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Topics - Deger

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General / Fishing 'CD' system - how does it work?
« on: November 27, 2019, 06:45:55 pm »
Been unable to find any explanation to this.

There's a clear CD, you can put down a rod or two and get bombarded with fish, after a short while it stops and you wont get anything even if you wait 5 minutes at full speed.
Going to a new area appears to sometimes reset it and sometimes not. Sometimes waiting multiple RL hours before fishing again still gives you nothing at all.

It's clearly not just RNG because of how predictable it is. If fish don't start biting almost straight away, they won't even if you wait 10 minutes. And if they do you'll get 2-6 in rapid succession before stopping completely.

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Builds / Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 12:26:52 am »
TL;DR:
I want a lightly armored psi monk that can initiate combat from stealth and has enough skill points for high quality crafting, hacking/lockpicking everything and is able to use persuade or their jewish heritage mercantile in all situations.
Gloves seem more versatile than pure unarmed, lets me carry a secondary pair of lightning gloves for AoE or enemies with very high mechanic resistance.

http://underrail.info.tm/build/?HgMOBwMDBwkAAADCoMKgwqA8PSwAAFRUABpUAMKgADdJAEUmJysdICoSDQYkFE4ME8KHBzxL4p2NCuKfhAHisZYE378

Reasoning for Attributes:
3 STR - See DEX.
14 DEX - Feels like you either dump STR or DEX, the latter suits this build much more and grants more skill points. 14 is enough for 4 AP attacks with tabi & leather gloves.
7 AGI - Movement and initiative is good but already get it from other sources, minimum req for Fancy Footwork and Interloper.
3 CON - Better spent elsewhere.
3 PER - Better spent elsewhere.
7 WIL - Premeditation is great.
9 INT - Crafting skills leech a lot of skill points.

Reasoning for Crafting Skills:
Mechanics for gloves and tactical vest.
Electronics for shield, psi headband and Electroshock Generator gloves.
Biology for some consumables and psi beetle carapace tac vest (best choice?)

Skill point division is rough estimate, think I need about this many but might increase/decrease some.
There's Intelligence boosting food, right? Can't find it on the wiki but think I read about the expansion adding it, with crafting bench and +1 INT this should allow me to craft anything.

Reasoning for Feats: (mentioning things I myself or other people might question)
Pack Rathound - Never playing a 3 STR character without this QoL perk again.
Opportunist - If it's added multiplicative after damage is calculated it seems very good, if it's additive I'd consider a different feat.
Veteran Feats - Don't seem to fit this build, maybe DEX veterancy if Opportunist is additive.
Dirty Kick - Looks good on paper but maybe I have enough CC and can use this feat slot for something else.

Reasoning for Specializations:
Considering synergies with feats/base abilities, crit damage Cheap Shot seems like the obvious choice.
1 point for Expose Weakness duration seems like super value.
More AP with Psychotemporal Acceleration means more punching.

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