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Messages - Elerai

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1
Builds / True Berserker (Optimized Stoicism/SI Heavyweight Hammerer)
« on: March 13, 2024, 01:29:03 pm »
https://underrail.info/build/?HgwDBgkDBwYAAAAAwqAAAFA7SgAAfHVBPFEAAGpGAB5JCDktDRIfXwBiS1QxwocqwrZ6woUrwq3DgsKcwp7io7oK4quGBd-8



Lets farm some more negative karma. This theorycrafted build is designed to oneshot with Heavyweight hammers. Melee builds however lack critical chance sources, and Heavyweight also prevents utilizing Infused Rathound Armor. All these just makes me reluctant to use Hammers normally, whether armored or unarmored (yes, I did read the ultimate Hammer guide). If you don't use Heavyweight, why even use hammers?

I propose using Survival Instincts. SI is normally used in Psychosis Psi builds, mainly because trance is one busted drug; but isn't Heavyweight and Critical Power equally busted too? You get like +500% Crit Damage just from those two and a full heavy armor set. This pushes your damage on a crit to plasma pistol tier, however, unlike a plasma pistols, you don't have ambush, seeker goggles, scrutinous etc, so normally you'd have to settle for ~35% crit chance (with Super Steel Sledge + Recklessness + Focus Stim + Weaponsmith), however, with SI and Recklessness +10, you can go up to 75%, 80% with Hardcore Chips. And on a crit, you should obiliterate whatever poor sap you hit.

But how do you survive? Well, Stoicism +5, Aegis, Morphine gives 100% Reduction to all damage types for 3 turns (+1 with Stasis); when Morphine would expire, use Last Stand to survive. PTC, Adrenaline, Fight Response are all active for this duration, giving you ~95 AP to work with. You have Sprint, PTC, and Boot Spring MP, usually enough. Also, Bullheads are very important; I didn't want to waste a feat and stat point on Thick Skull when Bullheads can do the job just fine. Use drugs outside combat with Doctor's Belt, swap to Lifting Belt/Demo Belt, and enter combat.

Now for the fun spice. Metathermics is for Thermo Destabilization. If you lure enemies with a stealth armor set and TNT, then you can drug up, use ThermoD, walk up to them, throw grenades at your feet, then blow up the destabilized guy (typically one with the most HP) with your hammer. Later on, with Master Demolitionist Belt. This is your AOE alternative, and is helpful to have vs crit immune enemies.

You're a bit weaker against robots, but expose weakness should help against Nagas. And bosses.

Last Stand is mostly to survive Morphine on 1% HP, and to lower your HP before a fight for free. Without any specialization, it isn't very good at saving your life, so try to end fights while your drugs are still active.

Dirty Kick and Pummel are cheap attacks that benefit from Heavyweight; and helpful to have in the early game when you don't have Heavyweight. You can use Morphine + Stoicism + Conditioning even without Aegis or +5 Stoicism, combined with Lifting Belt + Food, not impossible to reach mechanical immunity at low HP. Then, as usual, use Last Stand to survive Morphine.

Also, don't get Psi Empathy until you can get PTC (so after Depot A).

2
Edited my build to address the issues presented. While mobility can be an issue, the sheer damage output, particularly AOE from the Fusion Cannon means I rarely need to move too much; and if I can begin combat on my terms, I don't really need HP either, even a single turn (+1 from Stasis) is enough to win, especially if I swap to a stealth armor set and use TNT to group enemies up before engaging.

Mind you, I playtested with Cheat Engine in a lategame save; but better than not playtesting at all. This does give the build some overlap with the dedicated Fusion Cannon build, but it should be much smoother than that because early game it uses Assault Rifles instead of Sledgehammers (with Opportunist + Suppressive Fire), and better at single target damage. The Fusion Cannon build needs bullet trance to beat tough opponents, and is very dependent on enemies needing to be grouped up, this on is more versatile. It might even do more damage on the first Fusion Cannon shot because 16 PER vs HT+5 and 10 INT; and 1 PER is similar to HT+5 1 INT at 160 skill, damage-wise.

Ultimately, this is a different playstyle than a normal tincan LMG with high CON and all the survivality feats. This needs a bit more micro (with swapping to stealth armor and laying traps/tnt etc), but I feel it should be better than the default one. I feel like the best tank build is 18 CON 3 PER Shotgun build; using LMGs over Shotguns just forces you to invest into STR and PER instead of dumping it all on CON (+Conditioning, Last Stand, 7 WIL Stoicism etc).

