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Builds / Re: Viable defensive options
« on: September 18, 2020, 11:10:05 pm »
True enough, my fear is that at some point, having some isn't more helpful than having none. If memory serves the minimum absolute chance to hit is 10% though evasion alone is not going to achieve that. If a few attacks that would be deadly at short or long term (stuns, rooting effects, snipes from beyond the freaking screen) are directed at my character at near minimum value, I have some good odds of surviving. But if my evasion isn't high enough and the enemies hit me half the time, then I am well and truly boned. One of these attacks I can't afford to take on the chin will land, and I'll be reloading my save.
As for deflection, I love that feat and use it whenever I can. Dodge in general is less useful than evasion (to me at least) but it's around 100 free dodge points and I'll take that.
I suppose my question is a bit obscure without some builds to illustrate it (and we're in the build section after all!) so here are a couple, it may illustrate what I do wrong. They're a bit old so I can't claim the crafting values are 100% what they should be, the feats are not ordered and i didn't assign specialization points.
Balor Impersonator:
https://underrail.info/build/?Hg8DBgoDAwYAWQDCoAAAAF5mAAB8clhlYAAAAAAAwqBfVSQ5Yi0SA1JgDUvCgURUfMK2378
Basically just a "put almost everything in strength, see how it goes" kind of build, with some points left over. There should be enough points in crafting to craft anything I need. Chemistry and Biology can reach their caps without workbenches or Hypercerebrix for convenience. Everything else needs both (plus under pie) to craft high-ish level gear. Intimidation is sky-high for Yell, Mercantile is high enough to pass most checks without any help and I can break out the hypercerebrix+under pie for the big occasions. Or raise it with the leftover points. Hacking at effective 120 so I only need to break out the Engineer armor to reach the soft cap, and an MkII for the hard cap. Lockpicking at 103 lets me reach the cap with jackknife, Engineer and just an MkIII. Throwing at 80 because technically that counts as disarming traps.
The archetypal kind of build I make as far as crafting/utility skills are concerned. I could shave off points by planning around the Huxkey instead of planning around not being screwed if I don't get it this run, or not over-invest in Strength and Yell like I did (This build is supposed to wield the Balor Hammer after all) but it's more of a fun build. I rarely have issues reaching my opponents though the mobility is low. Baiting the AI is a dirty trick, but it works.
Stealth Sniper:
https://underrail.info/build/?HgUDCQMQAwfCoFkAAAAAwqBYXABvaWtJSW4AAAAAAABwASQ5KB4CHTV-JkszwoXCtcKk378
Just a stealth sniper, nothing to see here. Should be an average build, it cannot use the higher strength sniper rifles but I prefer the Reaper anyway. I still ran out of points and lowered biology and chemistry, I now need my workbenches for MkV grenades and workbench+hypercerebrix for supersoldier drug. I don't know what to make of the change to sniper rifles yet.
Literal Lightning Punches:
https://underrail.info/build/?HgMNCgMDBwcAKgDCoCh_AFgzAAA0a1NfewDCoAAATABMKyQ5TxRnICoHCRMMBhJLwrN6R9-_
Closest I got to a dodge/evasion build. Tabi+Lightning Punches+Dex 17 (supersoldier drug) still let me reach 4 AP for my leather glove punches. I ran out of feats halfway through so it's barebones, just activate force emission, punch and fish for crits/incapacitates, with some psi powers for chicanery potential.
AR 14 Per:
https://underrail.info/build/?HgkDAwoMAwbCoFkAAAAAAF5bAGt4clhlYgAAAABoAFpVYyg7FWJKDiZGS0nCtcKk378
Might have been everyone's first build, definitely was mine. Tungsten, assault rifle, you're a turret. I'll agree perception is too low by at least one point for the joke and by much more in general, but tungsten armor is my favorite metal armor.
And this right here is the problem:
https://underrail.info/build/?HggNAwoDAwYALwDCoAAAAF4tSz5xd1hlVQAAAABnAFolJmNiwozCmcKLwo7CjQZLVSTCs9-_
Swordguy. The only way I found not to have this guy die horribly to a vast array of snipes, sledgehammerer spam and the like was to make him into a tin can. 8 strength so I can downgrade to riot gear and avoid being crippled my crippling strike, thick skull because I hate stuns and enough HP to take a few hits before going down, but that leaves him with a measly 3 agility, so very few movement points to start with, which are at least immediately halved. At this point I bait the AI so much I'm surprised I need a pole to catch actual fish. Also, my only character with a high pickpocket skill. Hell, at this point I might even shuffle some feats around, cut the fat, grab Guard (even though I find that feat weak) invest in metathermics just enough to get cryo shield and the fire aura, bock what I can, pop fire aura, Molotov MkV myself when swarmed and just pretend this character power walks.
