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Topics - Yolfashj

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Builds / Spear Build on Dominating
« on: April 06, 2021, 03:07:01 am »
Based on old school Cryo-Sniper build, made some tweaks, very intuitive.

Use Impale (Your bread and butter) and Cryostasis to shatter living targets, a much better combo than Cryo-Sniper.

Or,

Use Destabilization + Damage Grenade + Flashbang(Optional, to disable evasion and trigger Opportunist) + Spear Throwing to deal with group enemies.


Core Skills

All core skills can be acquired by level 14,

https://underrail.info/build/?Dg0GAwMDAwgAUABQAABQAAAAAAAAAAAAAABQAAAAACbCgys_wpXClAoGEkvfvw

Attention! There are 4 attribute points remaining, if you wanna play the aggressive version, put 3 to Agi and 1 to Dex, otherwise to Dex totally.

From now on, there are two branches, both viable for Dominating (Classic Recommended)

Aggressive Version

Poseidon:

https://underrail.info/build/?HhAHBgMDAwgAwqAAwqAAAG5QTgAAWloyI1IAAMKgRi8ARCbCgys_wpXClAoGEkvChTw5wqw-wofCvcK24p2NCuKdtATis6QB378

All the subsequent feats are to enhance dmg output.

Defensive Version

More interesting and maneuverable (Stylish appearance, suitable for a post-apocalyptic world~)

Steven Spearburg:

https://underrail.info/build/?HhAKAwMDAwgAwqAAwqAAAMKDQUkAAF5VMTBQAADClEYtAEgmwoMrP8KVwpQKBhJLwq_Ck8KqwojCh8KrwrZ24p20A-KxoAXis44C4ra1AuK2tgPfvw

Equipment:

Armor:Riot gear with Psi bug shield (Study Vest + Black overcoat)
Boots: Ninja tabi boots for MP and stealth bonus to compensate armor penalty~Bring stealth to 117, slightly over Greater Spiders' detection threshold(116)
Belt:   Doctor's Pouch, LTI/Contraction/Cryostasis are psi devourer

Gameplay:

5 spec into shield bash to achieve a free attack every turn (can proc incapacitation and build Boarding Up)

Daze lock + Dilation = -30 action points for single target

Cryo-Shield + Spear Guardian+ Riot Shield = melee immunity. Well, almost...

Medium + High shield emitter to defend range attacks (No, not on dominating, shatter those psi casters or sniper first)




2
Builds / Suggestions? Melee-Pistol for Dominating Oddity
« on: March 18, 2021, 07:15:18 am »
Build first:

Nearsighted Sharpshooter

https://underrail.info/build/?HgMQCgMDBQZGMgDCoCgAUFstAABfX2AjZAAAAMKLJQBNJsKjKzEXBhILw5Fbw5ITEUdLwrNcwofin4QB4qO6BeK8ugTivYQF378

Playable 1-30 for Dominating, very smooth gameplay, bullet time OP!!!!

Details:

1. Dump Perception completely, use Versatility and Gun-Fu(4 spec) to achieve 306 effective gun skills.

2. Bullet Time+Blitz+Acceleration+Powder/Adrenaline + Rapid Fire = more than 18 times .44 RR Smart pistol attack under Expose Weakness.

3. Flashbang + Cut throat + Execute + Entropic Recurrence = Human Boss slaughter

4. Max dex knife attack for daily routine/silent work/dark area/AP reduction skills in CD

5. Viable for Melee-hatred DLC

6. Can remove knife feats and fit in a Pneumatic Glove build i guess.

3
Builds / Psiblade for Oddity Dominating, playable 1 to 30
« on: January 30, 2020, 10:10:59 am »
Link first:
http://underrail.info.tm/build/?HgUKBwkDBQcAMgDCoAAAZFVBADBAWlcuWgAtRkYjAEZiMSsmMCrCjAYSS1zChRkpwo3Ct3pn378

This Psiblade is built around Red Dragon and requires some re-stealth tactics, so it's a little new player unfriendly such a fun to play :D.


Leveling Outline:(In case link dosent work)

Since early game is quite linear, following the given leveling order (till lvl 14)is highly recommended, it makes your game a lot easier.

Initial Attributes
Str: 5  Dex:8  Agi:6  Con:9  Per:3  Wil:4  Int:5
(Assuming Play in Oddity)

lvl 4  : (+1 Int) Quick Tinkering: To deal with annoying psibugs, trap it and Cryokinesis.
lvl 6  :              Premeditation  : You are now in GMS, stay before camera for a while and lure 5 sentry bots together. Then deal with them w/ Open door - Premediation+Electrokinesis
lvl 8  : (+1 Wil) Flurry             :  5 will now can boost Temporal Manipulation to 50+, 5 stacks Temporal Distortion will help you destroy those Plasma Turret easily. For that two adjacent Plasma Turret in Depot A Underpassage East, simply Premediation+Electrokinesis one and Electrokinesis the other(Retreat and repeat).

