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Topics - ShoggothWhisperer

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1
Builds / Ultimate Maximizing Ability Scores Guide
« on: January 01, 2023, 02:29:07 am »
I promised that I'd write another guide before the end of the year, and here it is! This guide is intended to help players maximize the benefit they receive from their ability scores, and to understand the trade offs of dumping one stat for another. This guide is more targeted towards new players, to help them understand how to assign ability scores at character creation, but also contains some useful information for veterans on the benefits of going over 20 in an ability score.

https://docs.google.com/document/d/1mgaiQGL51dwwFNnxne7f3zLjaZdkvX14-_G8rPg9tbw/edit?usp=sharing

I would love to hear any discussions and comments on the guide, especially if you disagree with any of the assertions I've made. I might make another guide, or I might not, depending on how busy I am. If I do make another guide, it will be on the best side weapons in Underrail, such as the Cleaver, Boxing Gloves, Hoddurform, ect. Have a Happy New Year!

2
Both of these abilities use melee skill for accuracy, but not damage, which doesn't make much sense. They both already have a downside by requiring specific armor that each come with their own drawbacks, and right now Mounted Drill Attack and Shield Bash are massively outclassed by all other combat options. 

3
Bugs / Waterways Dungeon Muties Not Responding to Noise Bug
« on: October 07, 2022, 03:28:30 am »
Enemies don't seem to be correctly responding to noise in the mutie encampment portion of the waterways dungeon. I've fired a 12.7 mm sniper rifle and thrown frag grenades next to enemies who don't have line of sight on me, and I've gotten no reaction from them. I'm not sure if they're intentionally programed to not respond to noise, but it seems weird.

4
Builds / Ultimate Specialization Guide
« on: September 19, 2022, 11:19:56 pm »
Hey, I've written an exhaustive guide on every specialization and whether or not they are worth taking on a build. I wrote this because I feel that too many builds neglect their specialization points, which can turn a good build into a great build with the right specializations. This is targeted towards new players and old players, using my knowledge gained from 800+ hours playing Underrail.

https://docs.google.com/document/d/1D0h2BRsGJXLjO0Bj9KhjIoVLpzrUd349p9vUmcVzjNE/edit?usp=sharing


I would love to hear any discussion and comments on specializations, especially if I overlooked any good specialization combos or synergies. In the coming months I will be posting more guides similar to this for overlooked gameplay mechanics, and the next one is probably going to be about maximizing ability scores.

5
Bugs / Boarding Up Feat Bug
« on: September 11, 2022, 04:14:14 am »
The feat says it grants a stack every time an attack hits, but it actually grants a stack every time you make an attack, even if that attack misses.

6
General / Rework Riot Armor for Infusion
« on: September 08, 2022, 05:49:03 pm »
It's no secret that riot armor with shields is the worst armor option in Underrail. If you want mobility, you go for a lightweight tac vest or leather armor suit. If you want protection, you go for a suit of metal armor. These armor sets don't require any feats to operate, and metal armor's only requirement is having 8-9 strength. To get the full use of riot armor, you need the shield arm feat, 5-6 strength, and you are restricted to only using one handed weapons. Riot armor is more restrictive and offers less benefits than conventional armor and needs to be reworked for infusion to stay relevant. Below are some ways riot armor could be reworked to be a viable alternative to other armors.

1. Remove the armor penalty from adding a shield- Being restricted to 1 handed weapons is already enough of a drawback to adding a shield, increasing armor penalty on top of that is overkill. Melee builds use lighter armor because they need the extra mp to run up and hit enemies, so they usually can't afford to run high armor penalty without a feat like hit and run.

2. Condense riot armor feats- Riot armor currently has 4 feats it exclusively benefits from, which is significantly more than any other set of armor. Shield Arm, Shield Bash, Boarding Up, and Iron Grip are all riot armor exclusive, and contribute to the feat bloat that makes riot armor unattractive. Shield Arm and Iron Grip's benefits should also be added to riot armor, but only have their effects active if the character has more than 8 strength. This would allow characters to use riot armor effectively without having to dedicate several feats to it. Alternatively, the benefits of shield arm could be completely removed, and you could have block chance and block amount scale with strength in a similar manner to parry.

