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Messages - deanisi

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Here's a build I made: https://underrail.info/build/?HgsDAwoIBwQAwqAAAAAAAABpZAAAwqDCoChzwqAAAAAAAMKgeF8IRDvDnRXDnybDoR_DnmNVYsKyccKn4p-iA-KrhgXiv4cF4r-aAt-8

At 20% (236 without armor/juggernaut) hp it will have resists:
Mechanical: 62% (15 from heavy metal, 17 from conditioning, 30 from stoicism)
Heat: 47% (17 from conditioning, 30 from stoicism)
Cold: 47% (17 from conditioning, 30 from stoicism)
Electricity: 60% (30 from tempered and 30 from stoicism)
Everything else is 30% from stoicism

With Aegis, Morphine and Nervosomnifer:
Mechanical: 187%
Heat: 172%
Cold: 172%
Electricity: 185%
Everything else is 155%

Also food can give from 5% to 35% resistance to 1 element, and Parafibrotic Regenerative Injection gives 15% to mechanical and heat.

I don't know what is max resist but I assume it's 95% like armor penalty. So at 20% (236) hp without armor you can survive up to 4720 damage with meds.
Without meds:
621 of mechanial damage
445 of cold and heat damage
590 of electrical damage
337 of every other damage

With heavy armor and juggernaut these numbers will be even higher.

2
Builds / Dozer builds
« on: January 02, 2026, 12:19:33 pm »
Initially I wanted to make a cloacker build but there's no batons or  fitting feats. So I had chose a next best thing - a bulldozer.

I did 2 variants, LMG and combat shotgun.
Here's 1st: https://underrail.info/build/?HgsDAwoIBwQAwqAAAAAAAABkAAAAwoLCgiNubgAAAAAAwqBuXwhEOxXDnSbDn8OeH8OhY1ViwrJxwqffvA
Here's 2nd: https://underrail.info/build/?HggFAwoJBwTCoAAAAAAAAABuAAAAwqDCoA94wqAAAAAAAMKgeAhfRMKwwpbCkBXCmDsmwo8fY1XCsnHCp-KfogXin6MF4rewBd-8

I'm not used to making CON builds and usually run stealth sniper/crossbow, so I will be happy to receive some tips and pointers.

3
Builds / Re: I need input on my TC + PK blood wizard
« on: December 22, 2025, 09:03:58 pm »
One person recommended me not to worry about mobility and agility in general and take conditioning and tempered electricity instead of nimble and sprint.

He said that these 3 stat points are better to spend on INT for more slots and skill points or on WIL for higher damage and chance to proc disabling effects. He said that I have so many defensive options that I don't need to move that much, plus I will only wear tac vests with psi carapace inside so nimble is less optimal than conditioning in this case. Also he said that it's better to take a pdionic mania unless I want to gamble every opening move.

Here's the build.
https://underrail.info/build/?HgMDAwsDDwgAAAAAAMKgwqBaRgAAAFJSClJSwqDCoAAAOABWX2IrCCwqZcK9ZiHChB9QFAVywrJx4quGBeKrpAXisLgF37w

4
Builds / Re: I need input on my TC + PK blood wizard
« on: December 22, 2025, 05:55:57 pm »
Quick warning, I never played as a full psi build before, so may not know some stuff like resolve/fortitude and which enemy is susceptible to certain effects.

5
Builds / I need input on my TC + PK blood wizard
« on: December 22, 2025, 05:51:02 pm »
Chonky blood wizard (TC + PK)

Basically I've made this: https://underrail.info/build/?HgMDBgsDDAgAAAAAAMKgwqBaTAAAAFpaBlomwqDCoAAARgBaX2IrJFAqLMK9OSHChB8UBWZywrJz4quGBeKrpAXisLgF37w

And I want your input.

Starting stats are: 3 STR, 3 DEX, 3 AGI, 10 CON, 3 PER, 10 WIL, 8 INT.

