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Messages - Ruigi

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1
Suggestions / Re: Eviscerate and Pummel
« on: June 26, 2015, 07:20:41 pm »
I think it deserves to have a 1 turn cooldown.

It requires a feat an is only useful to specialized sledgehammer characters.

2
General / Re: The best shield emitter for a dodge/evasion build?
« on: June 26, 2015, 04:02:52 pm »
A dodge evasion build will use light armor, which has low resistances but doesn't get hit as often.

The best shield for this type of build will have high thresholds, meaning that most of the damage of the attack is absorbed by the shield.

Leather armor has poor energy resistance, so it would be best to use dual high or medium frequency shield modulators.

If you attach two modulators to your shield, the effects will be cumulative.

The best shield for a high dodge/evasion build is two high quality high/med freq modulators with a high quality power core and a capacity upgrade.

3
Suggestions / Re: Eviscerate and Pummel
« on: June 26, 2015, 03:59:08 pm »
at the higher levels, pummel will do significantly more damage than fists.

Also, against crippling strike foes, pummel will allow you to continue to hit them.

You can get around accuracy issues by stunning or blinding the enemy first, then use pummel.

My biggest issue with pummel is the cooldown, not the accuracy.

I'm not sure why there's a cooldown in the first place.

4
General / Re: Metal Armor + Sledgehammer build
« on: June 25, 2015, 09:02:57 pm »
Am still a newbie when it comes to shield emitters; why save low frequency ones if you want to craft a high frequency one, to use Disassemble for parts or...?

The frequency of the shield emitter determines that types of attacks they will be effective at guarding against.

Low frequency emitters absorb more damage from slow attacks with melee and crossbows, while high frequency emitters block more damage from high speed attacks like rifles and energy weapons. Each time a shield absorbs damage it drains from your shield energy. This means that if you have high damage absorption stats on your shield, your shield will sustain fewer hits because it is absorbing all the energy of your enemies attacks.

Sometimes you want your shield to do absorb as much damage as possible because you have no natural resistance. Light armor builds with dodge benefit from a high frequency shield because leather armor does not protect well against energy weapons and you want the shield to absorb all the damage because you don't get hit as often and have no natural resistance.

However, with metal armor, you get hit more often and you have more natural resistance. a low threshold shield with a large energy pool will be able to sustain many hits because the damage reduction will max out at a small number, the damage that gets through will be reduced and easily managed by your metal armor threshold/resistance. Metal armor users benefit the most from high capacity low threshold shields because they don't care about the damage that gets through the shield, but benefit immensely from the slight damage reduction and the ability to sustain more hits.

So the best shield for a metal armor user is a high quality core, an high quality efficiency upgrade, and a low quality low frequency modulator.

5
General / Re: Metal Armor + Sledgehammer build
« on: June 25, 2015, 01:24:37 am »
Crafting is so essential to this build I don't see a way to play without it.

with crafting, it's possible to create a set of metal armor that offers nearly max kinetic and energy protection for less than 60% armor penalty.

You can also craft nice infused siphoner leather striders or tabis that offer immunity to immobilization.

Furthermore, you can craft a weak, high capacity shield that will absorb some damage from enemy attacks while allowing your armor to absorb the rest, granting a further layer of damage reduction that uses your natural damage resistance to its full advantage. It's nice to have a 900+ damage capacity shield that blocks the first 24 points of damage and lets your 95%/30 metal armor block the rest. Hold on to as many low frequency shield modulators and you can get your hands on in the beginning of the game. the lower quality the better in this case.

6
It's not just spiked boots, it's metal armor spikes as well.

I think it's triggering twice; once for the punch and again for the armor damage.

7
General / Re: Metal Armor + Sledgehammer build
« on: June 24, 2015, 01:54:38 am »
Any suggestions? I would love to hear them.

8
Suggestions / Re: Eviscerate and Pummel
« on: June 22, 2015, 10:39:51 pm »
I would not want to see pummel lose it's damage.

It's an essential third attack for sledgehammer characters and purely on that account it is worth it.

It allows a sledgehammer character to finish off a near dead enemy that otherwise would have had a chance to attack again.

An accuracy buff would be nice, but pummel is very important for sledgehammer characters regardless. If anything, I would argue for reduction in cooldown time to once per turn.

My only gripe is the name. "Pummel" is a wrestling move, "Pommel" is the knob attached to the handle of a swinging weapon.

Really the move should be called "Pommel" or "Pommel strike"

9
General / Metal Armor + Sledgehammer build
« on: June 20, 2015, 08:35:26 pm »
This post is for people who are struggling with a heavy armor sledgehammer build. This is my character build and so far has been a success, as of now I am level 18.

STR 9 (Raise STR every 4 levels)
DEX 3
AGI 6
CON 10
PER 3
WIL 3
INT 6

Skills
Melee
Hacking
Lockpicking
Engineering
Electronics
Tailoring
Biology
Psychokinesis

Important FEATS
Thick Skull
Sprint
Pummel
Dirty Kick
Armor Sloping
Nimble
Ballistics
Weaponsmith
Conditioning
Juggernaut
Super Slam
Heavyweight
Critical Power

Essential gear:
Metal Armor :Best defense
Lifting Belt :Allow 2 sledgehammer attacks + pummel
Sledgehammer :You will 1-2 hit kill most things with this
Tabi Boots :Essential Mobility

Thick Skull, Sprint, Pummel, and Dirty kick are very important, please don't skip these feats!

The early game and the gauntlet are the hardest parts of the game because of the reliance on metal armor. You want to wear enough armor to be protected, but you want to maintain 50 action points per turn. This is very important to balance encumbrance with protection.
Psychokinesis is very important as a utility skill because of the stun effect and the bonus damage you can squeeze out of an unarmed fist attack with force emission. Psychokinesis will allow you to engage enemies at a distance if you get rooted and can be used to stun enemies that you are having trouble hitting accurately. You can also use it to finish off weakened enemies. Electrokinesis is good for groups of small weak enemies like burrower spawn. Despite having no will stat, you can get a lot of use from the skill if you invest in it fully every level.

I haven't worked out the best ratio, but you may want to consider dropping some skill points from biology to add to the throwing skill. Flashbangs are the most useful since they can be used to delay ranged attackers.

Biggest problems are ranged attackers that bypass armor, like psionic enemies. Crippling strike is also a pain to deal with.
Use line of sight to your advantage to draw ranged attackers towards you, if you are engaging multiple enemies be wary of this as you can get shot down very quick.

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