3. Allow riot armor to block projectiles/ reduce damage from ranged attacks-It always seemed odd to me that a heavy metal shield would provide no protection from bullets, shells, and explosions. If the riot shield could block things like bullets, crossbow bolts, and cryokinesis projectiles, it would make it an interesting alternative to tactical vests. Maybe it could loose the DT increase against bullets and shells as a trade off. You could have this be an innate feature of the riot shield, or you could lock it behind a feat to require investment for the benefit.

4. Allow riot armor to block more damage types than just mechanical- Depending on the material used in the shield, riot armor could block differnt types of damage. Tungsten and burrower could block heat, Tichrome and Super Steel could block energy, psi crab could block electricity, ect.

I really like riot armor with shields conceptually, but in practice they just require too much investment for too little payoff. I'd love to hear other people's opinions on how riot armor could be reworked to make it a more appealing option.

7
"Styg gives his toughest battles to his strongest builds"

Do you like using TC, but wish you could deal with robots? Do you like poisons, but wish there was a better way to apply them besides bear traps, caltrops, and crossbow bolts? Do you like making a lot of high damage attacks, but hate using burst builds or flurry? If you answered yes to any of the questions above, then this is the build for you:

https://underrail.info/build/?HgQQAwMDCgcAwqAAwqAAAEZZMQAAYGBTVwDCoAAARgAASCsvJ8KVJlhRw5NcXiEqEj4WwrN2wofin4QB4qi6A-KouwPis6ID4r2OBd-_

I firmly believe that this build is the best TC build hybrid and that it is superior to solo TC builds. This build has everything you could ever want out of an offensive build:
  • High Damage Attacks-At 370 Skill, Throwing Knives deal 52-97 damage, with a 275% damage multiplier to damage that passes through armor against Organic Targets.
  • Low AP Cost-7 AP per knife at 18 dex, 5 AP per knife at 23 dex with All In and SSD, and you throw 2 knives for the price of 1 with Split Spare.
  • Extra AP-Fully Specced Fatal Throw gives an extra 27 AP if you can proc it, and with adrenaline that brings your total AP up to 97 per turn (103 with vitality powder). If you take 70 Temporal Manipulation, you can go up to a maximum of 123 AP per turn (with fatal throw, vit powder, contraction, and the  psycho temporal acceleration feat)
  • Crowd Control (LOC+ Enrage for humans and creatures, MK 5 Frag Grenades+Three Pointer for Robots or Spilt Spare+Pinning+Crawler Poison Throwing Knives for anything else.)
  • Robot Killer- This build can deal with robots, although it isn’t the greatest at it. Rusting Acid is the best option against bots, since you can throw vials for 15 AP at 18 dex or 12 AP at 23 Dex. Anything weaker than a Plasma Sentry can be killed with throwing knives, and Corrosive Acid can be used to take down Nagas.
  • Initiative- With 27 Initiative, you’ll consistently outspeed everything short of Carnifex and Death Stalkers.

This build comes online at Level 14, and from there only gets stronger as your damage scales high enough to bypass DT. Carnifex was zoned out at Level 18, and Lurker Base, Epoine Labs, and Emporion Shopping Mall were all cleared before I reached Level 22.  As a disclaimer, all of the information presented in this guide was tested with a slightly different build that I played until Level 26:
https://underrail.info/build/?HgMQCgMDBQYAwqAAwqAAAENfNwAAZ2cLZmfCoAAAAAAATSs5LybClVhRw5NcXipHEg0_wrN2wqbip5cD4qi7A-KzogPis6QB4r2OBd-_
Enemies frequently resisting TC abilities and being required to use the fursuit in order to throw the Javelin led to the former build being revised into the current build. LOC is better than Blitz, the extra 20 AP once per combat at the cost of shitty TC abilities simply isn't worth it.

Gear

The gear for this build is pretty simple, mainly taking advantage of some of the newer gear added in recent updates:

  • The two weapons you want are Knife Thrower’s Glove and Javelin. Knife Throwers Glove is used with Throwing Knives, and to apply Expose Weakness. Javelin costs 1 AP to throw with fully specced spear throw, and deals ~500 damage when thrown at max range, making it extremely AP efficient.
  • Recommended Utilities are MK 5 Frag Grenade and as many standard throwing knives as you can carry. You burn through throwing knives incredibly quickly, so poison knives should only be saved for special occasions. Of the poisoned knives, the only ones that matter are Black Dragon, Crawler, and Leper Knives, since they have good secondary effects. The poison damage is negligible since the base knives deal so much damage. Shock Shurikens are a waste, since their damage doesn’t scale with throwing skill. You’re better off throwing Rusting Acid or Corrosive Acid (buy from Tchortist Chemist with 120 Chem check) at robots. AI Scrambler is also quite good for forcing robots to fight each other.
  • Recommended Headwear is Psionic Transceiver, since it gives a larger boost to TC skills than any crafted headband with just a single psionic enemy nearby. Muffled TC psi headband is also a good choice. Night Vision Goggles are also excellent to have for dark areas, as throwing knives suffer a precision penalty in darkness.
  • Rathound Regalia provides extra MP and is usually your best bet, although the Tchortist Noble Robe provides a boost to TC and Will. CAU armor with biohazard boots are quite useful, as they allow you to have 100% acid resistance, which helps when farming rusting acid.
  • Ninja Tabis are generally the best option for footwear, as they improve MP and stealth. This build was originally intended to use Jumping Stilts, but as of writing this build they are currently bugged and don’t spawn in game.
  • Large Merchant Belt is usually the best belt, since it allows you to carry extra throwing knives, but utility belt and doctor’s belt are also good options.

Game Plan

Most encounters go something like this:

  • LOC+Premed+Enrage as many enemies as possible.
  • Throw knives until the nearest enemies are pinned and you run out of AP.
  • Break line of sight and end turn, let enraged enemies draw agro.
  • Subsequent turns, throw a grenade if enemies are clumped up, throw javelin at highest health enemy, then throw knives to finish enemies off. If only a single dangerous enemy is left, use frighten or PSP to avoid attacks.

Why Throwing Knives over Neural Overload?

For the longest time, there has been a sentiment in the Underrail community that throwing knives were the worst weapon. Up until recently, this was true. If you played a throwing knife build when Expedition first released, the lowest AP cost you could get was 9, and there was no modifier to damage that goes through armor. Now, Throwing Knives have received the largest buffs of any weapon in the history of Underrail, with the addition of the bonus to unresisted damage, Knife Throwers Glove, Remote Surgeon, and the removal of the Base Ability Score Cap at 20. Below is a comparison between Throwing Knives and Neural Overload, using sheepherder’s Tranquility NO build for the comparison. Crits are not factored into the comparison, since both builds have the base 5% crit chance.   https://stygiansoftware.com/forums/index.php?topic=6139.0

Neural Overload
  • At 370 skill, average of 261 Damage per NO, with all of the relevant stat boosting gear (Hoddurform, ~50% damage boost Magnifying Filter, Mental Trauma with Spec, assuming 5 Int)
  • Bonus damage against high Int targets
  • No damage against robots, TC completely useless against robots
  • Damage ignores DR and DT
  • Attack never misses
  • 6 (7 with outer visions) range
  • 13 AP Per Cast (With Tranq), giving 9 casts on first turn, and 6 casts on subsequent turns.
  • ~20 damage per AP
  • ~3393 Damage First Turn (Assuming 4 targets in LOC), ~1556 damage second turn.
Throwing Knives
  • With 370 skill, average of 206 (257 with opportunist) damage against an unarmored organic target, 126 (157 with opportunist) against a burrower (30% DR), 27 (73 with opportunist) against a closed shell Goliathus (50 DT/55% DR), and 0 (25 with Opportunist) against Psi Crabs (65 DT).
  • Can reliably get +25% damage from opportunist with Pinning, stingball, ect.
  • Can be poisoned with every variety of poison.
  • Effectively instantly kill any enemy hit at 24% hp or less, with 100% crit chance from fatal throw and 175% crit damage from ripper (without opportunist at 24% HP, 566 damage vs unarmored target, and 88 average damage vs Psi Crab)
  • With 307 Skill, average of 26 damage against Plasma Sentries, 4 damage against Industrial Bots. Additionally, throwing skill allows the use of acid vials  against robots.
  • 130% DR and DT penalty
  • Attacks can miss, but immobilizing a target with pinning gives 95% chance to hit. Attacks are very accurate even without pinning thanks to the precision bonuses from Knife Thrower's glove and Expert Throwing
  • 8 Range
  • 7 AP per throw, throw 2 knives if 2 targets are nearby, gain 27 AP upon killing an enemy, 17-34 knives thrown per turn.
  • Damage per AP (regular knives)- ~27-73 damage against unarmored, ~17-45 against burrowers, and ~3-21 damage vs Goliathus.
  • Damage Per Turn (regular knives)-~3502-8738 against unarmored, ~2142-5338 against burrowers, ~459-2482 against Goliathus.