Also, you move with PTC movement points.

Lastly, I did consider Ambush, but Ambush doesn't boost Fusion Cannon damage.

3
You can kill someone with 20% Accuracy??? Wtf. I didn't expect that lol. Not playtested build ofc.

As for ambush, I guess the Evasion cut cancels the accuracy penalty from Move and Shoot; in the worst case when you can't move into dark spot while staying in optimal range with a 95% stealth penalty armor. Playtesting needed.

One thing you do forget: Fusion Cannon. Sure, I don't have High Technicalities or Tricky Trajectory or Bullet Trance; but Tricky Trajectory is a single feat I can slot into my build, say, in exchange for Power Management (or something); and massively improve the flexibility of my build; since with that high PER, even without High Technicalities +5, Bullet Trance +5, or Tricky Trajectory +5; my Fusion Cannon should do decent damage; because 7 INT enables Dissassemble. Also, if I don't need that much damage; I can spec away some of my Concentrated Fire points into Tricky Trajectory (damage).

Is the difference between 440 HP and 600 HP that big? Assuming +160 from Sturdy Vest. You get even more HP and DR from All-In and Supersoldier Drug lategame too. Is it because Heavy Guns make too much noise, extending fights beyond 3 turns? (4 with Stasis)

But yeah, I can't really say too much without actually playing it. I'll concede the rest to your wisdom  :-\

4
Builds / Re: Ultimate Cave Archmage - Tri-School Pure Psi (Max MT TM TC)
« on: January 31, 2024, 05:14:49 pm »
Wow, two replies! That's a new record for me.

Anyways, a little context. This was my first build, so its not completely optimized. I considered the 10 AGI version; but I liked the extra slot from 10 INT. Maybe more experienced players with meta-knowledge will be fine with 8 INT; but for a first playthrough, the extra slot is helpful. Same reason why I went for circuit extension; though of course, from an optimization viewpoint, that is a trap. If you're optimizing, go for 10 AGI and 8 INT, it'll make a relevant difference lategame. The MP is not particularly relevant, if you're using a stealth nade, 6 AGI + Sprint is fine; if you're not, you're out of Psi points and you probably don't have enough space to run away until your CDs come back, at least not until Stasis; but if you want Stasis, that extra slot is pretty helpful too.

Three schools and not two because (a) Destabilization, and (b) Early game is a lot better with metathermics. Of course, you can stop once your effective MT is around 140; so you won't have Pyrokinesis/Pyro Stream with Pyromaniac/Thermodynamics, but it'll open up slots. Its a different playstyle than me, so I can't give advice there. Maybe you would need to abuse noise/traps more, be more stealthy etc.

As for the guide, I have read it; but Psi, at least for newer players playing on Dominating, isn't just about the build. Its also about the combos. Maybe include a couple of sample fights from each stage? (early game, midgame, lategame etc). Explain the decision making? It is pretty important part of a psi guide; unless I missed a youtube video somewhere in the guide.

Uncanny Dodge for crawlers is honestly very innovative, I didn't think of that. Probably won't help too much early game; since build is a bit feat strapped early; but yeah, I can see it solving all Crawler problems later on.

Is that +1 WIL from Minister Percieval's Robe that good? I liked my -10% Psi cost too. Also, first playthrough; didn't want to murderhobo when I was not playing a murderhobo.

Why Coretech though? High quality cores? I wanted JKK so that I get two merchants per refresh to check for high quality headbands. Plus wanting to start Expedition earlier but not waste too much skillpoints on persuasion.


One thing I'll say though, this build's power curve is extremely smooth. Aside from my trouble with crawlers and some fights vs groups of heavy armor guys (one of those was trying to fight the group of 3 Strongmen in the room before Phil's Arm at level ~16-17; I skipped it with stealth and some save-scumming), this build had little difficulty throughout the game even on first playthrough. I just felt I needed to prep way more for fights; with traps, making noise etc. A lot of my F9 presses were by being lazy and not preparing. I recently started playing an Energy Pistol Ambush build, and it feels superior to Psi; not needing nearly as much prep, so that is why I felt like Psi is weaker. Traps are OP as hell though, so even dominating difficulty is not particularly difficult as long as your build is functional.

