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Messages - Yolfashj

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1
Builds / Re: Spear Build on Dominating
« on: August 17, 2021, 10:56:57 am »
hmm.. iirc Greater Spiders have detection value of 290, x0.4 would be 116, which is the threshold of instant detection. I did that several times in my dom games, not sure if recent patches changed that or not~
Thats what I saw at 120-130 - I get instantly detected. Other people wrote the same too.
I think 290 is on Hard and below, DOM buffs all enemy skills by 30%, that looks to apply to detection too it seems. Simply multiply 116 x 1.3 = 150(rounded down). Stats on Wiki are for regular difficulties.


**sigh :-[** Wth all due respect man, it wont take u more than 5 min to check that before posting, I just tested on 1.1.4.4(Expedition) Dominating and I can assure u 117 effective is enough to avoid instant detection,

I played on dominating for almost 800 hrs and aimed for that number everytime i picked stealth build, perhaps we are talking about different games.

2
Builds / Re: Spear Build on Dominating
« on: August 16, 2021, 02:16:43 am »
This is a bit Necro 😆, but..:
1st thing - on Dominating, for Greater Coil Spiders you will need 150+ Stealth to not be instantly detected. Defenitely not 117.
2nd - Tranquility on Tank Build??? 😅😅

hmm.. iirc Greater Spiders have detection value of 290, x0.4 would be 116, which is the threshold of instant detection. I did that several times in my dom games, not sure if recent patches changed that or not~

Well, this is not a Tank build imo, its more likely a mediocre block build, so i named it "Defensive"~
With overlapped block chances and shield emitter , one can keep tranquility on for quite a long time.

Tranquility is to remove ap cost of LTI or to cast 2 Cryokinesis+Cryostasis within 1 turn. A 5-turn frozen is useful to chain CC skills when facing tough bosses.

Anyway, this is a... prototype, people can always make adjustments depends on different play styles. :D


3
Builds / Re: Spear Build on Dominating
« on: August 11, 2021, 06:02:43 am »
Thank u Steppe and sorry for a late reply (cheap internet :'( :'(
I made some adjustments based on yr suggestions~

Pretty decent rendition of the MT Hoplite. However while i dont know too much about regular spear builds Hoplites dont need spear throw and no build needs 8 int.

Yeah spear throwing, i see people have mixed feeling on this~but if u drop it, Destabilization combo will be devastating when used in melee.
Also, spear throwing deals tons of dmg if used properly, especially under recent patches.

8 int for psi slots mainly, imo this build requires lots of utility psi skills to be functional.
And~~~it can help getting 69 effective chem skill really quick (even before junkyard on Classic) and save lots of crafting skill points for throwing.

It could be lowered according to different play style however,  but i'll keep it :) :)

A good rule of thumb is that the Hoplite is very similar to hammer wizard so you should always try to increase tankiness
Honestly man your Defense build was pretty good but it was definitely not dominating viable, I'd definitely use it on hard but its trying to be 2 things and that doesn't work on dom.

I wasnt intended to rush in and face tank everything actually, that's why i took nimble and kept "stealth" possibilities.
Impale+Cryostatsis will fail you from time to time, so use stealth to support matters deeply, in my games at least.

Noise system/flashbang/High dmg/Re-stealth --->what really carry you in a dominating game imo, so removing stealth and be tanky will make me really nervous... 8)

Dodge and nimble are removed, you're a tank and tanks don't dodge and they certainly arent nimble, if you need MP it can be found in sprint rather than trying to lower armour penalty

Thanks~ fancy footwork is indeed inappropriate, I was trying to make some kite kill implements because of daze+Dilation, but...yeah, not effective~
Ive already replaced fancy footwork(dodge) and nimble with spear guardian and expert throwing respectively.


4
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 12, 2021, 07:39:10 am »
Drop Expose Weakness. You have W2C bullets for dealing with armor and pistols are ammo efficient.

80 stealth and not Blindsiding?