Since there is no benefit to overkilling enemies in Underrail, making many weaker attacks is generally better than making a few powerful attacks, as long as you bypass DT. Throwing Knives outperform Neural Overload against unarmored targets, moderately armored targets, and robots, while Neural Overload only outperforms Throwing Knives against heavily armored organic targets. 18 Dex is better than 18 Will since Dex boosts initiative and gives more skill points, while Will only boosts Resolve, Fortitude and Psi skills. At 10 Will you have more than enough TC skill to get enemies to consistently fail their resolve saves against your TC abilities, so the extra TC skill from 18 will isn’t worth it.

Maximum Potential
Warning: The following information is completely hypothetical and speculative. Recent studies show that Hercules may cause adverse side effects, and it is highly recommended that you consult your local physician before consuming Hercules.

If you really want to fly too close to the sun, you can throw up to 122 throwing knives in a single turn and throw Javelin. For whatever reason, Throwing Knives don’t have the standard 4 ap minimum cost, so you can go down to 2 ap per knife with 18 Dex, All In, SSD, and Hercules. If attacking 2 infinite HP immobilized unarmored creatures next to each other, you would deal ~38000 total average damage with all knives and the spear throw. If those targets were at 1% hp with full stacks of leper poison, and every knife hit for max possible damage, you would deal ~236,000 damage.

Conclusion
Give this build a try if you're interested in throwing knives or TC. This build has an incredibly easy time against any humanoid or critter enemies, and for the most part doesn’t struggle too much with Robots. So far I’ve had no trouble clearing out Port Zenith, and I anticipate I won’t have too much trouble clearing out Fort Apogee and Faceless Commander. Since this build can use Corrosive Acid, Quad Nagas shouldn't be too difficult either, since the Corrosion debuff will dramatically increase the damage of the plasma turrets. The only encounters I could see this build struggling with are the Robot Waves with Rassapphore Nevil, the massive Strongman horde in the Lemurian Health Center, and any of those nasty encounters with 6+ Psi Crabs. Throwing Knives are now arguably one of the strongest weapons in Underrail (I'd say stronger than Shotguns, pure unarmed, and pure PK) and with this build you should have no trouble dealing with Dominating's hardest encounters.

8
Bugs / Phreak Never Restocks CACS or Forged Tickets
« on: March 05, 2022, 03:19:18 am »
Based on Phreak's dialogue, it sounds like he needs time to make more batches of CACS and Forged Tickets, but he never restocks them. I've had time to complete Phreak's questline, the Coretech questline, and all of the Institute of Tchort Quests, so unless he restocks once every 20 hours, he seemingly never finishes his batch.

9
Bugs / Abomination Bugs
« on: February 09, 2022, 02:44:39 am »
Bug 1: Abomination respawn timer is active in turn based mode, respawning in real time. If you have game speed set to the fastest, this means he almost immediately respawns on top of you before you've had a chance to end your turn.

Bug 2: If you quicksave and quickload while the Abomination is respawning, it resets his spawn position to the center of the gas filled room, instead of where you killed him.


10
Bugs / Superintendent Rubin won’t give Dock Key
« on: February 05, 2022, 02:27:55 pm »
When attempting to steal the shield emitters for Gorskeys quest on the experimental version, Rubin’s only dialogue is “We have nothing more to discuss”. There is no option to bribe him or intimidate him into giving you the key, making it impossible to progress the quest in this way.

11
Intro

In the most recent update, we have been graced with a new unique headband: The Cyclop's Eye. While others were dissuaded by it's major drawback, I was inspired, and created this build:

https://underrail.info/build/?HgMDCgUDEAYAagAAAADCoGh8AABfXw9YXwAAwqAAMgBwKzkkPz0qZEfCvB3CvmZGKC9ywrfCuOKmhgrip5cB4rmoBN-_

