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Messages - dddmemaybe

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1
Builds / Re: DOMINATING Crit Energy Pistols with Ambush
« on: August 26, 2023, 07:36:19 pm »
I prefer generic ROF dex-versatility on Energy Pistols. You have to use melee knives for the first 6~ levels (wouldn't have an energy pistol yet anyways) but your scaling effective skill and ROF are really massive. It also S.A.D.(single ability dependent)'s so hard that you can just brainlessly grab INT-10 High technicalities and Con-5, with a super-massive available total skill point pool. This build I have for it has max hack/lock and crafting and throwing and melee(versatility) and reaches up to 90% skill(+10% commando belt and +20% spec points) for 320 effective guns skill by max level. It can easily mix-n-match out points of throwing for traps and grab trap-expert instead (huge dex means need less investment for same effective skill) too.

Aimed shot and Ambush are also somewhat at odds if you don't also have other pistol perks to proc more "conditional attacks" modifier bonuses on the energy pistol(off-hand?). You also hit max crit anyways so aimed shot mid-ish. Early game you can typically just use a melee weapon to save your sanity on dominating imo(money).

If you're going for both high-ish per/dex, I think taking advantage of the powerful pistol perks is a good idea(often they need both attributes). You can layer 1-2x bonus multipliers on Energy Pistols for conditional attack modifiers with those. A real ball-buster is the Future Orientation-LTI -> 1 turn cd Point Shot with the accuracy bonus of the Laser Pistols. You can still fuddle a good crit-rate to like 50%~+ with a Focus Stim even with the conditional attacks goggles on and deal a surprisingly potent oneshot on the Point Shot half of the time.

https://underrail.info/build/?HgMQBgUDAwpGwqAAwqAAAGRQRgAAV3sjVGUARgBGAABGYSY5wqPCmhYrwodaS8KIKlERPsKzdnfip74C4qi7A-K1rgrfvw <- PER 3 EP

^There enough skillpoints to grab Escape Artist instead of something and has a lot of filler that can be switched out for Ambush and any other optionals.

TL;DR: I think if you are peeking at nabbing those generic power perks instead of doubling-down to some heavy pistoleering perks, you can min-max for Per 3 and go full hog-wild with it.
^It reaches 8ap shots with an Eel Sandwich. (Up to 12 shots per turn)

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Builds / Shitty fat-ass uses pistols as a club to finally hit anything
« on: August 26, 2023, 06:35:27 pm »
https://underrail.info/build/?HgoDBw8DAwVGfQDCoADCoAAAAAAAwpHCoHBqwpEAAAAAAABhDghVwqPDkTlQJBkfYCYRG8Kyc27inrsC4qGHBOKpognfvw

  • Strength 10-capped melee trying to (consistently) hit through enemies dodge skill  :'( <- PAIN
  • Targets evasion instead  :-\
  • Ignores 40% evasion  :P
  • Laser Sight  :o
  • Min-Maxed for Dex 3 even though it's a light weapon  :-* <- Ironic poop-eater build
  • Actually has sprint and hit-and-run with nimble  8) 8) 8) 8)
  • 100% versatility conversion due to Gun-Fu ;D
  • Is fatter than your mom and also is not not cringe  :o :o
  • Reaches nearly 1900 max hp at full level  :-* ahhh
  • Also didn't forget Super Slam in the back with the hp pool  :-[ :-[ :-[ Oooh mama mia

This is a build for the real ones who just wanted to equip a riot shield for once in all its glory. <- Memes we still don't do that. once we get super slam

3
Well be careful about "single target ranged weapon" feats because shotguns count as "aoe pellet" machines pretty much. The most extreme pellet type is accounting for 20 projectiles for 1 attack.

Here is a pretty legit level 10 filled-out build that you can finish the rest as you please. I put in the most mandatory feats for that build you want to be very legit.
https://underrail.info/build/?CgUGBgYMAwQ8KwAAAAAoAAAAPDw5MgA8AAAAAAAAMmE5wrAWwpZAHt-_

The starting Perception is 10.

Final tip is you have to "use" the blueprints you buy before you can make stuff with them. They're in the crafting tab of items.

4
Builds / Re: Ultimate hammer guide
« on: August 07, 2023, 04:26:43 pm »
I haven't played on Dominating but, for Normal mode, I think I have the best Nimble Can Hammer using a priority to take advantage of a min-max for str/con/agi and prioritizing generic damage via Rate of Fire and allowing mixed electro/energy/mech to output a baseline with less damage feats. The base stats are 10 Str/Con, 4 intelligence, and 7 agility. We use both an energy spear(offhand) and shock tchrome sledge, the spear mostly/early to just mix-and-match better Hit and Run pliability- and target zig-zag. Later game we have future orientation LTIncrement on a huge array of cds including: 5-turn cd sprint via infused hopper tabis, 5 turn psycho-temp-contr, 3 3-turn cds: 0 ap Pummel, Super Slam and Impale(lvl ~22), as well as eventually a 6 turn cd, "4 turn duration", Last Stand. Obviously can also help abuse medications cds too. 9 Turn CD stasis exists but, probably only cd relevant when we do a full Last Stand Loop after Stasis. We also only take Psi Empathy at level 14/15 to stall until we really want/ skill-point want, 55 TM for LTIncrement, Dilation/Contraction and Acceleration all around level 14-16 in a burst.

