should put any points into dodge/evasion.
Do NOT put points in Dodge or Evasion, reason why: Armor Penalty. Is the game mechanic that rules how 'unwieldy' and 'heavy to maniobrate' your current gear is, metal armor is very heavy and has high AP (Armor Penalty), it's capped at 95%, which means your Dodge, Evasion and Stealth effective skills can be reduced by your current Armor Penalty you're wearing, and you will easily hit 95% AP with metal gear.
To view your current AP, open the Stats window and click on the Defense tab, it will tell you your current AP, among other useful stats you should definely should learn to understand.

133
Builds / Re: Ultimate hammer guide
« on: January 22, 2020, 04:05:53 pm »
So I decided to try the heavy armor build but I went with grenades instead of psi since I've never done much with them before. I went with
9 str
9 cons
7 dex
6 agi
And 3 for everything else.

I made it to level 8 and spent my first 2 bonus attribute points on bringing both con and str to 10. Should I spend my next 2 building up int for expose weakness or focus on getting str as high as possible?

Also, I'd love it if you'd mention what the core skills we should be leveling are.

I always suggest to take Expose Weakness, the reason why being enemies with very high mechanical DR will be hard to take down without EW, such as Bladelings, Industrial Bots, Naga Protectors, etc; some hammer builds can get away without Expose Weakness but these are the kind of builds that dump all stat points into STR, betting on raw brute force, in this case, you dont have enough STR to brute force your way out (15 STR and above), thus highly recommending to pump int to 5 to get EW.
If you're going as a tin can, you always boost mechanics along melee, and in your case, throwing; also electronics is a good candidate to boost, as well mercantile and/or persuasion, in reality you just need Melee/Mechanics/Throwing maxed every level , the rest you figure out and adapt as you progress the game.
Like Harper said, I personally like Persuasion, Lockpicking, and obviously Mercantile, also hacking helps too, but the more important thing is finding a playstyle that personally suits you the most.

134
Builds / Re: Ultimate hammer guide
« on: January 13, 2020, 10:32:56 am »
Hey, I just want to say that, as a complete noob to this game and having restarted multiple times because of build, I must say your tungsten can hammer wizard is the most beginner-friendly build I've tried. Unlike the Psion build which requires you to properly juggle all the tools at hand to achieve best result or the tin can AR build which kinda suck until you get a real AR and solve the early game ammo shortage, your build get online the moment I got a hand on a sledgehammer and only get better from there.

What do you think about adding temporal manipulation to the hammer wizard build? Currently it is working out fantastically for me due to a combination of Sprint + Temporal Contraction eliminating almost all mobility issue for a few rounds. There is also Entropic Recurrence which I theorize will work great for echoing and amplifying the big boy crits, but I haven't been able to get much use out of it because I've been using a shockhammer. I plan to ditch the shock component eventually, but right now I'm not critting very often so they make up a pretty big part of my DPS.
 
>What do you think about adding temporal manipulation to the hammer wizard build?
Time Magic makes everything a little more viable, regardless of build, so yes, you can in theory slap TM on a hammer wizard to get even a little more of it. I personally not use TM so I can't say much.
>but I haven't been able to get much use out of it because I've been using a shockhammer.
>I plan to ditch the shock component eventually, but right now I'm not critting very often so they make up a pretty big part of my DPS.
Why would you ditch an electroshock hammer? If you think it works like Energy Edge weaponry, you must know that electroshock generator does not reduce mechanic damage from your melee weapon, like Plasma Spears, Swords or Knifes for example, thus it doesn't reduce your damage output, even less critical damage, so there's quite literally no reason, whatsoever, to ditch a good lighting hammah.
The purpouse of a electroshock hammer is to cause splash damage, and not really add direct hit damage, that'd be plasma melee weapons, but sadly hammers dont get such thing.

135
Builds / Re: Ultimate hammer guide
« on: January 10, 2020, 06:55:14 pm »
Really nice guide. Thumps up!

I like the Berserker variant, though all 3 examples are interesting.

I wonder what Oligarch to support with these hammer guys?, Leaning towards JKK for the Berserker, and Praetorians for the other two.

Correct, Praetorians is always a choice for metal armor wearers because Lt. Straford also sells carrier vests, besides explosives and other goodies that, despite being a hammerer, you will still find Praetorian gun shop still good
And I was kinda at lost for my Berserker, I went JKK because I assumed it has good stealth stuff, and since JKK are quests mainly revolving Stealth, I went for them

Inspired by your guide, I have started the "Berserker" hammer variant, now lvl 11 having returned the drill parts. (Hard difficulty, Oddity mode)

So far, I love the combination of being a nimble, agile, dodgy character who rely on stealth and traps, and the ability to full berserk in hand-to-hand, drugged up and quite tanky.

I consider a decent traps skill important, in order to detect and not step on all the mines.
It is not that it hurts that much with 10+ CON, good evasion for the level and damage resistance, but the noise alert all the enemies on the map, wich is not cool. (Also you can recover a bunch of useful traps to set yourself, wich is very cool.)

Skill distribution is indeed very tough, I have so far sacrified all social skills, tailoring, throwing and electronics in order to have decent dodge, evasion, traps, stealth, biology and mechanics. Working on improving tailoring first.

Feat distribution/lvl:

1 - Sprint
1 - Nimble
2 - Doctor
4 - Interloper (+1 AGI)
6 - Conditioning
8 - Fast Metabolism (+1 STR)
10 - Thick Skull

Yes, that's the long hardship of a Berserker, you will be always be starved on skill points, myself I get 50 Stealth and then I'd try to get 50 more stealth by gear bonuses, such as Soft Padded/Black Cloth leather armor and Black Balaclava, and I left Evasion mostly unattended, and from time to time raise dodge
In my opinion, what urges more is getting a good TiChrome hammer and a good L L shield and a H H shield, which will help you survive.
I dont think investing in traps is a good idea, you can just memorize where they are and just avoid them, and in reality you just regular bear traps, they will do the job just fine. In any case, caltrops are the ones that do most of the heavy lifting, specially crawler caltrops. Sure Step is highly suggested, makes life much easier.

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