Plasma Beam isn't affected by any MT feats, so a lot of the feats listed here are purely quality of life feats, and can be easily swapped out or changed depending on your preferences. The rest of this guide will go into how the build functions and the required gear necessary, but before I do that I need to list some important disclaimers:
1. Cyclop's eye sucks to obtain-The Eye seems to have a small chance to replace regular goggles in any merchant's inventory, and once it has spawned it will not disappear until bought. The best merchants to check are Constantine and Olivia in the Institute of Tchort, but I've heard rumors of it spawning elsewhere. To give some context to how rare it is to spawn, it took me an hour of abusing cheat engine merchant refresh on Constantine for me to obtain it.
2. This build takes off fairly late-You need to be a minimum of Level 16 to even learn Plasma Beam, but the earliest you can get the mentor is after the cube is stolen, when the utility station 6 dungeon opens up (unless you torture yourself by going to the grand archives early).
3. This build cannot deal with Nagas- Most Lemurian robots take 2-3 plasma beams to kill even at high levels, but Nagas are a different story. Lemurian Nagas have 80% energy resist and 95% heat resistance, so you will be doing very little damage to them. You can use an energy pistol with a polarizer to reduce their energy resistance, but this is only really practical against a single Naga. Doing the quad Nagas at the Grand Archives is nearly impossible.
4. Plasma Beam cannot target locust hives- If you try to shoot a hive, your character will just run around it. This may also apply to the mutagen tanks, but I haven't tested it yet. Keep this in mind when going through the fetid marsh.

The Setup

All of this can be obtained by Level 16, so you will have 60% psi cost reduction for 28 psi cost Plasma Beams.

  • Tac Vest with Psi Beetle Carapace Armor Plate
  • Psi Beetle Brain Soup
  • Cyclops Eye
  • Psycho-Neural Optimization

I also use the regular Somibaren Staff-Spear for extra psi points, regen, and crit chance. At max level you can reach 80% reduction with advanced psi empathy, and 84% reduction with specialization points. Firing off 6 plasma beams in a turn is fairly straightforward once you have enough psi cost. We fully spec tranquility to get 18 ap plasma beams, and we use adrenaline and blitz with a spec point to get 92 ap, enough for 5 beams and a psi booster. Premed gets us the 6th beam, and on the following turns we can get 3 beams, 4 if you use vit powder instead of adrenaline, at the cost of losing the tranquility bonus when it wears off. At level 26, I was dealing 440-840 damage per beam, more than enough to kill most enemies in a single blast at optimal range. Once you reach level 25 this build can tear through any non-energy resistant enemies, but before then it can struggle if it loses tranquility. This is a super fun build to use if you want to have fun with the plasma beam ability.


12
Suggestions / Make Hard and Dominating Harder (Spoilers)
« on: July 20, 2021, 05:29:40 am »
I've been playing a lot of Dominating recently, and was struck by a bit of a revelation; the hardest part of Dominating is the early game (pre Depot-A). In the early game, your options are limited for gear and experience, and many of the enemies have been replaced with significantly harder versions of themselves, such as in Silent Isle. Once you get past Depot A you are presented with a plethora of experience and easily obtainable high quality gear, which makes the rest of the game a breeze. I've compiled a list of changes that would make the later stages of the game more interesting than just rush Constantine and buy cool stuff.

Hard Specific Changes

NPCs have a 125% health modifier and 115% skill modifier-Right now there is a huge gap between Hard and Dominating, in large part thanks to the health and skill modifier. This provides more of a gradual transition to make combat more challenging, sine otherwise the main difference between Normal and hard is extra enemies and the stealth and EMP changes.

Dominating Changes

Mechanic Changes

This section is mainly focused around various methods that can be used to cheese combat encounters.

  • No Zone Transitions during combat-Any area with multiple exits makes combat fairly easy, since you can camp out near an exit, retreat when health is low, and reenter from a different exit without having a swarm of enemies immediately attack you. This is most noticeable in the native villages, where you can pull all the melee enemies to one side of the map, circle around, and then kill all the ranged enemies. You can also cheese the Praetorian security warehouse mission this way by throwing a gas grenade next to the window, leaving the zone, and then entering the walkway outside the area to pull the enemies into the gas grenade, or to pull them away from the entrance. 
  • Enemies gain temporary resolve after each incapacitation- Right now it is very easy for melee builds to stunlock enemies with cheap shots, mental breakdown, flashbangs, and stuns, which can allow players to access endgame areas right after depot A with a little luck (example: stunlocking arena gladiators or stunlocking the greater coil spiders in Hecate labs for an early power fist, stunlocking the three masters with the powerfist and cheap shots). Giving enemies a 30 resolve buff after each incapacitation would make it a lot more difficult to chain incaps and cheese enemies.
  • Have Merchants only sell items above a certain quality after certain story checkpoints- Most experienced players rush Constantine immediately after depot A to get high quality items very quickly such as knives, energy shields, ect. Merchants should only sell up to a maximum of q120 before helping rail crossing, q140 before the coretech research facility, and have no modifier after the research facility.
  • Eye of Tchort is permanently active near the gate leading to Tchort and the areas behind it-Most Tchortling encounters can be easily skipped, even on dominating, and this would make it feel more climactic as you approach Tchort.

