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Messages - Persimmons

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Builds / Re: Versatile Versatility (Sword/Chem Pistol+TK) build help
« on: August 07, 2023, 04:54:53 pm »
In general such build would work but I would switch to knives instead of swords. Reason: swords use lots of AP per attack (Flurry) and their damage ramp up when using exclusively swords. So, you will have little AP to do other stuff if going for highest damage. Knives, on the other hand, scale better with Dex which shoild be your main stat, since it reduces AP cost of both knives and acid pistols, gives crit to knives, initiative and skill points.

Knives are bad choice against armored enemies but you have acid and Electrokinesis for them. Knives are good with crit and (Premeditated) Electrokinesis has a feat that increases enemy chance of being criticaly hit, you can start your fight with that and see the results. Lastly, Acid Pistols would benefit from high crit chance of Ambush and PK's Telekinetic Proxy lit adjacent targets to trigger Ambush, worth digging into it.

Makes sense, also more chances to proc cheap shots. Knives seem less feat dependent too. I suppose I'll swap out Flurry for Cutthroat and Onslaught for... does Critical Power stack with Cheap Shots? Is taste for blood any good? If I go for knives I'll have 2 more attribute points to spare as well, wondering where I should put those

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Builds / Re: Is this idea good/viable - TC + ENG gun
« on: August 07, 2023, 06:25:15 am »
Looks like a fun and versatile build, but generally speaking you don't want to dump Dex if you're using energy pistols - that AP reduction is huge... but your attributes are already spread thin enough. If you want a TC+Guns build with that kind of attribute spread you want to go with a weapon that doesn't rely on Dex, like ARs or shotguns. Example: https://stygiansoftware.com/forums/index.php?topic=6057.0

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Builds / Versatile Versatility (Sword/Chem Pistol+TK) build help
« on: August 07, 2023, 02:56:45 am »
I started playing through Underrail for the... 5th time with a "One Turn Man" pistol build when I lost several hours of progress due to my own stupidity, and I decided to start a new character. OTM pistol is super strong but I found answering every problem with different flavors of "start shooting it" pretty dull. My favorite builds were always ones that threw around lots of different status effects and debuffs (pre-rework dedicated psion was a blast).

Anyways, I knocked out a quick versatility build, but I've never used melee or versatility before so I have no idea what I'm doing here, so I'd appreciate any suggestions.
Feat order and exact skill points not at all set in stone:
build/?FAUPBwMDAwcjHgBuAABTQjMAAFBuWiVJAC0ARgAAACYnwqM5DcKMBlbCkcKNwpkZ378

Basic strategy is to throw around acid entangle+TK stun+grenades then run in and hack things up with a machete.

*Any wasted attribute points? Where should I put my last 2, agility?
*Spec points?
*Any wasted feats? (Taking pack rathound no matter what)
*Any must have sword feats I'm missing?
*Would this be stronger with knives?
*Any other suggestions?

I know it's probably not *quite* optimal but I'd like to optimize this general concept, or something like it. Probably going to do my first Hard run with this.

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This is how I'd do it if I were in your place.

http://underrail.info.tm/build/?EAMHBQYKAwpaWgAAAC08KAAAHi1BQR4tABkANwAAIycvYRYwwpoBK0Aewoffvw

Interesting. What's the purpose of taking Perception past 7? Wouldn't Dexterity be a better investment?

And are Traps really THAT good? I figured if I was going to be focusing so much on energy pistols and grenades I'd dabble in them, but they might be a little redundant. How important is enemy detection when it comes to traps?

I was planning on just taking Grenadier, but is it just not worth taking if you're not going to go three-pointer as well? Seems like a large skill investment when I'm already spread a little thin.

Finally, why choose hacking over lockpicking? Does one tend towards a different kind of loot than the other?


Learning psi requires base skill, not effective.  There's no sense at all in going 73 into Temporal Manipulation; and with 3 Will, no sense going deeper than 73, either.  Stick with 70 if you plan to use Stasis, otherwise 55 will be fine.