As for deflection, I love that feat and use it whenever I can. Dodge in general is less useful than evasion (to me at least) but it's around 100 free dodge points and I'll take that.
I suppose my question is a bit obscure without some builds to illustrate it (and we're in the build section after all!) so here are a couple, it may illustrate what I do wrong. They're a bit old so I can't claim the crafting values are 100% what they should be, the feats are not ordered and i didn't assign specialization points.
Balor Impersonator:
https://underrail.info/build/?Hg8DBgoDAwYAWQDCoAAAAF5mAAB8clhlYAAAAAAAwqBfVSQ5Yi0SA1JgDUvCgURUfMK2378
Basically just a "put almost everything in strength, see how it goes" kind of build, with some points left over. There should be enough points in crafting to craft anything I need. Chemistry and Biology can reach their caps without workbenches or Hypercerebrix for convenience. Everything else needs both (plus under pie) to craft high-ish level gear. Intimidation is sky-high for Yell, Mercantile is high enough to pass most checks without any help and I can break out the hypercerebrix+under pie for the big occasions. Or raise it with the leftover points. Hacking at effective 120 so I only need to break out the Engineer armor to reach the soft cap, and an MkII for the hard cap. Lockpicking at 103 lets me reach the cap with jackknife, Engineer and just an MkIII. Throwing at 80 because technically that counts as disarming traps.
The archetypal kind of build I make as far as crafting/utility skills are concerned. I could shave off points by planning around the Huxkey instead of planning around not being screwed if I don't get it this run, or not over-invest in Strength and Yell like I did (This build is supposed to wield the Balor Hammer after all) but it's more of a fun build. I rarely have issues reaching my opponents though the mobility is low. Baiting the AI is a dirty trick, but it works.
Stealth Sniper:
https://underrail.info/build/?HgUDCQMQAwfCoFkAAAAAwqBYXABvaWtJSW4AAAAAAABwASQ5KB4CHTV-JkszwoXCtcKk378
Just a stealth sniper, nothing to see here. Should be an average build, it cannot use the higher strength sniper rifles but I prefer the Reaper anyway. I still ran out of points and lowered biology and chemistry, I now need my workbenches for MkV grenades and workbench+hypercerebrix for supersoldier drug. I don't know what to make of the change to sniper rifles yet.
Literal Lightning Punches:
https://underrail.info/build/?HgMNCgMDBwcAKgDCoCh_AFgzAAA0a1NfewDCoAAATABMKyQ5TxRnICoHCRMMBhJLwrN6R9-_
Closest I got to a dodge/evasion build. Tabi+Lightning Punches+Dex 17 (supersoldier drug) still let me reach 4 AP for my leather glove punches. I ran out of feats halfway through so it's barebones, just activate force emission, punch and fish for crits/incapacitates, with some psi powers for chicanery potential.
AR 14 Per:
https://underrail.info/build/?HgkDAwoMAwbCoFkAAAAAAF5bAGt4clhlYgAAAABoAFpVYyg7FWJKDiZGS0nCtcKk378
Might have been everyone's first build, definitely was mine. Tungsten, assault rifle, you're a turret. I'll agree perception is too low by at least one point for the joke and by much more in general, but tungsten armor is my favorite metal armor.
And this right here is the problem:
https://underrail.info/build/?HggNAwoDAwYALwDCoAAAAF4tSz5xd1hlVQAAAABnAFolJmNiwozCmcKLwo7CjQZLVSTCs9-_
Swordguy. The only way I found not to have this guy die horribly to a vast array of snipes, sledgehammerer spam and the like was to make him into a tin can. 8 strength so I can downgrade to riot gear and avoid being crippled my crippling strike, thick skull because I hate stuns and enough HP to take a few hits before going down, but that leaves him with a measly 3 agility, so very few movement points to start with, which are at least immediately halved. At this point I bait the AI so much I'm surprised I need a pole to catch actual fish. Also, my only character with a high pickpocket skill. Hell, at this point I might even shuffle some feats around, cut the fat, grab Guard (even though I find that feat weak) invest in metathermics just enough to get cryo shield and the fire aura, bock what I can, pop fire aura, Molotov MkV myself when swarmed and just pretend this character power walks.