Mixed feelings on Execute and Rapid Fire. They are great single target damage, but .44' Hamerrer in melee distance can crit for 600+ damage. Is it worth a feat + extra AP points to use such high damage skills? I didn't pick them in my build (although I'm not playing on dominating).

Versatility is worth it starting from levels 14-16.

Premeditation. Lvl 6. This + psychotemporal dillation + few steps back effectively dissables one opponent early game. Late game it saves lots of AP for Statis.

Speaking of Statis, you know the Bullet Time trick? Bullet Time, kill everything in sight, end combat if you can. If it worked, you have 6 seconds to move in real time to next enemy group (and they usually go after you lured by noise). If you get to them in 6 seconds, you still have bullet time. If you can't end combat, cast statis on yourself at the end of turn. After statis ends, you still have bullet time. I could sometimes get even 4 consecutive Bullet Time turns this way.

Nice~! I'll try that Stasis trick, seems very powerful, thank you ~!

5
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 12, 2021, 07:34:18 am »
drop ripper and the will that goes with it

put the points into strength and take steadfast aim

cutthroat is meh I would recommend sprint (goes well with blitz and just getting into range)

hit and run > fancy footwork

finally, drop critical power in favor of lightning punches and take pneumatic fists instead so you can combo it into execute. you are not going to get a lot of crit damage with firearm pistols. I would also steer clear of smart modules and take an extended mag(you reload a lot) or laser instead, you will be using so many regular attacks that it wont matter if you had point shot it would be ok due to the fact that you would be getting it every round. but you dump per for agi so...

fatal throw is a great feat that I throw on all my dex builds (18 or so free ap a round and a free crit yes please)

I can see your point~ I chose 5 will instead of 5 str mainly because i wanted a more melee-oriented build, otherwise take steady aim, stack up like 18+ perception and get around 500 effective gun skills which turns .44 into real hand cannon seems more interesting imo. Also, 5 will to make Hypno Goggles functional, a reliable incapacitation source and cc skill.

Yes, hit and run is better, i dont know why i didnt take that.

I had the feeling that glove build would be better, i'll try it in my next run~ Thank you!

6
Builds / Re: Spear Build on Dominating
« on: April 12, 2021, 07:02:44 am »
What is the weapon you used for the build and which metathermics did you take/ use? sorry i'm a little new to the game and have only tried out crossbows for dominating and never used melee.

Tungsten Spear for its 120% critical dmg bonus.

Also,i would recommend a Extended headband. You'll get 7 slots together with 8 int.

All the Psi skills you need:
Four Metathermics:
1. Cryokinesis: To stack chilled debuff and get a 5-turn frozen. You can cast 2 Cryokinesis and Cryostasis within 1 turn under Tranquility
2. Cryostasis: Core skill
3. Destabilization: Core skill
4. Cryo-Shield: Only if you choose to play the defensive version

Three Temporal Manipulation:
1. Limited Temporal Increment: Free Increment with Tranquility
2. Psycho-temporal Dilation: Combo with Shield bash,only if you choose to play the defensive version
3. Contraction: 20 bonus AP means 1 more spear attack every turn.

7
Builds / Spear Build on Dominating
« on: April 06, 2021, 03:07:01 am »
Based on old school Cryo-Sniper build, made some tweaks, very intuitive.

Use Impale (Your bread and butter) and Cryostasis to shatter living targets, a much better combo than Cryo-Sniper.

Or,

Use Destabilization + Damage Grenade + Flashbang(Optional, to disable evasion and trigger Opportunist) + Spear Throwing to deal with group enemies.


Core Skills

All core skills can be acquired by level 14,

https://underrail.info/build/?Dg0GAwMDAwgAUABQAABQAAAAAAAAAAAAAABQAAAAACbCgys_wpXClAoGEkvfvw

Attention! There are 4 attribute points remaining, if you wanna play the aggressive version, put 3 to Agi and 1 to Dex, otherwise to Dex totally.