5
Builds / Ultimate Cave Archmage - Tri-School Pure Psi (Max MT TM TC)
« on: January 30, 2024, 08:37:34 am »
https://underrail.info/build/?HgMEBgMEEAoAAG0AAAAAeDdLAAA6UAYjQMKgAMKgwqAcAC05KD89KmQuwr0hVynCh8KGBXLCt8KKK8OZwp3CrsOH4qWyBeKmhgrfvA



So, this one I have a soft spot for, seeing this was my first build. I always like playing toolbox mages in games I am permitted to, this one was no different. Took like a week of restartitis to find something I was happy with... I share this so you don't have to. The main unique thing for Tranq Psi is Temporal Distortion. Anything else, even Cerebral Trauma, Psychosis Psi does better; mostly because Trance is a broken af drug.

First things: I think Psi is weak. At least, Tranquility Psi is. Most gun builds can splash 70 TM 140 MT to get the defining psi spells; so the main thing tranquility PSI has going for it is Locus of Control at 10 WIL; and the best silent assassination in game with Temporal Distortion + CC (Mental Breakdown/Cryostasis). Arena single fights are a joke for Tranquility Psi, but outside you'll be spending a lot of time to pull mobs into a single group with Noise/Traps to Thermo Destabilization + Grenade them; because those are your best AOEs, and their cooldowns are large; you don't really have DPS because Psi Points mechanic.

Stealth grenades are the cheat code for Psi, though. Tranq Psi needs almost no charons to do its thing; Psi Inhalants every 2-3 fights is still a lot cheaper than ammo, no repairs involved; and their crafting is pretty cheap. This gives Psi the deepest pockets to spend on consumables, like Stealth nades; the most OP thing for a class limited by Psi Points and Cooldowns.




Default Configuration    (Okay against most standard groups of enemies for the majority of the game)

Cryokinesis, Pyrokinesis, Pyrokinetic Stream, Temporal Distortion, Thermodynamic Destabilization, Mental Breakdown, Psycho-Temporal Contraction.

Extra Slot(s) go to Stasis, Neural Overload, Pseudo-Spatial Projection; as needed.
Early game, replace Breakdown with Cryostasis.
Late game, Neural Overload is very good against heavy armors, and you can Thermo Destabilize > Neural Overload and kill the target; then Premeditate + Locus + Breakdown the group and finish them off one by one. Can use a TC Muffled NO Filter Headband too.


Default Psi Headband:  Uni-Psi Muffled Extension

Can replace Psi-Circuit Extension with a Filter (Pyrokinetic Stream/Pyrokinesis typically).


Food:  Psi-Beetle Soup

+20% (3 School penalty) -15% (Food) -10% (Vest) -25% (160 Muffler) -10% (PN Flexibility) = -40%. Add Advanced Psi Empathy and use Single School Headband for truly insane reductions.


Enter fight stealthed, unstealth and sprint if needed, Flashbang or Locus Breakdown group; start stacking Temporal Distortions on the toughest guy in grenade radius of everybody. On the 2nd turn (when your Temporal Distortions are about to pop End of Turn), Thermo Destablize before or after finishing stacking Distortions. You want to ensure that guy doesn't die to Distortions, but instead comes as close to 1 HP as you can. Turn 3, main guy is destabilized and close to death, other guys woke up from CC (Flashbang lasts 2 turns); you Grenade/Pyrokinesis or Cryokinesis the Destabilized guy. If Cryokinesis kills him, Destabilization buff doesn't disappear and pops normally; dealing massive AOE damage. Mop up the rest with Cryokinesis/Pyrokinetic Stream as needed. PTC/Adrenaline + Booster/Muffler/Beetle Soup needed for big foes that need a lot of distortions.

So when does this fail?

(A) Other groups get aggroed when you CC the first. When this happens, you either need to pull them first with noise (TNT), bunch/stall with Bear Traps, or just CC them again (Flashbang first group, wait for second group, then Locus Breakdown them all). Or Locus Enrage instead of Breakdown and gamble. Enrage is honestly weaker than I thought; I ended up using it very rarely; since Tranq Psi is so dependant on enemies remaining bunched up for ~2 turns.

(B) All enemies are similar HP, so Thermo Destabilize doesn't kill. If this is because enemies are too weak; use normal AOEs like Pyrokinesis + Grenades; then Locus Breakdown/Flashbang. Then pick them off one by one with Cryokinesis/Pyrokinetic Stream. If they're too strong; you need stealth nades to pop on turn 3 of the combo (when the Distortions pop) to retreat. Consider re-innervating to include Cryokinetic Orb if needed; but remember Orb turns off Destabilization; even if it kills unlike Cryokinesis.

