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Messages - LikeAShadow406

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General / Is Smart Module extremely high skill scaling intended?
« on: March 06, 2026, 11:45:43 am »
I noticed that Smart Modules seem to have extremely high skill scaling compared to other items? For reference, a q144 Smart Module needs 177 Electronics to use which is a higher skill requirement than my q164 Electroshock Generator which needs 174 while my q148 Circular Wave Amplifier has 158 requirement, I'm curious, is that intended?

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Bugs / Milton Quest Bug & Power Fist Dungeon Cafeteria Door Bug
« on: February 22, 2026, 10:16:21 am »
If you pick the options that say something like "I already found the key, here it is" you get no XP from him, but if you don't tell him you found it, exit the dialog box then talk to him again and tell him you found it you get 1 XP for completing the quest


Also, in the Power Fist dungeon, the one with a Death Stalker cafeteria & Greater Coil Spiders in the basement, if you open the door to the northeast of the Cafeteria door and save your game, when you load the savefile you made that door closes on its own, I noticed this because I was trying to get the Death Stalkers to fight the Plasma Sentries which took a few attempts, each time I load a file that was saved with that door open the door closes

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I actually restarted a new run with Chemical Pistol for crowd control + Plasma Pistol for damage, about to start Depot A with much smoother gameplay so far, albeit more expensive due to having ammo cost unlike spears (killing Milton who has 2.4k HP for his loot cost 25 acid vials, worth around 35 charons), your suggestion is pretty good, I will try out Electroshock Pistol as well, though from my memory of using it in the past on a Survival Instincts Versatility + Crit Power spec build it was only doing like 1k damage on the first shot with a crafted pistol at around level 18.

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Hello, after seeing the latest update where you can now set NPC stats to things like 100% crit rate, 300% skills & 1000% HP while setting player health to 20% I thought it would be fun to try playing the game this way using very powerful builds, currently I am playing a Spear Throw build due to the insane damage numbers it can hit (200 at level 2, 1000 with full buffs and max distance at level 6), though it is not very reliable, here is a video I made fighting M'lan Ratula:

https://www.youtube.com/watch?v=5vvyyMkj8zI

I might post more videos like this in the future, currently doing Depot A at the moment, I would record more but the gameplay is very cheesy and savescummy meaning it is not very fun to watch or record, plus most of the pre Depot A gameplay is mostly cheese, I maybe should've played a Chemical Pistol build or Psi build instead, but the potential costs in amount of acid vials or psi inhalants used per fight terrified me too much so I decided I would rather play a savescummy build.

5
Note: Questions are at the bottom if you don't wanna read walls of text.

Like most other people on the Underrail communities I usually play 3 con stealth glass cannons, however after over 1k hours I finally decided to try ironman as well as using proper armor for encounters and 5 CON instead of always Rathound Regalia and 3 CON and its amazing how large the difference between just having Dodge and or Evasion and 3 CON compared to having 5 CON as well as Dodge / Evasion and intimidation with Yell feat and the difference is massive even with only 7 AGI and 10 STR, I don't know if Yell is even necessary since with Adrenaline + basic Ninja Tabi bought from Blaine I can often dodge 30%+ shots of the enemies, sometimes even 50%+ against Burst users


And the extra durability from investing into defensive things (Vigorous Belt for 30 more HP, 5 CON over 3, making a proper shield emitter even if its low quality, proper armor) is humongous, even though most of my equipment so far is <q65 or looted from bandits I have had many fights where just because of these I was able to tank for multiple turns sometimes even against multiple enemies, compared to probably dying from 1 or 2 if I did not invest in them as I usually do


On Dodge and Evasion: I have actually not even max points in these skills for most of my run due to lacking skill points but they help massively even with just 7 AGI, especially the damage reduction from explosions, I've seen scenarios where Evasion alone saves me from taking over 40 damage from a single explosion, and often it has let me win a fight with <40% or less health, same for dodge (and for most of my run I only had 55 base points into dodge, again due to lacking points), it even let me tank a Ancient Rathound for one turn, though I might've just been really lucky, not sure how high their melee skill is


Lastly but probably the most important part: Proper Defensive Equipment, even with low quality items (so far I am running quality 47 Siphoner Tabi, quality 42 Kevlar Tabi, q60 Low-Low Amplified Energy Shield with a secondary q30 Emitter as well as a q63 Efficient Single Medium Emitter Shield, q50 Siphoner Armor with q17 Antithermic Cloth, yes, 17.) and gear looted from bandits / given from factions (Praetorian Peacekeeper, 890 Durability Steel Greaves, 1320 durability Iron Head Helmet)


