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Messages - ilhwang77

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1
Suggestions / Re: Boat in a Bottle drop rate?
« on: August 28, 2021, 09:11:57 am »
Just in case, these maps all have pirates (X means theres also an interior or two)

I checked all of them including Fetid Marsh just in case(corpse of Razor's friend), found nothing.

2
Suggestions / Re: Boat in a Bottle drop rate?
« on: August 27, 2021, 06:53:59 pm »
It is pretty low; I got my last one on the very last map with pirates left.  You have to check them all.

I've checked several times, and just checked once again. No one left.(Actually there are only 3 alive human beings in expedition region now, Todd, Ferry man, Yngwar.)

3
Suggestions / Re: Boat in a Bottle drop rate?
« on: August 27, 2021, 05:45:56 pm »
Said with such conviction, yet wrong all the same.  How about that.

I know it can drop over 5 pieces. I've acquired 5/5 on another playthrough.
I just said it's drop rate is extremely low, low enough not to get 5/5 on one playthrough if you are unlucky.

After quick check with my another character who sided pirates, now I know I can get it by pickpocketing, which means wiki page about this oddity need to be modified.
I learned something new, thanks.

4
Suggestions / Re: Boat in a Bottle drop rate?
« on: August 27, 2021, 09:52:33 am »
Ive always gotten every ship in a bottle on every playthrough, whether Im genociding pirates or picking their pockets.  There's also the peg legs in various places in their territory and some carry eyepatches.

You cannot grab Boat in a Bottle by pickpocketing. The only way to get Boat in a Bottle is killing pirates and looting their corpses.

I finished this playthrough today, and got every Oddities except Antifreeze Protein Injector(I encountered three masters in this playthrough), 2 Boat in a Bottle, and Acid Cyclopean Eye(It seems that Two-headed Mutant can't spawn in this playthrough).

5
Suggestions / Boat in a Bottle drop rate?
« on: August 16, 2021, 09:08:45 am »
After I grabbed all oddities in expedition except Boat in a Bottle and completed pirate questline, I slaughtered every pirates in Port Ceto, Port Crag, and on sea. I only got 3 Boat in a Bottle after that slaughter, which means pirates are slaughtered for 3 Oddity XP.
 Randomness of Underrail is really frustrating. Usually I don't bother Oddities which I have to kill or pickpocket(JKK pen, Foul Mouth Wash, etc), this time I planned a completionist playthrough, and really regret after all. I've killed over 350 mutants and mutated dog in Depot A in order to get Acid Cyclopean Eye, but pirates would not respawn, which means my playthrough ended in failure.
 It's weird that there's Oddity which needs to kill one major faction's every man and woman twice throughout two playthrough by exporting a character.

6
Exoskeleton armor has a lot of weaknesses, but Balors can be used without it. You are better off going leather for mobility, metal armor for survivability, or Rathound Regailia for the strength bonus.

I see... Is a hammer build with stealth and no metal. Armor viable or not?  I kinda want to play agile hammered which I will named hammerina. Since a lot of feat for sledgehammer usually want armor penalty for maximum power...

Viable and powerful.
https://stygiansoftware.com/forums/index.php?topic=6111.0

This is my modified version of sheepherder's build, and was fully played on Dom with Oddity XP system.
https://underrail.info/build/?HhADCgMDAwgAcADCoCgAZEhlAABQWgw7SQAAI8KAAMKKUCsZOS0mEirCh0fDjsKIPxM8woVEwrbCph3io5MF4qeWBOKnlwHisaAF378

7
Builds / Re: Titan Boxer Build [Heavyweight]
« on: August 02, 2021, 11:38:02 am »
What I really wonder is not how hard his build can hit, but how he can survive, and how to reach his enemies with 3 AGI + 95% Armor Penalty(He has PTC, but 20 MP can never be enough for melee build).

This build may work like Hammer Wizard with inferior survivability and superior damage dealing abilities.

And I think if he add Grenadier(or use Master Demolitionist Belt) he will kill much much more with his nades than his fist or gloves.

8
Builds / Re: Titan Boxer Build [Heavyweight]
« on: August 02, 2021, 10:41:05 am »
For he spec'd Heavy Weight 4 times, Heavy Weight now grants 133% critical damage bonus(95*1.4=133) when his armor penalty reaches 95% cap, and his build also has Cheap Shots. If he spec'd Heavy Weight 5 times(which I hope to recommend, cause killing enemies that exposed their weakness in 2 turns will be fairly easy for this build), Heavy Weight will grant 142.5% crit damage bonus.

Crit damage bonus will be 466% = (133 Heavy Weight + 50 Cheap shots) * 2 Critical Power + 100

Usual Combat Glove using grass cannon's 10 spec Cheap Shots + 5 spec Critical Power critical damage bonus will be 350% = 100 Cheap Shots * 2.5 Critical Power +100

He can also add Heavy Punch feat in his build if he want, and his build has Combo(with 16 STR using Pneumatic Gloves).



Btw, there is a tanker build with SI + Fight Response, which focused on Damage Reduction. Not a powerful build though, but still Dominating viable.

