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Messages - Black Angel

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1
General / Re: underrail.info
« on: September 06, 2020, 01:10:22 pm »
What happens when you go to http://underrail.info.tm/oldbuilds? It should immediately prompt you to save a file. If the file is empty instead of containing a list of your build names and their codes, there was nothing in your browser's local storage for underrail.info.tm and I'm afraid they're gone for good.
Clicking the link does save a file, but it isn't a .json file. I tried opening it with Notepad just now and there's nothing there. I remembered posting some links over at RPGCodex, would that redeem it somehow? Or am I fked for good?

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General / Re: underrail.info
« on: September 05, 2020, 11:26:23 am »
For some reason, the old info aren't saved to my laptop as json. Pls help

What do you mean? Saving old builds from info.tm?
Yes. I tried saving the old builds from info.tm from my laptop which is where I made a lot of builds in the old info.tm. Unless it got sweeped away after some cache cleaning? But I haven't done one of those for a long while now.

3
General / Re: underrail.info
« on: August 16, 2020, 09:15:19 am »
For some reason, the old info aren't saved to my laptop as json. Pls help

4
Bugs / Re: Crashing during final boss battle
« on: May 04, 2020, 11:21:37 am »
Seems that the tentacles were causing the bug. Fixed for the next update.

For now I'm afraid you might have to kill them all off in one go without breaking combat.\

EDIT: Actually, it seems only the caster tentacles do this, so if you might be able reenter the area enough times to get a favorable tentacle setup... if this works, I don't remember if I preempted it.
I've actually finished the fight and the playthrough not long after posting this thread. Simply not dying after defeating Tchort did the job.

5
Builds / Re: Pure Psi, Pure Noob
« on: April 29, 2020, 11:11:12 pm »
I see what you're saying about not researching your character too much, but what I think is worse is hitting a wall you can't crack after 20 hours cause you built your character wrong.
If that's your worry, then worry not. Simply keep multiple different saves at many, many points in the game. Before leveling up, before a combat encounter, before talking to NPCs, etc etc. It's one way to play RPGs if you worried too much about doing the Right Thing

6
Bugs / Re: Crashing during final boss battle
« on: April 29, 2020, 05:20:56 pm »
Unfortunately, I was unable to upload my saves to an email because it's too big, so here, a link to Google Drive upload instead https://drive.google.com/open?id=15VQTFOtU0098VkfK-pANURPm5PjHyeHl

7
Builds / Re: Pure Psi, Pure Noob
« on: April 29, 2020, 07:52:05 am »
1. I want to be able to pass every speech check, open every door, and pick every pocket.
This means you're going to need WIL and DEX. However, since PSI skills AND Persuasion/Intimidation are strictly WIL-based, you're going to want to put all the bonus stat points you gain every 4 levels into WIL, which means not only the psi skills are greatly boosted by synergy with WIL, but also the social skills. This means you don't really need to put as much skillpoints into the skills as you would normally have, though I'd still recommend maxing your psi skills for maximum damage output.
You see the numbers in the bracket right next to the amount of skillpoints you allocated into the skills? That's the effective skills you have which would almost always be checked by the game, except for requirements to gain access to certain psi abilities and other stuff. Pay attention to the effective skill, and for Persuasion/Intimidation you generally want the effective number to be somewhere around 130-140, and with synergy with WIL you only really need to put half of those numbers into the actual skillpoints allocation.

But don't get too much DEX, 4 is fine for neither bonus nor malus, from what I heard putting Pickpocket into a little bit above 100 is enough to get as many pocket picked as you want, while as for Lockpicking you don't need higher than 120 or even 110 effective number thanks to certain items in the game that can help you. 

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2. I have no idea what I'm doing in terms of crafting ability. I just based them off of what I was told you need to get the best psi headband and psi tactical vest.
Since INT benefit psi builds by increasing your psi regen, you generally want high INT, though 7 is suffice if you want to get some of the crafting feats. And as Gortsby said, Neurology *instead* of Meditation is an inferior choice, but having *both* would greatly benefit Tranquility-based psi characters so long as you keep your HP full. And it synergize even better when paired with stealth, where you get almost always get the alpha strike.