(C) Enemies have high Mech/Heat DR. This is the thing that completely counters your primary AOE source, Destabilization. Groups of robots do this; unfortunately, you don't really have a solution for this; and the main reason why I think Tranq Psi is weak. That doesn't mean you don't though. Continuum Ripple in the build is specifically for this scenario, as is Cerebral Trauma NO and Locus Enrage vs organics. If you have Plasma Beam; it can still be pretty strong in a Tranquility build with massive Psi cost reduction; so you can use it in this scenario. Investing in traps, as always, gives you the I-win button of trap spamming in those scenarios. Traps is also helpful to boost your low trap detection. You do have low carry capacity; keep that in mind. Can be worth taking Pack Rathound instead of Continuum Ripple if you do go for traps.

(D) CRAWLERS. While you can cast Pseudo-Spatial Projection if you have the time; unfortunately the F9 key is your most reliable option vs these. Another reason why I don't think this is a strong build, because crawlers single-handedly make this build Ironman unviable. Take Paranoia, use Detection Goggles, enter Crawler areas with Stealth Armor (not beetle vest) and Cloaking Device active; then Bear Trap yourself into a choke and make sound. Once the first crawler is detected, use flares liberally to reveal the rest. Killing them shouldn't be a problem afterwards. These fuckers are the main reason to go 4 PER instead of 3. Huge quality of life, trust me. Going for DEX 4 is to make it less point intensive to hit ~100 Throwing. You need that since you rely a lot on short range flashbangs.



So,  Psychokinesis? Honestly, you can do perfectly fine without it. While Imprint and Grounding sound nice, you don't have slots and usually have better options. The main reason for PK would be 100 for Implosion. With ~100 quality Beetle Vest and ~140 Uni-Psi Headband; you get 275 PK for 75% Max HP Implosion. Recur it with Entropic Recurrance, and everything will die. The problem is, even on Dominating 400% HP; Temporal Distortion is more than enough to oneshot.

Vs these bosses; crafting a Temporal Manipulation Muffled Temporal Distortion Filter headband will do good as well, you don't need Implosion. Tranquility never lacks single-target damage; what it lacks is AOE, and Electrokinesis is nowhere near enough to justify taking PK. Never really played around with Force Field; if it is good I can see PK being good; but even then, slots are an issue.



Take the bare minimum mechanics, biology and tailoring you need to craft the lowest quality beetle vest from the lowest quality carapace using the Underpie in the SGS kitchen as soon as you can. Increased costs is crippling for you, so use that vest to counteract the initial +10% from TM + MT innervation. The next +10% from adding Mental Breakdown comes quite late at ~Level 14 when you take Locus, you already took Psycho-Neural Flexibility at 12 to counteract this. Craft the best uni-psi muffled extension Headband by ~16, secondary module Energy Shields by ~18 (High/Medium or Medium/High is universal enough; keep a Low/Low for Burrowers). Skillpoints will be tight because Neurology needs 35 Bio; but getting your Neurology 25% Muffled Headband is a massive powerspike, as is that Power Management energy shield for explosions.

Join JKK and get the Jacket, and you can go to Expedition with your Persuasion very early; the 2nd raid gives you Spear-Staff, overall best weapon for you (sometimes the others are better). And Philosophy. Seriously, this is one build that wants that 80 Persuation ASAP for just that +15+10 Max Psi. JKK should give better headbands than even Oculus (164 vs 159), but very rarely I assume.

One optimization you can do lategame is Fight Response over Mantra. Adjust your HP with Sturdy Vests so that a Super Hypo heals you ~80% of max HP. Then lower HP to ~20-25% and enter a fight. You gain +10 AP from Fight Response (below 25% HP); then use Doctor's Belt + Hypo (2 AP) to heal to full and re-enable Tranquility. This nets you +8 AP first turn of the fight, but you can't use Hypos for that fight. Doctor feat helps here, letting you use even the highest quality Sturdy Vest with this tactic (as long as you're also equipped with Spear Staff). Whether this is worth it I don't know, I just went with Mantra since the game was almost over already.


Good luck, young padawan. May the force be with you!

6
Builds / The Overlord - Optimized AR Build? (AR/GL Blitz Evasion Ambush)
« on: January 30, 2024, 05:28:56 am »
https://underrail.info/build/?HgcDCgMNAwfCoABtAAAAwqBQQE0AAFRqQiNMADcARgAoPCY7OSQVAkpHScKHKsOiw6RTwrXChcKmK-KlngXip7QK37w




AR. The king of firearms, mostly because it really needs very few feats to come online. Full Auto and Concentrated Fire. Add Commando and Ambush (for accuracy for your Concentrated Fire). Leaving you with a lot of feats and skillpoints to round out your build as needed.