From now on, there are two branches, both viable for Dominating (Classic Recommended)

Aggressive Version

Poseidon:

https://underrail.info/build/?HhAHBgMDAwgAwqAAwqAAAG5QTgAAWloyI1IAAMKgRi8ARCbCgys_wpXClAoGEkvChTw5wqw-wofCvcK24p2NCuKdtATis6QB378

All the subsequent feats are to enhance dmg output.

Defensive Version

More interesting and maneuverable (Stylish appearance, suitable for a post-apocalyptic world~)

Steven Spearburg:

https://underrail.info/build/?HhAKAwMDAwgAwqAAwqAAAMKDQUkAAF5VMTBQAADClEYtAEgmwoMrP8KVwpQKBhJLwq_Ck8KqwojCh8KrwrZ24p20A-KxoAXis44C4ra1AuK2tgPfvw

Equipment:

Armor:Riot gear with Psi bug shield (Study Vest + Black overcoat)
Boots: Ninja tabi boots for MP and stealth bonus to compensate armor penalty~Bring stealth to 117, slightly over Greater Spiders' detection threshold(116)
Belt:   Doctor's Pouch, LTI/Contraction/Cryostasis are psi devourer

Gameplay:

5 spec into shield bash to achieve a free attack every turn (can proc incapacitation and build Boarding Up)

Daze lock + Dilation = -30 action points for single target

Cryo-Shield + Spear Guardian+ Riot Shield = melee immunity. Well, almost...

Medium + High shield emitter to defend range attacks (No, not on dominating, shatter those psi casters or sniper first)




8
imho it's a little bit hard to squeeze all those things into a single build.

Recite things you require:

1. A sword - pis framework, Thought Control specifically, Bilocation nonnegotiable

2. Stealthy, focus on lockpicking/pickpocket/hacking, also high if not max Evasion and Dodge

3. Sure Footed mandatory (i'll take it as Sure Step)

4. Crave for Decapitate, Fancy Footwork, Evasion(i'll take it as Evasive Maneuvers) or Locus of Control

5. Technology skills, not craftsmanship apprentice but a master

6. Powerful, very powerful. Dominate Dominating at least.

7. And "Maybe something new"


My solution:

1. Bilocation requires 7 will/LoC 10 Will,  Thought Control needs high Will to be functional, so 10 Will bottom line.

2. 10 Dex for Ripper, a must pick.

3. 5 Str minimum for swords.

4. This build starves for skill points, high Int is inevitable

5. Agility as high as possible, otherwise dodge and evasion investment are meaningless. So 10 Agi for Blitz since Loc+Mental Breakdown will buy extra turns to recover mp point, making it compatible with Evasive Maneuvers, like:

Turn 1: Stealth close+ LoC+Mental Breakdown+ Throw Caltrops to prepare for Frighten and Skip
Turn 2: Base(50)+Blitz(20, before Contraction)+Adrenaline(20)+Contraction(20)-Taser(10, to disable dodge and trigger Opportunist, essential for Flurry)- Jackknife Expose Weakness(5)- 4 Flurry (88, or 3 before getting Blitz) >0
Turn 3: Retreat and Restealth or Uncanny Dodge+ Maneuvers

6. Strip off your equipments from some burglar called Aran, Red Dragon should be your faith

7. Join JKK for persuasion equipment, if play on Dominating, play on classic.

Builds:
https://underrail.info/build/?HgUKCAMDCgcAMgDCoMKgwqBBRjJQAApkMzIAcwAANx8ASSQmKzHCjGFBDxIhBkvCjcKHE8KxR1zio7oK4qe-Bd-_

9
Builds / Suggestions? Melee-Pistol for Dominating Oddity
« on: March 18, 2021, 07:15:18 am »
Build first:

Nearsighted Sharpshooter

https://underrail.info/build/?HgMQCgMDBQZGMgDCoCgAUFstAABfX2AjZAAAAMKLJQBNJsKjKzEXBhILw5Fbw5ITEUdLwrNcwofin4QB4qO6BeK8ugTivYQF378

Playable 1-30 for Dominating, very smooth gameplay, bullet time OP!!!!

