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Messages - peet

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1
Well written guide Peet, have my upvote.

Wanted to share a few comments:
1. There's a case to be made for taking Ripper + Blitz, and dropping Survival Instincts and Brutality
Challenging fights for melee build can be bosses with a lot of HP, and armored enemies..
They all require many melee strikes to defeat, and ripper can be really useful.

2. Taking 'three-pointer' feat is also a game changer for knife builds.
Dealing with multiple armored units like Giant crabs, Industrial robots, Strong men, Nagas and the hardest enemies for knife builds.
Three-pointer with a Dexterity based build and maxed throwing, like the build you have, increases your grenade crit chance by 55%
You can also craft highest level plasma grenades (which are probably the grenades against armored units), since have points in electronics.
This way you don't need to invest any further points in chemistry for Frag Grenades.

3. Vile Weaponry feat is also extremely useful, especially for boss fights, and heavily armored living enemies, which requires stacking multiple debuffs.
Given the build, it may be hard to find room for this feat.
I believe this feat adds damage which is not reduced by enemy resistances and armor, but is pure unresisted damage.
So the damage increase is much more noticeable than 'blindsiding' or 'taste for blood' as an example.

4. Just a preference, but i would remove some points from Temporal Manipulation, and invest them in Hacking, since it makes many areas and encounters easier, especially for new players.\

Anyways it's a good solid build, and well explained.

Thanks for the feedback and kind words.

Brutality is mostly added for fun and to get the most out of the death's grin hat, and can totally be dropped.

The tradeoff between SI and Ripper + blitz is a real tricky one (i've played both builds), but I think in encounters with many enemies SI wins out due to its consistency and improved AP efficiency, while ripper wins out in encounters against multiple bots (crabs are absolutely not a problem due to cheap shots). For those bot encounters, you can throw a mk3 nade and corrosive acid and still take them out without too much of a problem. Its a bit of a crapshoot between SI & ripper, but that's the general breakdown: easier multi-enemy encounters and consistency vs easier bots.

The 3rd option is 16 dex, SI + ripper. However, in that case you lose 5 ap attacks, leading to a 20% reduction in damage, which I doubt that ripper makes up for, but is in all reality a decent alternative.

3 pointer would absolutely kick ass for sure, and a great add.

I'll have to really disagree on vile weaponry. Any enemy that can be affected by vile weaponry (eg: not bots), gets completely and entirely dominated already. You can also just toss a nail bomb. T4B and blindsiding are great because they multiply on top of all of your other multipliers, and apply pretty much universally. Out of the two, T4B is the superior feat, but blindsiding is hard to resist.

2
Peet, do you think is this build best of all melee builds from early-mid-end game run?

It’s up there but I think the strongest might be  dex glove psi monk. It’s definitely either gloves or knife.

3
Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: June 05, 2024, 04:22:13 am »
Reached lvl 30 oddity and completed compound. Updated the main post with the latest changes and suggestions. It's pretty dialed in.

peete hello, now having a blast with this build (lol) - What do you think - on veteral levels take Increased STR instead of Increased PER to have 8 str and use 25mm 12 rounds GL and 8 rounds 40mm GL is it worth it? or mabye just take 1 point away from PER to have 7 STR for 8 rounds 40mm GL.
 Also what do youn think about Unqique GLs - Puninsher and Milecore, I now that the crafted ones will be stronger, but Punisher have crazy range (14)

I’m sure the build will be fine with less per, but I like to max out damage as much as possible. And honestly most encounters you never need to reload anyway since everything is already dead. Especially considering you have two GLs so 12 shells. I’d say you end up losing damage (which, admittedly, you have some to spare) and gaining almost nothing.

4
I made it myself  8)

5
Kite them around corners with fancy footwork, incapacitate with cheap shots, stun with taser, throw flashbangs, etc. throw a nail bomb for TfB stacks, get that damage boost and then just slay everything.