Now I want to touch on the INT 4. Well basically, regen vest super steel armor is exactly 50% armor penalty. Armor Sloping requires additional plates to still proc juggernaut and also will add a little bulk but typically will force us over 50%- and take a small hit to armor penalty %, and cost an entire perk slot for it. Since we have agi 7(8 with tabis), tabis mp boost and psi-contraction giving mp ratios effected by armor penalty, every 4% difference is nearly about 3 full movepoints lost on every turn. The more important difference is that it takes both an expensive perk slot and 2 points into intelligence. The only relevant psi abilities we typically cast that cost ap are LTIncrement and Stasis, 10 and 20 ap respectively after future orientation, making Premeditation nearly also not worth a slot as well. We wouldn't hate these options but we'd have to lose agi, str or con by 2 which breaks the min-max and also kills/swaps some of our best perks. I'd rather go positive mp to either psi-ap or just a little extra bulk with the tank/melee build, especially if it would cost another perk slot to do so. There is also Expose Weakness, but since almost exactly ~60% of our damage is electric(or 75% energy sometimes), and killing a single target in-range is not an issue. I ignore it for perk-trade-off reasons as well as, again, we can keep hold of the stat min-max. I'd rather do damage from other perks than Expose Weakness since even with 5.5~ attacks per turn, we rarely take a different number of hits-to-kill due to any Expose Weakness proc(at least on NORMAL). Also, high threshold enemies aren't a problem for sure, only high resistance; of which both tend to be weak to electricity, or at least energy (Impale value of 3-turn cd vs 5-turns) anyways.

https://underrail.info/build/?HhADBwoDAwQAegDCoCgAAAAAAADCoMKgeHHCoABGAEYAAGkIDjlQLVUkGWArwofCiB_ClBPCtnx74qGGBOKhhwTio5MF4quQAt-_

We don't learn any psi schools other than TM until very lategame, skillpoint-wise. Specs are prio to 0-ap Pummel, then Last Stand Duration, then CD, then the damage on Super Slam.

Our go-to combat utilities are Taser Flashbang. Taser(10ap) enables hit-rates, and the flashbang(10ap) enables cheese(use energy spear for proper abuse) and both slot nearly perfectly into our ap processes. At level 20(0ap pummel) our ap is 90 in a burst round, melee is 16ap(tichrome w/ tabis) x 5 = 80 for a 10ap utility and a pummel. Many medications are also 10 ap which is nice. Because 2 (non-spear) melee attacks are 32 ap, we can also use 3 10-ap options instead of 1; with 3 generic attacks instead of 5- without forgoing any large ap chunk. If one is a flashbang we can cd/ap abuse with the extra turns. A tichrome spear perfectly enables this for 2/3 attacks as we save 2 ap; need 2 ap to make full spear ROF (costs 1 more ap than the sledge).

Armor is Regen Super Steel(no add-ons).
Hat is swap between extra slot/psi cost down TM headband(no armor penalty and standard equip option) and a electro-protection shaded tichrome metal helmet.
Boots are a swap between 3 of: Infused cave hopper tabis(5 turn cd sprint, +3/2 extra AGI mp and our standard-equip option), Infused siphoner tabis(slow immunity) and electro-protection tichrome striders.
We also carry around blast-electro riot armor to fully armor up and fully invalidate coil spiders entirely (they disable regen-energy so always bring an electro vest one). Bringing a super-heavy tac-vest with blast/regen is what a tend to do and not use too often. I also lob-around the chem-assault armor with gas mask and biohazard boots to hit 100% bio/acid which is a weirdly insane existing defensive option.

The fried siphoner tongue can be a good food option in really long combats to stack up with Doctor and Fast metabolism too. It makes Regen Mixture w/ Vest even better.

5
Your build is actually pretty good right now already. One thing is that you want some stealth to place traps more effectively before combat starts. Tailoring helps stealth about the same as (not super high Agility) stealth skill points invested since the components are very common and only use Tailoring skill (if placed on simple leather at least; Cave Hopper Leather boots and armor is good, you can get the cave hopper component from SGS's Agronomy level Quinton. "black cloth, soft foam and cave hopper leather", also boots need the really cheap boot frame(2x) from most merchant stock.

Strength 5 is sweet spot for pistol, shotgun, sniper in most cases. The shotguns that need Str-6 just eat a food-vendor's str-boost food and 20 mins of free-to-go.

I would try to have a stealth armor (for trap placement), and then consider switching to boots with a Boot-Spring(crafted with mechanics; tailoring too if leather instead of metal boot) to get shmoving in combats.

Your electronics is high so making use of making a cloaking device is a good idea to help trapping it up.

One final thing is that since you're going full-dex I think, make sure to put laser sight or scope(normal scope) on any of your guns(shotgun can't and won't need too badly iirc) since moderate PER(7) might make accuracy annoying against some kinds of enemies.

6
Builds / Easy mode build for new and young players
« on: January 08, 2022, 07:54:03 pm »
Here's an easy mode build that is made to make the game as painless and as simple as possible. (You're something of a hard-to-kill Swordmaster)

First off, your skills merely invest the same maxed amount to the same skills every level up, which makes it easy to level up (Parenthesis number is a boosted amount from any bonuses, other number is the raw points invested). Feats are just 1 per 2 levels, keep the list(second link below) available if possible? