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Messages - shadynasty

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General / Re: Expedition alpha testing
« on: June 07, 2019, 12:40:28 am »
So down for some alpha testing! I already posted before, but I also got a job as a QA engineer since then, so testing is my job now!!
Would love to kill some time on this. 400 hours and counting in game.  :D

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Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 10, 2019, 02:59:13 am »
Played up to level 14, leveling dodge to 40 for uncanny dodge and didn't find it particularly useful. Careful traps and excessive flashbang along with taser and crawler poison provide enough control of melee enemies. Split Spare definitely comes in handy in big group fights, but for Tchort in particular it's not gonna do anything, so I'm abandoning that. If I sacrifice evasion, I don't have much else to invest in aside from merc for QoL, but I don't mind the grind (loot is life). I love this game.

I'm not good enough to pull off those low level dominating builds, but I think a level 25 3 CON ninja could potentially kill Tchort. As others have mentioned, it is totally possible to take him out very quickly with only 3 CON, but I've only done it with sniper, crossbow, psi monk, pure psi, even a 3 CON dagger build, and all of those have a more respectable damage output. I think it's just gonna take an absurd amount of grenades. I'll keep you all updated.

I died somewhere close to level 15 with the dodge char, so I'm restarting anyway.

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Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 01:01:44 am »
You won't need to go to IRIS at all with your mechanics score as high as it is. 

You simply cannot rely on evasion on DOMINATING.  I read about a guy who completely maxed out evasion in every way (almost; he had 14 agility by endgame) and even he could only reliably evade enemies with evasive maneuvers, I wanna say he had an effective evasion of like 1400?

THAT is a great point, and could save a lot of points in hacking. Thank you!!

I've seen a lot of mixed info on evasion... But the one I'd like to believe was a thread with some solid math.

https://steamcommunity.com/app/250520/discussions/0/1735468061759968022/

Altos and Qiox go into their stat details on the second page, and the math suggests that evasion of 708 is enough to reduce hit chance of highest level enemies to 40% on dominating, assuming they have line of sight and are in range. On top of that, you get a pretty amazing boost to explosion/AOE resistance, which makes it seem tempting.

In practice, I've had little luck with higher level chars in dominating, but I also wasn't MAXING evasion. On my level ten test runs, I farmed siphoners and got nimble, and found I was taking significantly fewer hits. Hard to say what percentage, but definitely made life a lot easier on such a squishy char.

I guess the alternative to no evasion is... More CC? Psi disciplines? Heavier armor? I don't see a way without sacrificing what I ultimate want to do with this build. It's definitely gonna be a pain in the ass, but I'll keep you all updated.

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Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 12:55:15 am »
Is this as min maxed as I can be?
I don't believe so.  I don't think there's any need to go that deep into Bio unless you plan to cook Super Soldier outside your house.  If you do, then clearly you need just what you've got.  If you're willing to switch around gear, you don't need quite that much in Traps, because with Trapper's Belt and Jackknife plus a good food buff you can easily get up to the minimum you need to place the hardest traps in the game; and where you're at, you won't be able to *disarm* the traps on DOMINATING without switching stuff around anyway, so it's not like you're saving much micro.

I do intend to craft super soldier :D I just figure with such a low damage output it would really help.

With jackknife, trappers belt, and food I'm at 144 traps, which I still don't think is enough to disarm the absolute hardest traps in dominating, and I really don't mind the micro, which pack rathound makes a lot more bearable.


Is this as min maxed as I can be?

You're going to need a lot - really a lot - of Flashbangs and the game economy is fairly stifling on DOMINATING, so you may find some trouble with no Mercantile.  You may also find that with such limited control options, you really wish you'd shuffled things around and at least picked up the bare minimum for Uncanny Dodge - you'd only need to find 40 points, and though your Throwing is high enough that Split Spare will be fairly nice, even at its best it's only just that....fairly nice.  You're going to be playing with very narrow margins in this build, and the uncertainty of Split Spare makes it awfully risky to use in a pinch.


Absolutely true. I've had a great time on other chars in dominating, but I always invested some into merc. I figure with traps (even with QT nerf) and enough preparation melee won't be too much of a problem, and I'm hoping to avoid as much combat as possible, which was my thinking for abandoning dodge. I'll try another test run with it before I dive in for real.

Thank you for the advice!! That's what I thought about split spare.

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Builds / A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 12:19:01 am »
Posted on the underrail subreddit, figured I'd try here as well.

This has been a dream of mine for a while. First, the build:

http://underrail.info.tm/build/?GQMQCgMDBQYAwocAAADCgn5aLQAyZGRYZXMAAAAAAAAvOR0WMFFcPl4oJhsnJA

With eel sandwich, jackknife, huxkey and infused hopper tabis, there's enough hacking/lockpicking to bypass every obstacle. I want 130 hacking for IRIS, because I don't think I would fare very well with all those bots and that would make it a lot easier.