Thanks for the info. I really wish this game was clearer about what's based off of base skill vs effective skill.

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Don't know what the plan is with Evasion, but with only 4 Agi, you're not going to qualify for any useful feats.  I would pay more attention to reducing the ability of enemies to make attacks, rather than try to put points into avoiding their attacks.

Yeah, I know, I just wasn't sure where else to put it at that point. I just made my build and then dumped the rest into Evasion, figured the reduced AoE damage would at least take the edge off. What do you think the "dump whatever's left into" skill should be?

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Energy pistols, going for super high intelligence instead of high dexterity. You could try the build described by Ad Astra at the end of this thread here:
https://underrail.com/forums/index.php?topic=4752.0

With genius levels of intelligence you can easily max all crafting with relatively low skill point investment. Because the above build lacks dexterity for grenadier, I'd go for traps instead (the crafted high level versions are very good, but you'll want pack rathound for carrying them). You won't have quick tinkering, but with psi you can just premeditate > electrokinetic imprint.

Honestly, grenade specialization is one of the few things I really, really wanted to focus on, so Grenadier is one of the few non-negotiable feats I want to take.

Anyways, I made a quick & dirty mockup of more-or-less what I'm going for:

http://underrail.info.tm/build/?EAMGBAYIAw5aHgAAACgoJi8AKCw9PRcoAAAAST0AIC8oKwEnMSoWwppaKeK0lAHfvw

It's not optimized, and I know it's not optimized, it's supposed to exploit all of the mechanics I find fun first, but is there anything glaring I'll regret not taking/investing too much in?

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Hello friends, after tearing through the game with a full psi build, which was very powerful but not all that fun to me, I wanted to make something closer to the first build I tried, which was very fun but not very powerful.

As with most first try builds, it was spread WAY too thin, crossbows/guns/stealth/pickpocket/traps/persuade/intimidate/every psi/every crafting/etc. Amazingly, I made it surprisingly far, and special tactics mk III shock bolt>massive stockpiles of mk V grenades>premeditate+psionic mania fireball>pyrokinetic stream at the beginning of every combat took me all the way to the elevator sequence.

Anyways, I've always really enjoyed the crafting system in this game, and I'd like to make a sneaky-scientist-jack-of-all-trades type build that cranks up all 5 crafting skills to utilize them to their full potential, with lots of different gear and grenades for any situation, plus enough stealth, persuasion and mercantile to be even more versatile. I will... PROBABLY not be using oddity. Considering going on Hard difficulty, unless I end up doing something super unoptimal. To that end, I had a few questions:

*Crossbows or chemical/energy pistols? I really like using all the special bolts, but if I'm going to have a bunch of grenades it might clutter my quick slots. Or should I do something else entirely? I suppose I can dabble in other guns if I go energy pistols.

*Pretty much every build I see has at least a dip in one or two psi disciplines, is it THAT mandatory to an optimal build? I figure what I'm going for is gonna be a little strapped for skill points... and HP, but TM seems pretty damn good as a support skill, too...

*How good are traps? I've never really used them. How much am I missing out?

*Never really used dodging or evasion either, but it seems like those values will never get high enough to do anything more than take a slight edge off.

*Is pickpocketing worth it at all outside of oddity?

*If I'm going to be crafting a lot of gear anyways that can crank up my stealth values, what's a good soft cap to stop at for that?

*Soft cap for throwing, if it's gonna be mostly grenades?

That being said, could anyone point me to a good build that I could just tweak a bit to satisfy my goals?

And here's a quick and dirty mockup of more or less what I'm going for.

http://underrail.info.tm/build/?EAMGBAYIAw5aHgAAACgoJi8AKCw9PRcoAAAAST0AIC8oKwEnMSoWwppaKeK0lAHfvw

It certainly isn't optimal, but does it has any glaring weaknesses/problems?

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