So how does an Ambush AR build function in combat? Open combat out of stealth, cast Premeditation + TK Proxy if needed, burst fire ~3 times with Hornet (+1 for Commando), leaving you with MP spare. This spare MP is typically used to retreat because Ambush builds use light armor; but here is the spice: Blitz. Blitz gives you an entire extra burst, but not on your first turn, but your second; you end your first with 4 AP to spare; next turn, Blitz + 4 AP is 109; enough for 27*4 bursts = 108. Alternatively, 90 AP (PTC + PTA + Vitality Powder) + 20 AP (Blitz) = 110, enough for 4 Hornet bursts turn 1. Not accounting for Rapid Reloader AP refund.

The extra Commando burst can either be a Chimera or the Hornet. Using a Chimera ups your damage by a lot, especially if its also equipped with Anatomically Aware Scope. Or you can use neither, and use a Grenade Launcher as your secondary. Especially because Blitz. 35 AP Launchers can be fired exactly 3 times with Blitz. Or 4 25 AP Launchers. You already can use 2 35 AP Launcher + 15 AP Throwing (with 85 AP). Actually nutty AOE potential, and this is from your backup weapon.

The other spice is Evasion. 25mm Concussive Grenades and Suppressive Fire massively limit enemy MP/AP, crippling melee enemies; Evasion + Nimble + Shell Shock Cluster Grenades takes care of ranged ones. Suppressive Fire with Spec reduces hit chance of enemies in cone by 20%. Add Precognition if needed, and you can actually reduce hit chance to the minimum 10%. Remember Evasion applies before Energy Shields, so you aren't even that squishy. This works very well with Blitz, since if you Blitz you lose all your MP.



The only issue this build has it that its rather Skill-hungry. Chemistry is necessary to craft launcher grenades; might as well take to to full 112 for Thermobaric Launcher Grenades and MKV Grenades. You need shields and cloaking device, so Electronics; Mechanics for your weapons, biology for Hypercerebrix, Tailoring lategame for Infused Greater Siphoner Leather Armor/Boots. Then you need Evasion, Stealth and Throwing; as well as 55 PK and 70 TM. Leaves few luxury points to spare; you can't really afford to max out stealth for this reason, though you have no need to given your 10 AGI. While MT 140 can be useful; Evasion and high MP gives you a lot of breathing room versus groups; so you don't need to go all out on AOE Alpha Strikes.

Dropping Premeditation + 55 PK is viable too; and use Incendiary Ammo, Grenades and Launcher Grenades to light people up for Ambush. Practiced Parabola, Skinner, Interloper are all useful, as is Recklessness + Scrutinous (dropping Strider).

7
https://underrail.info/build/?HgsDAwUOAwc8wqBtAAAAAFA_SzIAdWoIN0wAAHNGABQ8OyZNw50VT8OfSsOhCCrCh8OiwprCtcKFKSvCnsKd4qe0CuK_hgXfvA




Another theorycrafted build, this time to make LMG/Miniguns comparable to their AR overlords. Not playtested.

So, the main payoff for LMG/AR is Concentrated Fire, right? To maximize the damage of Concentrated Fire, you need 95% accuracy, or as close you can get to it. But while ARs can run ambush to halve evasion, LMG/Miniguns need to be 95% armor penalty tincans for Heavy Metal, the main payoff that is unique for them.

However, Heavy Metal is indeed a strong payoff. As are Ratchets with +6 (with Full Auto, +8 with Muzzle Brake, +10 with MagDump) Bullet Bursts with Expertise at 25 AP only. So lets start looking at the solutions.



Accuracy:  For an LMG burst to instagib a target, you need this as high as you can. Without ambush or shell shock; you're limited to as high of a perception you can manage.

Fortunately, Brute Aim is truly brutal in this aspect, allowing you to hit very high perception values as long as you don't need many points in other stats. 16(+3) is your baseline, +1 from Juice, +1-3 from Food, +2/+2 from Supersoldier Drug and Bioluminous Marsh Honey for really difficult fights. If you're popping them all, you can freely use Iron Head for ~45% damage boost from Heavy Metal +5 since you're actually overcapped on +PER (11, max 10). Insane damage; if you need more, use Miniguns over LMGs (typically vs bosses, 12.7mm Contaminated Bullets).