6
Like this build but really difficult to play, especially in the beggining (also 0 experience playing melee builds before)
Can take Versality and use Thumper + Bear Traps for easy exp farming on classic. Maybe even Split Spare to finish off 2 enemies at once (injured by GL). But it will not be knives build this way)
Nice to use Knife Thrower's Glove in offhand (5 AP with 19 dex for throwing knives)
Build is very depended on crafted gear

You shouldn’t need any of that. By level 10, you’re pretty much unstoppable.

What are you having trouble with?

7
A Perfect Slice



Knife is my favorite melee, and this is build is the product of a few iterations on knife builds. The end result is something that works so well together, it's almost a little too good. Enjoy!

https://underrail.info/build/?HgMQBwkDAwUAwqAAwqAowqBQACoAAFlcDy1eAAAAwqAAS0QrYsKDJiQTBjzCh0tREk7CgTHCs3vChcKtGsKbw47inY0G4qe-BuKouwPfvg


Highlights
- Insane damage
- 5 AP attacks
- Excellent mobility
- Decent survivability
- Always go first
- Min-maxed skills


About the Build

Knives have a ton of crit damage, scale off of dex (which also reduces their attack cost), and have several ways to boost their crit chance. To attack with a knife, you need to get to the enemy, so there's a bit of a focus on movement points to make sure you can reach your enemy. This build takes these factors into consideration and to the furthest extent possible, resulting in a pretty overpowered but very fun build.

By the time the build is fully complete, you have ~400% crit damage, 90% crit chance when buffed, 37 initiative, >100 movement points, and 5AP attacks that do like 500 damage each.


Feats:

The goal here is to stack as much crit as possible, which leads to considering Survival Instincts for the Juicy +30% crit. Unfortunately you can't fit ripper in with 18 dex, survival instincts, cheap shots, and fancy footwork, so there ends up being no room for Ripper. The ripper version of this build has no SI. I've played both versions, and this version is superior.

A bit more on why SI is better than Ripper: when this build gets up and running, most enemies die to a crit. Ripper doesn't affect your first crit, just affects your subsequent hits. Additionally, you lose SI if you want Ripper (the other stuff you'd have to give up is even more important), thus losing 30-50% of your crit chance. So ripper applies 30-50% less of the time, since now you're critting even less frequently. I think it might help with hard bot encounters, but with Expose Weakness, Kukuri, EMPs, and corrosive acid, you have plenty of way of destroying those encounters.

Offensive Feats
Survival Instincts: +30% crit
Trigger Happy: 7 int, takes you up to 37 init which is 10 more than Coil Spiders. You will pretty much always go first.
Opportunist: Nice damage boost when you need it
Cheap Shots: massive boost to crit damage and 1/6 chance to incap. Amazing.
Taste for Blood: +50% damage for pretty much every fight. Amazing
Psycho-Temporal Acceleration: +20 AP
Critical Power: massive boost to crit damage
Fatal Throw: At 18 dex, your throws can generate up to net 18AP for you per turn.
Expose Weakness: Nice for big bots
Recklessness: More crit
Increased Dexterity: Gets you to 5AP attacks on tungsten knife with eel sandwich
Blindsiding: +15% damage

Mobility Feats
Fancy Footwork: Each attack gives you MP. Massive benefit with 5AP attacks
Flight Response: +25 MP all the time because of its awesome synergy with Survival Instincts

Defensive Feats
Nimble: Gets your armor penalty down to zero and boosts your evasion significantly
Escape Artist: Nice for nets, can probably skip with your high evasion. I've ended up using it like 5 times.
Brutality: A fun feat, works well even at 75 intimidation. Can skip.

Spec:
Fatal Throw AP +3
Crit Damage +6
Cheap Shots Crit Damage: +6


Gear:
Head: Either deaths grin or a TM headband
Body: Infused rathound leather for, you guessed it, more crit
Belt: Dr's Pouch for 2AP meds, or Large Waist Pack for Al Phabet role play
Feet: Tabis, either black cloth or siphoner
Shield: Low Low Efficient
Utilities: Throwing Knives, Taser, Flashbang, Nail Grenades, EMPs

Weapons:
The best knife is a Tungsten Combat knife (most damage), and Super Steel Combat Knife for dodgy Enemies. Daggers do a little more damage for living creatures, but those never give you any trouble.