Pros:

1) Very high survivability.

Despite having a -35% debuff to max hp because of advanced psi emphaty it's still has a quite huge hp (and hp loss is mitigated by bodybuilding, last stand and stoicism).

It has lots of dodge and evasion, and with nimble's help you will only have 15% armor penalty.

And it has 8 INT which not only allow to craft the best equipment and drugs but also will allow you to have high mercantile, and if you want even more skill points you can take a polymath instead of nimble or survival instinct.

And don't forget about barriers and LoC + control psionics. With latest patch and force user feat barriere became super strong. If you don't want to fight you can just pop a barrier and cast enrage/dopelganger

2) High crit chance and damage.

This build has survival instincts + stoicism combo, which is further increased by psychosis. It's 35% bonus crit chance. And bonus 30% crit damage from neural overclocking. But it comes with a price - you spend psi points quite fast, but it doesn't matter because...

3) Casting is only limited by your AP. This build have good crafting, high INT, fast metabolism, premeditation and last stand + hemopsychosis combo. if you ever find yourself without any psi and boosters on a cooldown, then you use your own blood to fuel your spells, and when you're done or don't have enough blood you will use the last stand.

Looks amazing isn't it? it has high damage, very high survivability, almost limitless resources. But if you somehow can't get through some especially tough encounter you can always depend on...

4) Reliable ways to solve conflicts non violently. 6 AGI provide not only sprint and decent movement speed, but also couple with good stealth equipment and 90 points in stealth. So you can sneak through some troublesome places. And when you can't sneak past something you can always try to use your very high diplomatic skills.

On paper this build should be able to get through any situation and every enemy type (TC for organics and PK for everything). Of course it has limitations in low initiative and everything that comes with playing a full psi character, but I had tried to mitigate it as much as I could.

This build isn't optimal and I'm only about to try it out so there can be some very suboptimal decisions made. And I will be glad to hear your opinion on it.

6
Builds / Need help with a heavy brawler build.
« on: December 21, 2025, 08:59:48 am »
Anniversary updaye had buffed heavy punch and metal gloves.
Now heavy punch deals 300% damage, has 150% AP cost, but has a 3 turn cooldown.
Metal gloves on other hand now deal +10% damage for every point in STR above 5, so +50% damage at 10 str.

I want to make a build which uses this, and also makes use of bladed/spiked gloves/boots/armor.
I don't want a full dodge/evade nor a full juggernaut build. I want to make something which is fast and tanky.
Main feats to achieve that are lightning punches, armor sloping, nimble and body weight training.

I have 2 buillds so far:
PK 7 CON: https://underrail.info/build/?HggJBgcDBwYAAAAAwqAewqAAQQA8AGRkHkFaAMKgAAAAwqBkJBgrXzkqIE4HwoM8REJFacK2fMKn4qGQBeKmuAPip4IC37w
TM 5 CON: https://underrail.info/build/?HgoNBgUDAwYAADIAwqAewqAAPDI3AGRkHkFaAAAARgDCoGQkGCs5IE7CgxIHRTxCRAbCgXzCs0vioZAF4qa4A-KnggLfvA
 
Are there any metal armor brawler builds you can reccomend?

7
Builds / Cut-throat build after an anniversary update.
« on: December 20, 2025, 03:09:57 pm »
Sorry in advance because I can't use underrail.info right now so will be writitng everything manuall, and it doesn't have new changes in it anyway.

Basically now:
lowest AP for a weapon is 5 (was 4)
light weapons damage increase is now 0.5 per skill (was 0.7)
Hit and run will give hald of MP each time it's used in one turn
Fancy footwork will give 1 MP less each time it's used in 1 turn
Cheap shots will incapacitate with an 8% chance (insted of 15%)
Expose weakness now has 30% base reduction + 2% per INT. Also it's halved for non organic targers.
Some debuffs to stasis and rewind.
Also crafting requirment are higher.

But there are buffs too:
Cut-throat now is 15 AP (was 25 AP)
High-Technicalities now also increases damage from energy edge and electroshock modules. So +8% dmg per INT above 5.
Heartbreak poison duration will no longer be refreshed with stacking.
High INT characters will level up faster.

Basically it means that shanking people at FTL speed isn't as strong as it's used to be, but it also opens an alley or strenghtens certain knife builds.
Now there's an alternative to EW - High-Technicalities, and combined with new Polymath feat which gives 15 skill points intitally and 5 at each level up, having an 8 INT knife build sounds very viable.
Second moment is a buff to Heartbreak poison which makes poison builds even stronger, and considering that knives can be coated in poison and swing very fast it's true to say that they're the bast at applying stacks of poison + bleed.
And final moment which I want to primarily build around is a Cut-throat now being 10 AP faster, which isn't super great because of a cooldown of 6 turns, but now it can be used in a higher amount of situations and will leave 35AP to use if you start combat with it.

I'm going to make a skeleton of a build and write how these empty spaces in skills and feats can be filled. And I would like to hear your opinions and recommendations.

While theory crafting I had found this combo (it's probably well known). If you spend 3 specialization points into Cut-throat cooldown then it will 3 turns, Limited Temporal Increment can reduce it to 2.
Which means at 1st turn you can use Cut-throat for 15 AP, then LTI for 5 AP, for a total of 20 AP. These leftover 30 AP can be used to escape/hide, deal more damage or setup a stun/incapacitation with Cheap Shots/Dirty Kick/Psi ability.
And after all that Cut-throat will be recharged at 3rd turn while target (if it's still alive) will be still stunned which will allows to use Cut-throat again.
But this trick doesn't work on 5,7,9 and so on turns because of LTI cooldown of 3, to fix it you can just take a Future Orientation feat to decrese it by 1. This way you'll be able to use Cut-throat every second turn but for 25 AP.
I doubt that most of fight will last more than 3-4 turns so taking  Future Orientation isn't thay usegul.

Now build itself:
Starting stats:
STR 3
DEX 10
AGI 8
CON 3
PER 3
WIL 5
INT 8
At 30th level:
STR 3
DEX 16 (17 with Eel sandwich or other buff)
AGI 8
CON 3
PER 3
WIL 5
INT 8

Skills:
There are 1445 total skillpoints if you take Polymath feat. Here I will only spend necessary points or minimum which allow to unlock feats.
Melee - 160
Stealth - 80 for any feat up to blindsiding
Dodge - 40 for an escape artists and uncanny dodge if you want
Evasion - 160
Mechanics - 25 for weaponsmith
Electronics - 35 for practical physicst
Chemistry - 0 because only perks tied to it are chem pistol ones.
Biology - 35 for hypertoxicity
Tailoring - 15 for skinner and clothier
Temporal manipulation - 35 for LTI, 55 for Psycho-temporal Contraction, 70 for stasis

If we take stasis, we'll have 825 left
After increasing up to 100 each crafting skill, which is quite wasteful but I did it just to prove a point, it will be 270 points left.
These points can be used for lockpicking/hacking/pickpocketing, or to learn new/different psi school, or to spec into traps/throwing.

Now feats:
1. Pack rathound to compensate 3 STR
1. Nimble for protection
2. Sprint/Interloper/Reckless depending on if yo want stealth mobility/post stealth mobility/crit chance. I reccomend Interloper because it allow to approach some targets from behind.
4. Escape artist/dirty kick/weaponsmith/parry/cripling strike/High-Technicalities. I reccomend to take an Escape artist or High-Technicalities depending on how often you meet robots or get stuck.
6. Cheap shots/Expose weakness/Fancy footwork/Uncanny dodge/Premeditation. I can't reccomend only one of them, just take what you need more at that point in the game.
8. Ripper/Taste for blood. Ripper is straight up better and doesn't require any setup, we had took 5 WIL not only for psi after all.
10. Cut-throat.