Overkill:  Playtesting this build (using CE on a lategame save) makes this issue, pointed out by commentator below, very pressing. LMGs with Concentrated Fire +10, Heavy Metal +5 and 16 PER (+3 from Brute Aim) is absolutely overkill for single target damage. Even bosses, assuming you're using 12.7mm Contaminated Bullet Miniguns.

My solution is the Fusion Cannon. There's already a lot of overlap in a Fusion Cannon build and a Minigun build; so making some changes to the build to make the Fusion Cannon a viable secondary weapon is the main way this build is distinct from AR builds. While AR builds do have Grenade Launchers, they aren't as damaging without Demolition Man, and even with Demolition Man, Fusion Cannon is an absolute force of nature with Heavy Metal +5.

The updated build reflects that. What I replaced was Gun Nut and Decomissioner; Gun Nut is simply not necessary with the overkill single target damage of LMGs and Miniguns with that high perception, neither was Decomissioner, even vs Nagas. The MG3-42 is a very viable alternative to a custom Ratchet (especially as it uses the common 7.62 ammo), further lowering value of Gun Nut.

In exchange, Tricky Trajectory and High Technicalities come in, at L22 and L24. Tricky Trajectory is very powerful, mostly because it lowers evasion on top of the damage; and High Technicalities with 7 (+2) INT is a very good feat to take even for a secondary weapon (+16-32% damage). Its not worth it to specialize in HT without 10+ INT, so you still specialize in Concentrated Fire levels 20-30, allowing you to oneshot bosses with LMGs/Miniguns, and Mobs with TNT + Fusion Cannon. Be sure to keep a stealth armor set to set up TNT lure, then quickly swap back to your 95% Armor Penalty set as the enemies start grouping up.



Survivality:  This is the main issue compared to ARs. ARs can plink off 4+ targets instead of 3 per turn because commando and rapid reloader, and move behind cover afterwards. And do it from a longer range compared to Heavy Guns.

My solution is drugs. Namely, Morphine. Morphine + Aegis + Conditioning is 75% DR from the most common damage sources, switch to Balor's Hammer before you end turn for +20% Mech DR from Heavy Metal. Use Lifting Belt or eat Canned Meat before the fight for 100% Mech DR for 3 turns. The heavy armor should protect somewhat from other damage types. Lategame, All-In + Supersoldier Drug also reaches 100%, as does 13 STR Minigun Heavy Metal, Supersoldier Drug and Lifting Belt + Canned Meat; if you want Minigun + Fusion Cannon for whatever reason.

Use a blast cloth tabi/balaclava if needed. Energy Shield (High/High) is good vs energy and electrical attacks. And, of course, Bullheads. You need a lot of them. If you hate fishing with 3 DEX, get Merchant Refresh and stock up on Demon Squids from Al Fabet. Easier fights don't need this much of course; a Flashbang is enough.



Economy:  The last hurdle. I offer two solutions.

One, Metathermics for the really trash mobs. Thermo Destabilization is good even in big fights; but tears smaller ones apart, especially with a grenade or two.

Two, Disassemble. Disassemble is very strong for Heavy Gun builds because Fusion Cannon; even if you're not building around it, Heavy Metal + high PER is often good enough. Disassemble at 2nd level + Pickpocketing should theoretically give enough money to keep your ammo belts filled. Or to craft your stuff in time, especially your first LMG and your first set of Heavy Armor for Heavy Metal.



In the really tough fights, buff to the max, pull out your contaminated bullet 12.7 Terminator, pop Vitality Powder + PTC (with PTA) for 90 AP, enough for two bursts per turn for 3 turns (if you premeditate Stasis to keep your buffs live for one more turn). This should melt through anything and everything, especially on the third turn when Mag Dump + Jumpstarter MKII with 4 stacks gives you 19 bullets per burst.


Don't underestimate stealth; put points into it. You're not that durable without drugs, neither is your initiative great. Swapping to stealth armor set + Cloaking Device can help a lot before entering certain areas.


10 STR/10 PER/7 INT/4 CON.

Put a point into CON at 16 to take Conditioning.


It might be possible to do the same build without Conditioning, and put the CON points into PER for max PER, but it is not easy to replace that 10% DR. If you use something like Kozozel, you're losing the PER you gained anyway; specialization points into Heavy Metal DR is your best option; but the accuracy boost from +2 PER may not be worth the damage loss from -5 Spec Points, plus the other benefits of Conditioning and 5 CON.