I have been able to do things like leave a zone mid-fight with 4 enemies still alive (Ironhead Psionic & Grenadier, Heavy Shotgunner, Cook (the fat guy with a sledge) and re-enter and manage to live long enough to kill them with health to spare, though I will admit I fell below 50% even with recharging my shield emitter to full and tank all the Bladelings in Foundry and kill them with ease (they were doing 6 damage max with the gear I have, usually 3 or less)
as well as kill some of the pre-Depot A bandit groups in areas you aren't really supposed to go to (tip: Kevlar Tabi + a decent Tac Vest and the non sniper / AR gunners do literally no damage on non-crits, letting you focus on their friends while they plink you), at one point I even tanked a TK Punch + Neural Overload from some Lunatics and lived through the stun (at like 30%, but still)



underrail info/build/?EAsDBwYDCAYAAAAAWk5aGQ0QAAA8PAgmLQAAWgAxOgArOSRELC7ClCplwqxF4qeCAd-8

Here is my build so far, even though the early game was really painful but once I got Pyromaniac feat its become smoother and smoother, I imagine it will get really good really soon since I managed to find a q73 Super Steel Plate in the Core City Sewer and will soon be able to have both high defense metal armor while having low armor penalty

Notes: My stat point order was STR STR STR CON, I took CON at level 16 cause I liked the durability so much I decided im going to get Stoicism and Conditioning at level 20 & 22, I have actually never used those feats despite over 1k hours





I also have some questions, is it a good idea to use Dodge and Evasion with 50% Armor Penalty Multi-Plate TiChrome Armor? In theory it should work pretty well especially with Yell & Evasive Maneuvers + Uncanny Dodge + Dodge/Evasion drugs I should still have a decent amount of damage reduction from the two even after penalty

Is it worth using Expose Weakness now for Bots on a Spear build with only 6 INT? I have killed 2 Industrial Bots so far without EW but I don't know how much benefit I would gain from 21% more mech damage against them.

Is persuasion worth it? I spent some points in it because I had high WILL and my opinion is kinda mixed, I haven't really seen a situation where I gained a significant benefit from it so far except for being able to join Protectorate early (I wanted that Psi Beetle Soup)


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General / Some poisons related questions
« on: January 24, 2026, 08:51:00 am »
Currently planning out a poisons build with xbow, caltrops and bear traps and was looking at the "Damage modifier sources" table on the wiki from the "Infected Wound" page status effect, it doesn't list Cave Ear poison as increasing Bio damage by 50%? I assume this is a oversight?

What are the sources of increasing Bio / poison damage? So far I know: Cave Ear poison, Contaminated debuff, Vile Weaponry feat and the Hypertoxicity feat as well as specialization in the two mentioned feats, is that all?

Also, is it more effective (as in, in terms of applying as many poisons on as many enemies as possible) to use xbow or throwing knives for poison? In theory the throwing knives can apply poison for as low as 2.5 AP per enemy poisoned versus xbows minimum 13 AP per poisoned enemy, but I was worried throwing knives might have too little range, (note, I have not used throwing knives before) as well as not being able to apply vile weaponry with throwing knives as far as I know

Lastly, someone will probably mention that poisons in this game kinda suck, that is not a problem, I just want to see the biggest damage number I can have with them. I imagine it is probably around 1.5k for Heartbreaker and probably around 500 for Blinding.

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Suggestions / Metal Combat Gloves buffs and buff Guard feat
« on: January 24, 2026, 05:46:13 am »
I think it would make sense if metal combat gloves have buffs based on metal type like all other weapons, like for example TiChrome gloves can have 14 or 15 base AP cost, tungsten gloves could have extra crit damage and steel gloves can have more crit chance

Also it would make sense for them to only have 125% mechanical damage penalty against armor since leather combat gloves have 140% penalty

Lastly, it would be nice if Guard feat was buffed by melee skill, like lets say for every 10 melee skill its chance to block is increased by 1.5, like if you had 100 effective melee Guard would have a 50% chance to block instead of just 35, at the moment its way too unreliable to be worth the feat slot, even though it does stack with other block sources.

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