After that it doesn't matter much what feats to take, we've got essentials. From this point you can steer this build in any point you want from poison+bleed to something more psi oriented.

How would you build a Cut-throat build after all the new changes?

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Builds / Re: Need some pointers for an assault rifle build.
« on: December 19, 2025, 06:23:01 pm »
https://stygiansoftware.com/forums/index.php?topic=8957.0

The update yesterday screwed up crafting points pretty bad.  This build was made years ago, so keep that in mind.  It also made stasis less secure.  Still, this is a top-tier build.
Thanks. As I said I can't use character builder right now, but I got the gist of it from comments and your explanations.
By the looks of it you have 7 dex for an escape artist and throwing.
Is DEX that crucial? Throwing can be replaced with a grenade launchers, but escape artists is pretty useful against spiders, mutant dogs and other annoying enemies. It's just a little bit weird using DEX on a build which doesn't get reduced AP or some weapon specific perks out of it.
But I'll try it.

9
Builds / Re: Need some pointers for an assault rifle build.
« on: December 19, 2025, 04:06:12 pm »
Usually I have no problems with making a build, but last time I had made an AR build was before the heavy duty dlc.
Before that ARs had played the role of non DEX automatic weapons, while snipers were for full perception stealth builds and shotgun for agility builds.
Now heavy guns had taken a role of an ultimate weapon for a tin can build.
ARs now are somewhere in the "All rounder" niche and I don't know where to use it the most effectively.

10
Builds / Need some pointers for an assault rifle build.
« on: December 19, 2025, 04:01:30 pm »
Haven't played in a while so I can forget some things. I had tried tons of different builds but never had finished any of my playthroughs because mid game I really want to try a new build.

So I want to finish this game at least once with the most vanilla build, and my idea of vanilla build is AR focused build. I have all DLCs so my levelcap is 30.

I've started with these stats:
STR 7
DEX 3
AGI 5
CON 5
PER 8
WIL 3
INT 5
And 4 points to spare.

I had put points into these skills:
  • Guns
  • Hacking
  • Lockpicking
  • Mechanics
  • Electronics
  • Chemistry
  • Tailoring
  • Temporal manipulation

Don't know what starting feats I'll take because not all stats are alocated, but these feats are must have:
  • Full auto
  • Concentrated fire
  • Commando
Which leaves me with 2 starting perks and 12 level up ones.

My problem lies in where to lead my build. I have 4 options:
  • Put rest of the points into CON and do a tin can build. Maybe add 1 AGI and take sprint, or forget about AGI alltogether and spend 2 points between PER and/or CON.
  • Do the same but switch AGI and CON to make a dodge/evasion high mobility build.
  • Put 1 point in agility for sprint, and 3 point into INT for a gun nut and new polymath perk to get higher crafting and put some points into intimidation or persuasion/mercantile.
  • Put 2 points in PER and 2 in INT or AGI. Basically a full perception with H&R or Gun nut.

I would have done some theory crafting on Underrail.info but my region is banned there and I don't feel like messing with VPN right now. So I'l ask you guys where should I take my build?

Main questions are:
  • What's better for an AR build, CON or AGI?
  • Is stealth any good for an AR build?
  • Should I go for low AP rifles and do 2 bursts per turn or use higher caliber with 1 burst per turn?
  • How integral INT to AR builds if I only will craft armor and ammo?

11
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 18, 2025, 03:42:23 pm »
I really appreciate the work done for sprites and localization, finally I can introduce my non english speaking friends to this game.
New content is always welcomed and small increase in difficulty isn't hurting either. But some choices make my scrath my head in lack of understanding.

All the buffs and changes like what you guys did with INT is just different. Not bad or good, just different from what I've used to know for these last years. Well, at least it's a good reson to start a new run.

But debuffs are what I have a hard time understanding, especially dexterity perks like footwork and Hit & Run. It feels like dexterity builds were nerfed in general, which is strange cause I don't feel that they were that strong.

