I'd recommend going with a metathermics headband and a separate psychokinesis headband over a uni-psi headband, you'll get greater psi cost reduction that way and you can swap headbands depending on the enemies you are facing. A magnifying filter+ amplifier headband for cryo orb is really nice, using mania and premed to start off combat with a crit cryo orb will generally kill any normal enemy hit by a shard and can obliterate bosses if they don't have high mechanical and cold resistance. Personally I don't really like electrokinesis on psychosis builds since it costs 30 ap per cast, so you'll need an ap boost or ap carryover to cast more than 1 per turn. TK punch may be a better option since it also stuns and only costs 10 ap. Overall the build looks fine, although I'd sink some neural overclocking spec points into stoicism since you can max out damage reduction with Aegis+specced Stoicism+Morphine/Nervosomnifer.
Thanks for your suggestions! I started a Dominating run and found myself really disliking the psi cost of TK punch, I forgot it was 50 psi. However, I'm incorporating your suggestion about stoicism spec points, that extra boost seems substantial and you only need so much crit damage. A build concept I'd like to stick to (even if it's unoptimized) is the idea of freely switching between different damage types and attacks mid-fight, so I'm a bit hesitant about swapping around different headbands. Psionic mufflers seems too important to have applied to all my skills, since each school hosts an ability with a considerable psi cost I intend to use in my daily driver innervation set.
- Thermodynamic Destabilization deals 100% of target's-health-when-debuffed-by-TD as half mechanical, half heat damage - which in many circumstances is _the_ highest damage possible to deal with any psi ability; TD's psi and AP cost is very little considering its damage potential; TD generally scales with number of enemies: the more there are, the better it gets, meaning it's best exactly in most difficult situations; benefits from your build's use of Psycho-Temporal Contraction, which allows significantly easier times about inflicting TD on a full-health target and killing that same target all during a single turn, thus ensuring multiple enemies being hit by TD exactly the way you want them be: the more AP you have to work with, the more damage you can burst out in a single turn; and, with Cryokinetic Orb removed, Limited Temporal Increment would only be beneficial for reducing PTC cooldown - which in practice is rarely important, as everything is either dead by the time 1st PTC cast ends, or you just ran away and reenter stealth (vanishing powder grenade if need be) anyway. It'd also reduce grenades' cooldowns, yet with TD readily available, it's similarly rare you'd need more than 1 frag/HE/emp grenade to be used.
I appreciate your insights on this! Thermodynamic Destabilization and Plasma Beam was actually the alternative I was thinking to my original post. On further consideration, I think I'll take your suggestions here. Revising my innervation loadout:
- Cryokinesis
- Electrokinesis
- Electrokinetic Imprint
- Thermodynamic Destabilization
- Plasma Beam
- Psycho Temporal Contraction
I'll also be taking your suggestion about cutting out Limited Temporal Increment, and dropping Future Orientation as well. Since I'm using Plasma Beam a metathermics headband seems like it would be great still, but doing some work on the numbers...
I made a quick table with different spreads on costs of the skills, with +40% psi cost columns coming from psychosis and tri-school innervation, +20% when accounting for Psionic tactical vests and Psycho-Neural Flexibility, and -5% when adding on a uni-psi headband, and another two columns with +20% & -17% to account for uni-school headbands. I could dig into the other interactions a lot more taking into consideration the increase to skill level, but
that would take more time. Also included is a table with AP costs.
I could go into my conclusions further but again, that's more time that I could use to continue testing the build in practice. This setup does seem to have a lot of tools to it though, illustrating it all would probably take more time than it's worth for more than what I have already done. I'm up to level 6 on an oddity exp dominating run, my goal is to get a full clear with this setup as a proof of concept. I did another run with my previous plan up to around this point but rerolled with this new plan, picking up pickpocketing for that economy boost early game. I think I'll be wearing black cloth gear in general, the positioning advantages stealth gives has been super useful. I'm a bit torn about the minor investment in chemistry because it's a nice convenience for the eventual Depot A, I'd like the acid damage reduction from mutated dog leather. It's such a minor investment, and it would just go to stealth anyway, so it's not worth splitting hairs over, I suppose.
Here's an update with my revisions:
underrail.info/build/?HgMDAwoDEAgAAEkAAAAAfkdtOABPawxCaADCoMKgNzAANisIX1BiKixlZi7ChMK9wodnVx9ywrfiorUC4quGBeKsgwLirIwF4qyXAd-8