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3. While an endgame build is nice, if you could also give me an initial level 1 build in addition to whatever you come up with that would be great as well!
This might sound harsh, but I'd recommend asking for less advice and play more for yourself. It's actually fun to put in the effort to learn and master the system by yourself, and then see if you can pull off different builds later on.

Asking too many questions might spoil your experience as you might narrow-mindedly try to attempt other's suggestions to you, when it would be generally better for you to learn and flexibly adapt as you on your own sees fit.

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4. I'd like to spec into stealth, but that means diverting points to agility and making it harder to pick locks and pickpocket.
Again, you don't need to put as much point into DEX and even AGI. If you want to sneak reliably, you might want at least 7 AGI to get Interloper feat which helps increase your sneak speed while also adding a bit of Movement Points while in stealth to help during combat. And you generally don't need to allocate many points into stealth because gears can help you there. And even then, sneaking also largely depends on your ability to point-n-click, and if you know how it works you can also divert attentions if you're also fast enough.

8
Bugs / Re: Crashing during final boss battle
« on: April 28, 2020, 05:07:38 pm »
It seems to be related to animation. Can you upload the save for me to check out? If not, do you at least recall what armor and weapon you were using?
Do you have emails I can send the saves to? I don't have a Dropbox account.

For armor and weapons, it was a psi headband, Phantom Dancer, lifting belt, black tabi boots, and I also had Sormirbaered Spirit-Staff and Powerfist.

9
Builds / Re: Is it a good assassin/psi build?
« on: April 19, 2020, 12:14:52 pm »
I've never played a psi assassin with dodge/evasion, melee and stuff. But I've played a stealthy PSI, or rather, a psi user with stealth, and it's definitely one of the most OP build out there. Add some lockpicking-hacking, and use the max Will to invest in persuasion and maybe intimidation, and then mercantile and crafting using your big brain/INT, and you'll get to experience the most of the content there is to experience in one playthrough.

10
Builds / Re: Opinions on this Spear / Nade / Temporal Build?
« on: April 15, 2020, 05:05:46 am »
Sorry, I have yet another question in regards to spears, namely in light armor - Is "Guard" a wasted feat while already having maxed "Spear Guardian"?
I'd say no, because multiple different block sources are rolled independently. Meaning, If you have Spear Guard, Riot Shield, and Guard all at the same time, they can roll against one attack all at once. Or only Spear Guard and Riot Shield would occur, etc etc etc.

But tbh, Guard seemed like an underwhelming feat even with max STR.

11
Bugs / Re: Able to use Bioluminous Marsh Honey in combat
« on: April 01, 2020, 03:15:45 pm »
Yeah, that's one possibility. Could be that the combat didn't immediately end because some schmucks across the map 'heard' the commotion and began to move during turn-based mode, while your in-combat status is gone when your turn is up.

12
Builds / Re: The Psi-Juggernaut
« on: April 01, 2020, 05:17:57 am »
Instead of Doctor, maybe take Iron Will to greatly boost your Resolve? Especially since the Thought Control tentacle of the final boss is arguably the most dangerous one.

13
Bugs / Re: Able to use Bioluminous Marsh Honey in combat
« on: April 01, 2020, 05:13:59 am »
Did you consume it after initiating combat by pressing ENTER? Because I didn't see your character having the in-combat status effect.

14
Builds / Re: The Psi-Juggernaut
« on: March 31, 2020, 06:04:34 am »
That's right.  There are basically three broad layers of damage reduction.  There's energy shields, armor, and finally player DR.  Since UnderRail isn't a PvP game we don't have to worry about huge Snipe/Ambush/Execute/TK Punch crits coming in on the player.  NPCs simply don't deal the kind of damage a highly optimized PC can do.