How to Play(Re-stealth Tactics):

Since this char has almost 70% crit chance and insanely high melee crit bonus (around 850% with RD, even more w/Ripper), you can easily one-flurry everything in the way. If somehow things get ugly, try joining our RNG Cult the following strategy:


**1. Re-Stealth**

Core Abilities/Item:  Cryostasis &Quick Tinkering &Force Field &Flashbangs
To re-stealth in combat successfully, you need to incapacitate enemies or make them lose your sight for a few turns. So Cryostasis - run away - re-stealth behind corner/doorway is a reliable strategy against single target.

To deal with group enemies,use Quick Tinkering+bear trap/Force Field/Molotov(Sometimes) to choke doorway/corridor and re-stealth, or simply Psycho-temporal Contraction+flashbang and run-away.

But technically, you should gas grenade abuse try to ↓↓↓.


**2. Separate Group Enemies**

Core Ability/Item: Pyrokinesis &Grenades

Different enemies have different sensitivity to noise, use this as your advantage. Ex: those Spawns are very sensitive to noise, simply Pyrokinesis/Grenade at some place and Spawns will all be attracted.

Specifically, to separate humanoids(which will return to position after checking the site), place bear traps along the way before Pyrokinesis/Grenade and cut those delayed afterwards.


**3. Against single normal target (SOP here in after)**

Turn 1 :Stealth close - Start combat manually - Premeditation w/Electrokinesis (Disable target's dodge and trigger Opportunist, bear traps preferably)- Expose Weakness(Tabi -1 action point) -Flurry

Turn 2 :Flurry-Flurry

In most cases, target would die outright in Turn 1.


**4. Against some single hardcore "Boss" target **

Turn 1 :SOP
Turn 2 :Flurry - Re-stealth
Then   :Repeat


**5. Against Group **

a. you either SOP one of them and re-stealth, or
b. separate them


Feats/Attributes:

1. Why 5 Str

Red Dragon only requires 5 str  :D :D

2. Why not 7 str for Decapitate/ not Parry+Riposte

Why bother when you can one-flurry the whole world. Besides, we are in desperate need of attributes, 7 str is really unnecessary.

Moreover, Parry only blocks melee dmg and Riposte only stack 1 time, otherwise I'll consider building a Reckoning Paladin(Wrong channel Sorry)

3. Why Increased Will

Ripper requires 5 will. Boost it to 7 gets you Persuasion and lots of Psi skill bonus, and since you will stay in 30% hp all the time, Fight Response comes in good synergy(one more flurry).

4. Why 7 Int and Power Management

Red Dragon/Premeditation requires 6 int and sometimes you need to face-tank some bullets/Psi dmg, a good shield is really necessary considering your pathetic hp. If you really enjoy save and load, feel free to replace w/ anything prefered.

5. Why Quick Tinkering

This is still a nuclear weapon even got nerfed several times.

6. Why 7 Agi and Hit and Run

For re-stealth purpose and good stealth bonus, lower it to 6 and take Sprint if you want.






4
General / Questions about force emission
« on: August 09, 2018, 02:10:45 am »
Hi guys, new player here. Have some questions about force emission:

1. Can FE critically hit or not?

2. Is it a melee attack or psi attack(thus affected by melee/psi feats)?

3. How to calculate the exact crit chance/crit dmg bonus of FE hits and mimicked hits (by Proxy)?

    For example. a punch with FE toggled on and then mimicked by Proxy (20% melee crit and 50% psi crit):

    i. punch and FE crit = 20% and will only be checked once
       
       the following mimicked hit will be treated as an independent psi attack and crit = 50%

    ii. punch and FE crit will be checked separately, and FE crit =20% (since triggered by a melee action) but dmg bonus = psi
       dmg bonus (since treated as a psi attack)
 
       the following mimicked hit will be treated as an independent action and crit = 50%

    iii. punch and FE crit will be checked separately, and FE crit =50% (an independent psi attack)
 
       the following mimicked hit will be treated as an independent psi attack and crit = 50%

    iv. punch and FE crit will be checked separately, and FE crit =50% (an independent psi attack)
 
       the following mimicked hit will automatically crit if FE crit (Copy the same result)

    Which one is correct? None?

4. How to calculate the psi cost reduction from different resources? I mean , say, a character wearing muffled headband (-10% psi cost) and have taken Force User (-1 cost of FE) and Psychosis (+20% Cost) and under Trance effect (+20% cost),
    so what is final cost of FE ?
   
    [5*(100%-10%+20%+20%)]-1   (Additive and Round towards zero), or
 
    [5*(100%*90%*120%*120%)]-1  (Multiplicative and Round towards zero), or

    [(5-1)*(100%-10%+20%+20%)] , or
   
    [(5-1)*(100%*90%*120%*120%)]?


Thank you so very much !!!

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