Footnote: The Builder is a bit bugged; Full Auto and Concentrated Fire can be taken with Heavy Guns, but in the editor I cannot, so I put 60 points in guns which won't be needed in game (only 25 for High Technicalities, so you can put points into Guns earlygame to use ARs better)

8
EDIT: Edited build, according to suggestions and more playtesting.

https://underrail.info/build/?HgMOAwMKAwrCoADCoAAAAADCoDcwHhgkUDYeQAA3bkYMADIBJj_CmhZZAlpLKcKHw6I-woXCtcKkMSvCnsKdwq3DiOKnvgritJQF37w




Ambush works off base points? Does that mean equipment/cloaking devices don't affect the crit? That honestly is a very good reason to take Recklessness earlier.

EDIT: They do. Ambush still not impressive at 6; when your base accuracy is what's lacking; and you're typically flashbanging then killing one by one; flashbanged targets don't have evasion to halve. You also need to shoot at near-melee range to compensate for your lacking base accuracy; missing that Plasma Pistol Aimed Shot equals a F9 press.


Sharpshooter was honestly for the max damage screenshots. I gotta try that once, My only other playthrough (after a bunch of scrapped ones) was with Tranquility Quad-School Psi, I haven't played a weapon build yet. But yes, if optimizing, Sharpshooter is definitely one of the weaker ones. Three Pointer though, yeah, I kinda forgot about GLs. And didn't know Thumper has no STR req. Wow. That definitely is not abusable at all. Still an opportunity cost sometimes; you might need two kinds of pistols; at least I planned to. But yeah. That is very powerful.

EDIT: Yep, Thumper OP. Also, I realized you're not limited to Thumper, since Vitality Powder/Adrenaline + All-In is good for 7 STR Onagers (125% crit dmg >> 175% from crit power); and just Adrenaline can fire 25mm 6-Ammo Launchers. So Sharpshooter is subbed out for Tricky Trajectory. Exact levels depend on when you need the extra AOE dmg; I put it at 20, but you can do 16 or 24, whichever works for you. This lets you avoid needing the Launcher Strap Belt; and keep the Doctor's Belt for the 2AP Psi Booster.


Tranquility is mostly for LTI (for Point Shot) and TK Proxy. That's +10 AP if you use both, +5 if only 1. I don't have that many useful perks especially if I also drop Sharpshooter. I see you took Disassemble and Pack Rathound. I'm never taking Pack Rathound on non-trappers; makes my OCD regarding perfect builds act up. I don't know about Disassemble though; I never lacked money post-Abram missions; and that was without pickpocket.

EDIT: LTI + Point Shot is incredible. but you probably should take one earlier, they're effectively +10-15 AP on average. I think Premeditation ends up being better than Tranquility; if only for the Psi points discount; but Tranquility fits the feat curve better; and ends up being better when you need to use many Psi Spells (+Booster), LTI + TK Proxy + Thermo Destabilization is already +15 AP, if you also use Stasis/Cryostasis/PTD/TK Grounding, the AP increase goes up. While Premeditation is typically just a flat +10/+15 AP, on the respective spells; but that big Psi discount makes it stronger on average.


Escape Artist is very useful; except I don't have Locus of Control and Bullheads are annoying to craft, and can't be used after a CC like Locus can be; so without Locus it wouldn't really reduce my F9 press that much :( Most of my F9 presses are when I refuse to cheese with traps and fight fair anyways, Bear Traps need nerf. Maybe if the CC duration also scaled off strength or something; stronger foes are CC-ed less by the traps, and on certain super high strength foes, it only does damage.


EDIT: Three Pointer is still very good; mostly because Grenades are 15 AP and comparable in damage to GLs; so when they also get that 50% crit; its more AP for you; especially with LTI and Grenadier. Don't think I'd find the replacement feats (Disassemble, Pack Rathound, Escape Artist) better. Escape Artist can be good in an Ironman run maybe sometimes; but whatever it does can typically be replicated by careful use of traps and corners, and the F9 key.

9
Builds / Rate my build? High Technicalities Tranquility Energy Pistol.
« on: January 10, 2024, 09:41:43 am »
underrail.info/build/?HgMOAwMKAwrCoADCoAAAAADCoDcwHhgkUDYeQAA3bkYMADIBJj_CmhZZAlpLMynCh8KFPsK1wqQxK8Kewp3CrcOI4qe-CuK0lAXfvA

Is the damage overkill? Is Premeditation better than Tranquility? 12 DEX 14 PER or 14 DEX 12 PER? Max Thought Control with 3 WIL worth? Is it worth to max-specc Recklessness and take Steady Aim for max crit chance lategame (maybe dropping Ambush)? Is Ambush reliable enough, especially with low range pistols?