Details:

1. Dump Perception completely, use Versatility and Gun-Fu(4 spec) to achieve 306 effective gun skills.

2. Bullet Time+Blitz+Acceleration+Powder/Adrenaline + Rapid Fire = more than 18 times .44 RR Smart pistol attack under Expose Weakness.

3. Flashbang + Cut throat + Execute + Entropic Recurrence = Human Boss slaughter

4. Max dex knife attack for daily routine/silent work/dark area/AP reduction skills in CD

5. Viable for Melee-hatred DLC

6. Can remove knife feats and fit in a Pneumatic Glove build i guess.

10
Builds / Re: question on gun fu
« on: March 18, 2021, 02:35:42 am »
Guys, does Versatility stack with Gun-Fu?

Assume 160 invested melee, 350 effective under max dex, am i going to get:

350*0.6(Versatility) + 160 *0.4(Gun-Fu) = 274 effective gun skill when attack in melee range?

As I understand it, yes.

Thanks~!! Now i can build a 3 per blind gunslinger

11
Builds / Re: question on gun fu
« on: March 17, 2021, 02:30:10 am »
Guys, does Versatility stack with Gun-Fu?

Assume 160 invested melee, 350 effective under max dex, am i going to get:

350*0.6(Versatility) + 160 *0.4(Gun-Fu) = 274 effective gun skill when attack in melee range?

12
Builds / Psiblade for Oddity Dominating, playable 1 to 30
« on: January 30, 2020, 10:10:59 am »
Link first:
http://underrail.info.tm/build/?HgUKBwkDBQcAMgDCoAAAZFVBADBAWlcuWgAtRkYjAEZiMSsmMCrCjAYSS1zChRkpwo3Ct3pn378

This Psiblade is built around Red Dragon and requires some re-stealth tactics, so it's a little new player unfriendly such a fun to play :D.


Leveling Outline:(In case link dosent work)

Since early game is quite linear, following the given leveling order (till lvl 14)is highly recommended, it makes your game a lot easier.

Initial Attributes
Str: 5  Dex:8  Agi:6  Con:9  Per:3  Wil:4  Int:5
(Assuming Play in Oddity)

lvl 4  : (+1 Int) Quick Tinkering: To deal with annoying psibugs, trap it and Cryokinesis.
lvl 6  :              Premeditation  : You are now in GMS, stay before camera for a while and lure 5 sentry bots together. Then deal with them w/ Open door - Premediation+Electrokinesis
lvl 8  : (+1 Wil) Flurry             :  5 will now can boost Temporal Manipulation to 50+, 5 stacks Temporal Distortion will help you destroy those Plasma Turret easily. For that two adjacent Plasma Turret in Depot A Underpassage East, simply Premediation+Electrokinesis one and Electrokinesis the other(Retreat and repeat).

How to Play(Re-stealth Tactics):

Since this char has almost 70% crit chance and insanely high melee crit bonus (around 850% with RD, even more w/Ripper), you can easily one-flurry everything in the way. If somehow things get ugly, try joining our RNG Cult the following strategy:


**1. Re-Stealth**

Core Abilities/Item:  Cryostasis &Quick Tinkering &Force Field &Flashbangs
To re-stealth in combat successfully, you need to incapacitate enemies or make them lose your sight for a few turns. So Cryostasis - run away - re-stealth behind corner/doorway is a reliable strategy against single target.

To deal with group enemies,use Quick Tinkering+bear trap/Force Field/Molotov(Sometimes) to choke doorway/corridor and re-stealth, or simply Psycho-temporal Contraction+flashbang and run-away.

But technically, you should gas grenade abuse try to ↓↓↓.


**2. Separate Group Enemies**

Core Ability/Item: Pyrokinesis &Grenades

Different enemies have different sensitivity to noise, use this as your advantage. Ex: those Spawns are very sensitive to noise, simply Pyrokinesis/Grenade at some place and Spawns will all be attracted.