Enemy Changes

This section is mainly focused around making some mid and late game enemies more threatening.

  • Azuridae Goliathus Int raided to 6, gain premediataion- This is mainly to let them cast PSP without expending action points, which in turn gives them a bit more movement on the first turn to increase their chances of landing a disruptive field or psionic inhibition.
  • Alpha Rathounds are no longer afraid of fire- Alpha Rathounds are fairly rare early game, but become much more common late game. Giving them fire fear immunity makes their encounters a bit more challenging, so they can actually pose a threat to weaker characters.
  • Ancient Rathounds gain the Taste for Blood Feat- This makes encounters with these enemies much more tactical, as preventing bleeds from alpha rathounds becomes much more important.
  • Burrower Warriors gain Charge-Burrower Warriors currently suffer greatly from a lack of movement, and giving them charge would let them temporarily overcome this weakness and let them threaten faster characters
  • Greater Coil Spiders gain tranquility-This lets the spiders shoot off 2 electrokinesis instead of 1 when at full health. This also makes combat more tactical by encouraging the use of crowd control such as grenades to lower the damage capabilities of these enemies.
  • Cuttlesnails leave behind a trail of toxic gas and acid puddles- This would work similar to the zoner from that one core city sewer fragment, and make it harder to move around snails without proper protective gear.
  • Plasma Sentries change into their turret form after attacking, changing form costs 0 ap- This would increase the damage output of these robots, and prevent easy escapes from the bots while they waste their turn entering and leaving the turret form.
  • Melee Bandit  gang members (Ironheads, Lurkers, and Lunatics) spawn with rathound or pig leather tabis- This lets these enemies more easily reach characters, and increases the attacks that knife bandits can make.
  • Give Knife Bandits (Lurkers, Lunatics) Expose Weakness- Knife bandits currently struggle to damage any enemy with decent tactical vests or stronger armor, and this change would make them a lot more dangerous to fight.
Boss Changes

These changes aim to make some boss encounters a bit more challenging.
  • Carnifex and Balor gain Thick Skull-These bosses currently can easily be defeated with dirty kick, cut-throat, and even a taser, and this would make it a lot harder to do that
  • Vanga, Frost, and Firecracker gain the Dominating boss modifiers, remove several of the lunatics on the upper level of the mall-These are the leaders of the Lunatics, but are currently just a slightly special lunatic Nuker, Freezer, and TCer. Giving them the boss health modifier makes them a bit scarier, but is slightly counterbalanced by removing a couple of lunatics from the horde on the second floor.
  • Balor Gains Truesight-He has a mechanical eye, so this makes sense.
  • Tchort Gets the Dominating Boss HP modifier, regens 200 hp per Mutagen Tank- A lot of builds can Take Tchort down in 1-2 turns, and he currently barely has more heath that Gubbins or Fatso at this difficulty, and even has less health than Jet Eater on Dominating. Now, instead of just rushing him down, players have to destroy the tanks and prepare for a long fight, which would also cause a lot more people to do the mutagen puzzle.

Native Raid Changes

This could have been a separate topic but it fits well enough here. After Defend the Island, each subsequent native raid should receive buffs based on each of the native chieftains. The buff can be prevented for future raids by killing the corresponding chieftain.
Raid 2- If Eldran is alive, in this raid and all subsequent raids enemies permanently gain 4 stacks of Warmed Up, which increases movement speed, healing recieved, and cold threshold, as well as providing immunity to chill.
Raid 3-If Baenkraster is alive, in this raid and all subsequent raids enemies gain bone armor, a buff that gives 10 bonus mechanical dt and 20% mechanical resistance.
Raid 4-If Oyensorm is alive, in this raid and all subsequent raids enemies gain Battle Trance, which increases all offensive and psionic skills by 50%, similar to buff that the faceless receive when attacking the Institute.
Final Raid-If Magnar is alive, all non-boss enemies receive a permanent Vitality Powder effect. Additionally, at the end of the battle an additional wave will spawn for each chieftain still alive, with Eldran leading a wave of 6 random krisfargers, Baenkraster leading a wave of 6 random Skaaders, Oyensorm leading a wave of 3 spaaters and 3 Oyetspaaters, and Magnar leading a wave of 3 Krisfarger, 3 Skaaders, and 3 Oyetspaaters.