What other improvements/changes would you suggest? What fights/enemies do you think would cause issues?



The idea behind this build is to abuse the various low-AP CC psi has access to for crowd-control, to mitigate the main weakness of single-target low-range energy pistols. Also, highest possible damage from HT + Opportunist + Critical Power, gotta see that at least once :)

10 DEX 8 PER 10 INT early, with early Pickpocketing investment to earn enough money for my first energy pistols. Skillpoints are the minimum investments I need to hit the max needed with boosters (All-In/Jon's Special, Hypercerebrix, Lemurian + Jacknife); plenty of spare skillpoints for QOL investments.

Other cool thing is JKK Jacket + Point Shot with Ambush + Plasma Pistol/Electroshock Pistol for groups. Basically an Aimed Shot that costs 25% AP and can be used twice with LTI. If accuracy is an issue; this build already wants to flashbang groups out of stealth, and cc-ed enemies have no evasion.

When you can't ambush, the crit feats and equipment (Infused Rathound Armor/Hardcore Chips) are helpful. Crit chance at level 30 is ~80% with highest quality gear; if you don't use Hardcore Chips, it is still 75%, which is still okay, if not as good as 100% with Ambush.

Completely invested in those big numbers, only really missing Execute (I feel it is anti-synergistic with Ambush) and a veteran damage feat. High Technicalities and the Tattoo choice helps vs crit-immune enemies. Ambush feels weaker early without high AGI/Stealth, so I don't plan on using it for Depot A, Grenadier/Point Shot + LTI seems better.

By level 4, 30 Guns, Throwing, Stealth, Merc, Pickpocketing, Electronics; 10 Mechanics for Energy Pistol Frames. This gets 50 Pickpocketing with 11 DEX + Eel Sandwich. Split the rest between Lockpicking/Hacking. I like starting with 8 (effective 10) Persuasion to obtain the free Hammerer for Aimed Shot.

10
So I had an idea about rebalancing Psi Empath unlock, so not everyone can splash easily into psi and prevent build homogeneity (particularly Temporal Contraction).

Three different ways to become a psion now:

1. Prodigal Empath, requires 9 WIL, gives 100 Max Psi and Psi Empath perk, and pickable at character creation. You spend a feat, but you don't have the HP penalty (which is mostly irrelevant, since optimal gameplay for a psion is all about not getting hit).

2. Natural Empath, requires 6 WIL, gives 50 Max Psi and Psi Empath perk, pickable at, say, level 5. You spend a feat, don't get HP penalty, have way less WIL requirements, but only 50 max Psi, enough for a PTC but not LTI or Stasis on top of it, defintely not enough to stack a bunch of AP cheap control anymore (but still can use a few choice ones).

3. Artificial Empath, requires 6 WIL, gives 50 Max Psi, -20% HP, and Psi Empath perk. Obtainable from the Doctor at SGS as normal. Maybe attach a cost to the unlock, like 5000. You save a perk, but you lose health. Expensive, too, which should prevent you from getting it at level 1-3 unless you make major concessions.

Additionally, you cannot learn or improve Psionic skills unless you have Psi Empath (make it work at level 1 properly with Prodigal Empath).


This basically should prevent easy splashing of all LTI/PTC/Stasis/Control effects for free. You want Psi, you gotta invest into 6 WIL, and then pay either a perk or 20% of your max HP for only 50 Psionic points. For pure psi its mostly a nerf (-1 perk), but since pure psi often doesn't have a good 2nd level 1 perk to pick; feels okay. This can also enable better balancing of all the psi spells, allow more power for Cave Wizards maybe.

Context though, I started Underrail in 2023. So I haven't played with unlimited Psi, but I have played Mass Effect 1 as a pure adept, and I can see why unrestricted and unlimited abilities can be too op, even if CD and Psi-point limited.

However, I feel like the above nerf to Psi should enable a couple QOL buffs to pure Psi; like maybe enable Psi Regeneration to generate points from thin air at 50% efficiency if there's no reserve pool. This means if you rely on natural regeneration, you can only enter fights with your psi pool, but all other sources like boosters and natural regen is 50% effective. Similarly, buff natural regeneration a bit (WILL+INT? or maybe 1.5*WILL + 0.5*INT), because 15 psi per round is pathetic, and clashes with Psi's bursty playstyle, where you seek to do as much damage within the first few rounds as possible.


Also, wtf is the anti spam in this forum. Captcha plus 2 questions? The tallest tree actually didn't take my Redwood/Giant Redwood answers from google.

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