I can understand buffs and reworks, some skills were in need of them (stasis was too strong and heartbreak poison was ridiculous to use with constand immobilizing and running away). But what are reasons behind nerfing damage of light weapons or hit and run for example?

Can you guys share an intent behind those nerfs?

12
Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 03:08:10 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

I never questioned that it wouldn't run, underrail runs on potato PCs just fine so there would be zero problem with infusion running on mine, I was just concerned being unable to fully appreciate graphics of this game. I usually don't care about graphics in isometric/top view turn based games but infusion looks amazing, even better than BG3 (which barely ran on low settings).

Probably because of lighting and THICC atmosphere/entourage. Just looking at these screenshots/gifs makes me remember all the times when I had helped my dad disassemble washing machines in undeground garage where only source of light was a single lightbulb behind a lone pc fan.

I don't think that CPU will be an issue as well because maps aren't that big and I haven't heard about any complicated systems which will require serious CPU resources, maybe AI but I doubt it. And even if there will be any drops during big fights it's not a problem cause it's a turn based game. I've seen many examples when games have quite big maps and simulate enemy patrols and fights on the whole map even out of player's sight, I doubt that structure/mechanics of infusion will allow something like that.

I really love how everything looks so far and I never saw an isometric rpg look like this, closest game I remember is Wasteland 3 and even then it was quite blurry and not as good graphically. I've watched a gameplay teaser and it looked good back then but the work you guys had done with shadows made it look amazing, and without any rtx stuff like UE5 uses if I understood it correctly.

So yeah, sorry for rambling and thanks for clarifying and being such a cool dude, can't wait to finally play it with my own hands, in fact I'm so hyped about it that I fear that I can fall out of life for a few days playing it.

13
General / Re: Make a monster for Infusion
« on: September 21, 2025, 10:39:45 am »
I'm late but I really want to have a changeling/skinwalker/mimic enemy, basically something which can surprise a player.

Imagine going through sewers and finding some scavenger/goon who acts normally and moves/shoots like a regular humanoid enemy but when you "kill" them some "The thing" warps/bursts out of their body and starts doing some crazy stuff.

Different scenario, you encounter a rathound or few, they act like normal rats but at som point they just stand up like humans do and transform in some kind of a weirwolf.

Or literal mimic scenario when some regular objects can be an enemy or hide an enemy within, like opening a crate but it has teeth or have some tentacle inside of it.

Or something between faceless and Callidus assasin from 40k, basically an enemy which can change/morph to get an advantage. For example having a nimble and hulking forms which have their own pros and cons, or throwing a flashbang and disguising themselves as nearby friendly NPC. Also lots of posibilites for quests.

14
Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 10:20:42 am »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.

15
Builds / Re: Do I need sprint and strafe for TM trap sniper build
« on: November 04, 2024, 07:30:40 am »
You need strafe, sprint is nice also but not as important as strafe.

And you should be taking snipe at lv6 not lv18.

https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

This is a very optimal sniper/smg build that beat DOM without dying, so you can use this for where your sniper feats should be level wise.

 Thanks for advice. Like 2 years ago I almost finished base game as traps + pure sniper build but now I forgot lots of stuff and came back to read what people say about sniper builds.

I took snipe at 18th level because I heard people saying that snipe sucks and you always should go for crits and only thing snipe is for is killing crit resistant enemies.

My usual strategy was starting with placing traps around, then shooting spree + snipe + all AP bonuses, then sprint and run away to traps, then just shooting trapped targets. In my previous build  But I never used ambush in my previous build so crits weren't that important, so that's also why I took snipe so late.

Also main point of sprint was having enough MP after starting combat in stealth to run behind cover.

And do I need to upgrade strafe or 15% is enough and I should stick to reapers if I want to move and shoot? And what's better trap feat to use for sniper build, traps expert or quick tinkering?



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