I wanted to wait for the expansion, but I've been telling myself that since December and I'm playing anyway, so... Might as well get to work on this.

I've been testing this char on hard mode and a few dominating runs just to iron out the tweaks before I really go for it. Ran through junkyard using stealth and high lockpicking/hacking without any trouble, and some power leveling is necessary to keep evasion useful with enemy skill levels. I haven't actually gotten higher than level 10, and that was on hard, but I think this could make it to the end. That being said, I'm hoping some of you lovely folks could offer some suggestions.

With squishy chars in the past, I have foregone evasion completely and been fine. However, since this character is limited to throwing knives, grenades, and traps, damage output it relatively low or staggered (grenade CDs and generally weak knives without poison).
Could I skip evasion and reinvest (some in mercantile for easier gear) to a more optimal setup? Is this as min maxed as I can be?

The alternative is to max evasion (135) and switch a feat around to get evasive maneuvers, which could get me through a lot of the game with only a semi-decent shield. But that begs the question, which feat do I eliminate?

It is perhaps a little feat starved, but I would argue with all the traps and grenades, pack rat is an absolute must. Part of my dream for this character is a sneaky ninja, poisoning and trapping from the shadows, and hypertoxicity just seems to good to pass up for that. The ripper/fatal throw combo also seems too good, though with such a low crit chance I'm not sure I'd see much use outside of that (unless infused rathound affects throwing knives).

The extra 5 initiative from paranoia might not be all that worth it if I plan to stealth initiate most combat, but the detection will surely come in handy as well with such low PER.

Split spare sounds useful in theory, but in practice...? I just don't know.

To boil it down, the feats I'm still on the fence about are Expert Trapper (mostly QoL, probably not necessary), Evasive Maneuvers, and Split Spare. If anyone has any experience with a similar build, let me know what you think! Evasive maneuvers + sprint + tabi boots sounds pretty awesome.

I can't find anything about infused Rathound Leather crit multiplier, and if it applies to throwing knives, but I'd like to think it does. If so, then foregoing evasion would mean a higher crit chance with throwing knives, otherwise I intend to stick to infused siphoner.

The feat order isn't totally correct on there, I tend to take nimble a lot earlier.

Sorry this got a little long and ranty, I just know it's possible to ironman a throwing build and I wanna make sure I get it right from the get go. Any input is greatly appreciated. :)

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Just read through oculus database on Gunnar. Yikes.

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Yes, he does say he never had a daughter, which is understandable based on what she said about him.

I think you make a good point. It was frustrating and disheartening, much like the world of Underrail. I guess for me I would love to be strolling through DC and find a mangled woman's body with nothing but a JKK comm device on it, near the hanging rat elevator or something. But alas...

I actually did not know that! Did you learn that going through the praetorian or coretech quest lines?? I guess I need to pay more attention because, yeah, that's actually a really cool bit of story.

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So, potential spoilers ahead. Read at your own peril.

I just replayed the JKK quest line on a new character, and I forgot how disappointed I was with the end of Vivian's story. At no point can you talk to her father, the engineer, and bring up that you met his daughter. Once she is gone, she is just gone. It almost seems like there wasn't enough time and so the story just got cut short, which is understandable with so much other stuff going on in the game.

I have a simple solution, if a little morbid. Why can't we find Vivian's body somewhere after she disappears? Like down in the core city sewers, or at the bottom of the elevator shaft that we fell into for that quest? I think it would be a really simple fix that would add a lot of severity to the JKK organization, and some closure for those of us that felt attached to Vivian.

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General / Re: Expedition alpha testing
« on: October 07, 2018, 08:59:42 pm »
I would love to get involved in alpha testing!! I have loads of free time in the coming months, and I've logged 322 hours in the original so far. Beat it several times with the some crazy hybrid builds, as well as more standard ones. I've beat dominating twice and I would be so stoked to try out some new content, and to help make it better!

10
Bugs / Clip through wall at University Train Stop
« on: August 06, 2018, 02:02:24 am »
At the upper underrail train stop for Tchort University, there's a small section of the platform's northwestern wall that can be clipped through. You can explore a small chunk of the void! Neat. Picture shows access point.

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Bugs / Re: Fort Apogee Entrance, Unlimited AP
« on: August 06, 2018, 01:52:04 am »
Just found this also happens inside the coretech warehouse in Core City, in the basement level at the transition between the facility and the sewers

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Bugs / Fort Apogee Entrance, Unlimited AP
« on: May 19, 2018, 06:43:25 pm »
I found this bug at the entrance to Fort Apogee, right after coming up the stairs on the protectorate side.
After entering combat and using my AP, I went down the stairs to hide. This immediately refilled all of my AP and MP.
The turn never progressed, and neither did cooldowns. Just shoot, hide, reload and repeat until victory.
I will test in similar areas as I come across them.

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