Energy edge emitter isn't really worth it, lots of the tough bots (nagas, strongmen, etc) have some amount of energy resistance. The best emitter is electroshock.

I also use serrated TiChrome for random shitty mobs for 5 AP attacks without eating my precious eel sandwiches, nor having to use nail bombs for TfB stacks.


A quick note on skills: you can drop TM to good ol 70 for more wiggle room with skills. Crafting and mercantile are min-maxed to use drugs, benches, gear, etc to hit breakpoints and craft end game gear.

To give you an idea of the power of the build: I was able to do the invasions without losing any Aegis troopers on my first attempt. Most enemies die in one hit. The only real troublesome enemies are bots.



8
General / Re: Ambush or Recklessness + Scrutinous?
« on: May 19, 2024, 03:16:23 pm »
Get both. Drop some other feat. Ambush is not only great, but a fun challenge to work with.

9
Builds / Re: Optimal non-psi hammer build
« on: April 29, 2024, 01:56:20 pm »
Nice. Yeah def deserves its own post, and I agree the lack of escape artist on the 10 agi version was very painful.

10
Builds / Re: Can I beat the game with an objectively bad build?
« on: April 21, 2024, 11:31:39 pm »
Someone beat dominating at level 6. U should be fine.

11
Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: April 01, 2024, 02:12:07 pm »
Peet, if you had to pick one of your builds over the other, what which one would it be? Planning on starting a dominating campaign and have never used grenade launcher or shotguns, so both would be fresh for me from a game-play point of view.

Demoman for feeling massively OP, shotgun for a bit more of a challenge. Both builds absolutely stomp through dominating however.

12
Development Log / Re: Dev Log #8: Weapons and Trash
« on: March 22, 2024, 04:53:32 am »
very nice. thanks for the update!

13
Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: March 22, 2024, 03:58:14 am »
Reached lvl 30 oddity and completed compound. Updated the main post with the latest changes and suggestions. It's pretty dialed in.

https://underrail.info/build/?HgYDCgUMAwfCoAAAAADCoMKgbUUAAABaUD4jWgAtAMKgAAA8JDkxU8OjKEfChyfChcOlw6JLKsKkwrVdK8Kdw5zDiOKpjgXiv6QF44CCBd-8

15
Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: February 23, 2024, 07:03:08 pm »
Build looks great, just a few questions.
How does early game go pre thumper, I kinda suck on dom so does this build have a tough time?
How many grenades did it take to kill the 4 nagas?
What should my starting spread be and when should I level up my stats?
Do you think demolition man max stacks would be worth using spec points on or is gun nut working?

Thank you! It really came together well.

- pre thumper game is a tiny bit rough, but you have decent perception so once you find and AR or shotgun things are pretty chill. You can always lean on bear traps, mollies, taser, and Temporal Distortion to get through the more challenging encounters. Additionally you have good stealth, which gives you an alternate way of dealing with encounters.

- 3x 40mm thermobaric grenades for the 4 nagas, 95AP total which you can easily do with 50 base +20 blitz +20 contraction +20 adrenaline, or 50 base, +20 blitz or contraction, +25 vitality powder

- i'd suggest to start with 6 str, 3 dex, 8 agility, 3 con, 10 per, 3 will, 7 int. raise agility 2 times to get blitz by lvl 10, con 2 times to get demo man by 18, then the rest in per

- gun nut is decent since it always applies and is multiplied by your other boosts. Max stacks is situational since you need to find another way to apply those stacks after you trigger your boom belt, which means you would either have to use AP for shooting yourself (better to shoot the enemy) or throwing a grenade at your feet (25 AP with belt) yourself, but it is better to just kill the enemies with your 50% damage bonus.

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