Specifically, to separate humanoids(which will return to position after checking the site), place bear traps along the way before Pyrokinesis/Grenade and cut those delayed afterwards.


**3. Against single normal target (SOP here in after)**

Turn 1 :Stealth close - Start combat manually - Premeditation w/Electrokinesis (Disable target's dodge and trigger Opportunist, bear traps preferably)- Expose Weakness(Tabi -1 action point) -Flurry

Turn 2 :Flurry-Flurry

In most cases, target would die outright in Turn 1.


**4. Against some single hardcore "Boss" target **

Turn 1 :SOP
Turn 2 :Flurry - Re-stealth
Then   :Repeat


**5. Against Group **

a. you either SOP one of them and re-stealth, or
b. separate them


Feats/Attributes:

1. Why 5 Str

Red Dragon only requires 5 str  :D :D

2. Why not 7 str for Decapitate/ not Parry+Riposte

Why bother when you can one-flurry the whole world. Besides, we are in desperate need of attributes, 7 str is really unnecessary.

Moreover, Parry only blocks melee dmg and Riposte only stack 1 time, otherwise I'll consider building a Reckoning Paladin(Wrong channel Sorry)

3. Why Increased Will

Ripper requires 5 will. Boost it to 7 gets you Persuasion and lots of Psi skill bonus, and since you will stay in 30% hp all the time, Fight Response comes in good synergy(one more flurry).

4. Why 7 Int and Power Management

Red Dragon/Premeditation requires 6 int and sometimes you need to face-tank some bullets/Psi dmg, a good shield is really necessary considering your pathetic hp. If you really enjoy save and load, feel free to replace w/ anything prefered.

5. Why Quick Tinkering

This is still a nuclear weapon even got nerfed several times.

6. Why 7 Agi and Hit and Run

For re-stealth purpose and good stealth bonus, lower it to 6 and take Sprint if you want.






13
General / Re: Questions about force emission
« on: August 09, 2018, 04:25:25 am »
Thank you so much epeli !

14
General / Questions about force emission
« on: August 09, 2018, 02:10:45 am »
Hi guys, new player here. Have some questions about force emission:

1. Can FE critically hit or not?

2. Is it a melee attack or psi attack(thus affected by melee/psi feats)?

3. How to calculate the exact crit chance/crit dmg bonus of FE hits and mimicked hits (by Proxy)?

    For example. a punch with FE toggled on and then mimicked by Proxy (20% melee crit and 50% psi crit):

    i. punch and FE crit = 20% and will only be checked once
       
       the following mimicked hit will be treated as an independent psi attack and crit = 50%

    ii. punch and FE crit will be checked separately, and FE crit =20% (since triggered by a melee action) but dmg bonus = psi
       dmg bonus (since treated as a psi attack)
 
       the following mimicked hit will be treated as an independent action and crit = 50%

    iii. punch and FE crit will be checked separately, and FE crit =50% (an independent psi attack)
 
       the following mimicked hit will be treated as an independent psi attack and crit = 50%

    iv. punch and FE crit will be checked separately, and FE crit =50% (an independent psi attack)
 
       the following mimicked hit will automatically crit if FE crit (Copy the same result)

    Which one is correct? None?

4. How to calculate the psi cost reduction from different resources? I mean , say, a character wearing muffled headband (-10% psi cost) and have taken Force User (-1 cost of FE) and Psychosis (+20% Cost) and under Trance effect (+20% cost),
    so what is final cost of FE ?
   
    [5*(100%-10%+20%+20%)]-1   (Additive and Round towards zero), or
 
    [5*(100%*90%*120%*120%)]-1  (Multiplicative and Round towards zero), or

    [(5-1)*(100%-10%+20%+20%)] , or
   
    [(5-1)*(100%*90%*120%*120%)]?


Thank you so very much !!!

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