13
A while back someone posted a screenshot in the discord of a 55k crit plasma pistol execute. This sparked my curiosity, and I set about attempting to find a way to surpass that number that is actually feasible in game. From my findings, I have created this build.
https://underrail.info/build/?HgsNAwMDBwYywokAwqAAAG0AAAAXX1URPzfCoAAARklLbBrCncKtw4grJkUkIEIGKsKHXDxLwoUQMcKzfHrinrAK4qqoBd-_
As you can probably guess, this build uses the ripper glove with Serrated Super Steel Armor to inflict the maximum number of bleeds per attack, and uses eviscerate to turn those bleeds into over 3 million damage. The rest of this guide will be on the setup, target, and actions required to achieve something close to this damage in game.

Part 1: Required Gear

For this build you will need the following:
High quality Tungsten Dagger (q179 dagger used for calculations)
Rippers Glove
Triple Serrated Super Steel armor (13% penalty with Armor Sloping, nimble, and body weight training)
Tabis of any kind
Doctors Belt
3 Leper Poison Throwing Knives
1 Leper Poison Bear Trap
Toxic Gas Grenades
Super Solider Drug
All In
Adrenaline
Psi Booster
It should go without saying that you should be max level, and have Deep Caverns completed to hopefully get some high quality Tungsten Plates.

Part 2: The Target

If we are going for maximum damage, we need to pick the right target, as certain feats only work on certain enemy types. Creature is the best enemy type for max damage, since hunter boosts knife damage and we use a knife to eviscerate. We also need an enemy who has enough health to survive our ripper punches and bleeds, so we will have to do this on dominating with a boss creature. Luckily, one of the latest updates added Fatso, a large boar with 2.6k health on Dominating. Additionally, Fatso gains 75% damage reduction while under 75% hp, so he should be able to survive before the eviscerate. Sadly, Fatso also gains immobilization immunity under 75% hp, so you will have to rely on a lucky incap right before the eviscerate or replace a feat with combo and only stun Fatso on the 3rd turn for the opportunist bonus damage. From here on out our calculations will assume that the enemy we are fighting is a hypothetical walking punching bag creature that is susceptible to fear, poison, immobilization, and contamination, and who can’t kill us.

Part 3: Setting up the Eviscerate

Now that we have all the right equipment, we can start to set up the big number. This maximum damage number will assume that each punch inflicts 6 bleeds, that the eviscerate crits and does maximum damage, that the target is at exactly 1% hp when we eviscerate, and that we never miss. We start out at 25% hp for the fight response and under the effects of All In, and have a gas grenade already spewing toxic gas that is contaminating the punching bag. We have a doorway with a leper poison bear trap blocking it, and we set up a loud noise that the punching bag goes to investigate. We pop a super soldier drug exactly 5 seconds before the creature walks into the leper poison trap, and manually enter combat as soon as the trap goes off. If timed correctly, the creature will be immobilized, fully contaminated, and poisoned with 3 stacks of leper poison for 3 turns, and we will start combat with full AP since the super soldier drug was technically used on the previous turn. We have 100 ap with contraction, adrenaline, and fight response, and we are going to use that to our best ability to stack as many bleeds as possible. Our first turn is pretty simple, as after using adrenaline and contraction we attack with the Rippers Glove 25 times, inflicting 150 bleeds. On the second turn, we punch 18 times, cast frighten on the punching bag, use a psi booster, and then enter stealth for the blindsiding boost, using 99 ap to obtain an additional 108 bleeding wounds. On the final turn, we punch 17 more times, throw 3 leper poison knives to achieve maximum stacks of leper poison, use premeditation, predation, and then finally eviscerate, using 100 ap and bringing our total bleed count to 361, with 360 bleeds from our serrated armor and ripper gloves and 1 bleed from the beartrap. If everything went according to plan, we should have dealt 3,050,124 damage, slightly beating the 55k execute that inspired this guide.