5 spec'd Conditioning(24% mech, fire, cold reduction at 14 Con) + 5 spec'd Stoicism(36% reduction to all at 4% health) + Lifting Belt(5% mech reduction) + Ancient Rathound Leather Armor and Tabis(10% mech reduction) + Aegis(15% reduction to all) + Mushroom Brew(10% mech reduction) grant mechanical immunity, and invulnerability when using Morphine Shots.

https://stygiansoftware.com/forums/index.php?topic=5940.0

9
Builds / Re: Mind cracker build help
« on: July 24, 2021, 12:08:00 pm »
DC, east of elevator, there are definitely more than 6, maybe 9~12 I think.
Core city sewer, north of spider cove, where you can access during the first core tech questline.
This number is based on Dominating difficulty. You'll meet less or lesser enemies on normal or hard.

10
Builds / Re: Assault Rifle / Crafter Build?
« on: July 23, 2021, 11:03:04 am »
Simple version(without psi) for newbie who does not want to frequently visit wiki, and plays without metagame knowledges(especially about int boosting items)

https://underrail.info/build/?HgcHBwMNAwbCoGEAAB4AwoxXRwA9c3hYVmEAAAAALwBROSY7MBYVTkrDjElPAsKDYcKFwrUnHeKjsQXip6oD4qe0B9-_

11
Builds / Re: Assault Rifle / Crafter Build?
« on: July 23, 2021, 10:18:25 am »
Since he said assault rifle + quick tinkering + traps, I'll suggest this build.
Level 1
https://underrail.info/build/?AQYGBgMKAwYPDwAAAAAPDw8ADwAPDwAAAAAAAAAAADkm378

Level 4
Dex+1, traps 25 for tinkering
Electronics 25 for taser
Chemical 30(effective 35) for MKII frag grenade
https://underrail.info/build/?BAYHBgMKAwYeFAAAAAAeHh4AGRQZHgAAAAAAAAAAADkmOzDfvw

Level 8
Str+1 for full auto
Throwing 30 for grenadier, dodge 30 for escape artist
Effective hacking 58(and will be 60 at level 9), effective lockpick 48+7 from jack knife=55 for depot A.
Start putting point into tailoring for siphoner leather armor, mechanics for crafting rapid 7.62mm hornet.
Effective chemistry 50 for MKIII frag grenade and flashbang.
At level 9 or 10 take psi pill and TM 35 for Limited Temporal Increment.
https://underrail.info/build/?CAcHBgMKAwYyHgAAHgAoMiEAGTIZKwAYAAAAAAAAADkmOzAWFd-_

Level 12
Per+1, TM 55 for Psycho Temporal Contraction.
Get SGS Tattoo
Start putting point into mercantile.
https://underrail.info/build/?DAcHBgMLAwZGKAAAHgAyMiEAGUYZKwAyAAAANwAAEzkmOzAWFStOSsOM378

Level 16
Per+1, effective biology 50 for focus stim.
Effective mercantile 92+3 from underpie will allow us to gain access to second tier of merchandise of all merchants(except Hanna)
https://underrail.info/build/?EAcHBgMMAwZaKAAAHgAyPCwAGVoZMCQyAAAANwAATTkmOzAWFStOSsOMScKH4qeqAd-_

Level 20
Per+1, effective mechanics 115(with workbench 132, hypercerebrix + workbench 150, all-in + hypercerebrix + workbench 179)
Start putting point into electronics for better energy shields and goggles
Effective chemistry 69 for MKIV frag grenade
TM 70 for Stasis
https://underrail.info/build/?FAcHBgMNAwZuPAAAHgA8QTMALWFKNyQyAAAARgAATTkmOzAWFStOSsOMScKHTwLio7EC4qeqA9-_

Level 24
Agi+1, Stealth 80 for blindsiding
Effective hacking 105(with Lemurian Engineer Suit + Huxkey 130)
Effective electronics 124(with workbench 142, hypercerebrix + workbench 163, all-in + hypercerebrix + workbench 194)
Effective biology 61(with workbench 70 for crafting hypercerebrix)
https://underrail.info/build/?GAcHBwMNAwbCgkYAAB4AUFBBADBhaTcsWQAAAEYAAE05JjswFhUrTkrDjEnCh08CKsKF4qOxAuKnqgPip7QE378

Level 28
Effective throwing 123 for maximum accuracy(10 tile 90%)
Effective lockpick 98 + 7 from jack knife + 10 from Lemurian Engineer Suit + 15 form Huxkey = 130
Effective traps 96
TM 148(effective 135) for reducing reversion probability of PTC
Mercantile 87(effective 103) will be effective 140 by taking all-in and hypercerebrix, which will allow us to get 20000 charons for selling Reef Glider
https://underrail.info/build/?HAcHBwMNAwbClmEAAB4AWlBBAD9haTcsWQAAAMKUAABXOSY7MBYVK05Kw4xJwodPAirChcK14qOxAuKnqgPip7QH378

Level 30
Pack rathound and interloper for QoL
https://underrail.info/build/?HgcHBwMNAwbCoGEAAB4AwpVQQQA_YWk3LFkAAADCnwAAVzkmOzAWFStOSsOMScKHTwIqwoXCtScd4qOxAuKnqgPip7QH378

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