So, you get shot at and hit for 300 damage.  That's probably enough to be a problem, under most circumstances, for most builds.

Your energy shield is a decent one, nothing amazing.  It blocks 100 points of High speed damage, say.  200 gets through to armor.
Your armor - especially for the build linked here, a tanky sort - has pretty good DR and DT.  Maybe it's a good set of metal armor (boots, armor, helmet) with 80% total mechanical DR.  That's not amazing; we can get 95% pretty easily but let's assume you're just wearing good stuff, not end-game stuff.  160 damage is blocked by armor, and 40 points gets through to the player.
Now Conditioning takes 15%, maybe 20% (like in OP's build, it would be 20%) of that.  Conditioning just blocked 8 damage of that 300 damage shot.  That's never going to make or break a fight.  It's rarely going to make a difference of any sort.

The use case where Conditioning might make an actual difference is when you're taking a damage type that Conditioning does block, and you also happen to have no shielding or armor mitigation.  Then maybe it blocks a lot of damage.  But if you're taking a lot of damage that you don't have mitigation for, you're dead anyway.  Either you need to armor up, or you need to find a way to facetank less.

If the combat log showed what damage reduction is being applied, nobody would roll with Conditioning more than once.  It's just not any good in any way that makes a difference.
Barring the feats you mentioned, the scenario you put here is a rather specific instance, and not really common occurrence, don't you think? What about enemies with <Medium impact weapon damage, like melee and crossbows? What about characters who can't get the most out of heavy armor because being a hybrid of dodge-evasion and medium armor like riot armor/tactical vest/infused leather armors? What about metathermics casting psionics and azuridaes (although the most worry you'll have are Thought Control casters)?

But yeah, I can see where you're coming from. Mechanical damage is obviously the most common damage there is in the game. I don't know what's the second or third most common damage types, but Cold damage is the absolute most rare type there is, not counting a lot of hazardous environment instances that exists in both the base game and the DLC.

Going by this facts, Conditioning is actually a useless feat for heavy armor characters, which is weird considering both the feat and heavy armors synergize well with high CON. Maybe the numbers needs to be buffed, if Styg wants to keep the trio of mechanical, heat, and cold? Or keep the numbers, but adds (maybe) Bio, Acid, or Electricity, or a combination of 2 out of 3? Or add spec options to add those other damage types to the feat? Hell, maybe even restrict the Tempered veteran feats to having Conditioning as a requirement to make it desirable?

Carrying on my post to the topic of the thread, I planned to play a Tactical Nuke Battlemage of a sort in the future http://underrail.info.tm/build/?HgQDAwoDDwgAAAAAAAAAAAAAAGRkRi1kwqDCoMKgwqA3QWkrCFAsXwUUPSohwodlZsKIwoTCt3LCp-KitAHiorUC4qOIBeKsggXirIMC378
Building this character, I found much to my chagrin that you can't reinforce Metal Armors with Psi Beetle Carapace, and so I switched gears and made the character aiming to use Tactical Vest or even Riot Gear to withstand those pesky knifers. Still, Metal Armor PSI would probably be much more challenging in that you sacrifice Psi Beetle Carapace bonus for more efficient usage of Hemopsychosis, maybe even fully specced.

15
Builds / Re: The Psi-Juggernaut
« on: March 31, 2020, 03:26:59 am »
You can always drop Conditioning for something else.  No matter your build, no matter your CON, no matter your play style, Conditioning is always garbage and the mental gymnastics required to argue in its favor are Olympic-worthy. It isn't, technically, worthless because it does actually reduce damage, but it does it in the least meaningful way possible.  As far as survivability feats go, that's your weakest pick and if you wanted to try an Empowered feat, that's where I'd suggest you go to free up a feat.  But since you're not building for DOMINATING, you certainly don't need the Empowered feat, so you could keep Conditioning if you preferred it.
Would you kindly elaborate why is Conditioning 'always' garbage? Is it from how it works (iirc, reducing damage AFTER DT/DR)?

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