Part 4: Damage Breakdown:

Let's talk a bit about how damage multipliers in Underrail work, since understanding them is key to maximizing damage. Our q179 tungsten dagger has a damage range of 11-31, which is our starting damage. We then multiply this by our weapon skill damage bonus, 417%, to get 129.27 damage. We then add the weapon strength modifier, which is 39% of base damage since we have 18 Str from All in, adrenaline, and Super Soldier, to reach 12.09 bonus damage from strength, bringing our total up to 141.36. We also get a 25% damage bonus against organics, bringing our base weapon damage up to 176.7. We then multiply this by our damage bonus from feats and abilities, which is 25% from opportunist, 50% from Taste for blood, 15% from blindsiding, 20% from hunter, 10% from the beast tattoo, and an assumed 40% damage bonus from predation. I say assumed damage bonus because the formula for how predation scales with TC is still unclear, so for now we will assume that at 240 skill predation provides a 10% damage bonus, which is raised to 40% when the attack is melee and the target is feared. This gives us 260% damage from feats, bringing our damage up to 459.42. We then multiply this by the mechanical damage received modifiers, which are 200% from contamination, 30% from infected wounds, and 60% from the leper poison, bringing the damage total up to 1791.738 damage. Now for the main attraction, eviscerate, which grants us 70% bonus damage per bleed stack thanks to specialization. We have 361 bleeds, which means eviscerate deals 25370% of our base damage. This multiplying our already impressive 1791.738 damage takes us to a monumental 454,563.931 damage. That’s already pretty good, but lets say, hypothetically, that our eviscerate crit. This would multiply our 454,563.931 damage by 671% due to the base 270% of the dagger from tungsten, cheap shots, crit power, and ripper at 1% health. This is how we obtain the damage total of 3,050,123.98, rounded to 3,050,124. More realistically, we obtained 90 bleeds from our actions and have the target at about 5% hp, giving us a final damage of 739,079 if we get a max damage stab, which is still quite impressive.

Part 5: Final Thoughts

I set out to make a build that could consistently deal more damage than 55k, and I have succeeded in that regard. You can theoretically obtain higher damage through a couple other methods, but these methods are statistically impossible to accomplish in game. One such method to crank out more bleeds is by using a Skaader sword with specced flurry, which can attack 3 times with flurry for 10 ap compared to 12 ap with the gloves, and doesn't have to worry about armor penalty. The problem with this is that the combo falls apart if a flurry misses, and is thus not obtainable in game. Another option is to use a Torpedo jet ski, which provides a maximum of 202% bonus melee damage, and use the Sea Dog and pirate tattoo feat to boost weapon skill damage and perform the combo against Jet Eater, who has 2.9 k health on Dominating. The problem with this method is that Jet Eater doesn't spawn every playthrough, and Jet Eater cannot be immobilized or poisoned, not to mention the accuracy penalty for fighting on a jet ski. Hercules is an option to free up more stat points, but it only slightly increases the strength bonus damage and lets you increase will to boost predation damage. I left electroshock and energy edge emitters out of the equation because I am unsure how they interact with predation, eviscerate, and some of the damage feats, but they could be used to increase damage even further. With the amount of attacks you make against Fatso with your damage you probably don't even reach 90 bleed stacks before he dies, so the in game obtainable amount is likely much lower than the values listed above. Fatso also becomes immobilization immune after reaching 75% health, so you either need to incap him at the end of your turns and before the eviscerate or you can stack mechanical damage reduction to tank him at 25% hp with +100% crits received. I don’t plan on running this build myself since I don’t have the patience to constantly reload on the quest for perfect damage, but feel free to try it out yourself if you like big numbers.

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Bugs / Bug: Industrial Bot melee attack not treated as a melee attack
« on: June 15, 2021, 04:58:01 pm »
Industrial bot melee attack ignores uncanny dodge, and also ignores bonus melee resistance from dense foam padding and snake leather armor.

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It always struck me as a little strange how merchants would be willing to buy nearly broken knives and guns that are far below the quality of items they sell. Having a minimum value that merchants accept would also discourage people form developing alphabet syndrome and carrying around 17 guns in hopes of selling them to squeak out a few meager charons. Minimum value would be the item’s base value without mercantile/difficulty modifiers. Merchant minimums would be something like SGS 3k, Junkyard 4k, Blaine/Hawthorne/Rail Crossing 5k, Core City/Marty 6k, Foundry/Free Drones/Procterate/Expedition merchants 7k, Oligarch merchants/Constantine/Hannah 8k. Inferior quality weapons and armor will no longer be flooding the economy with this change.

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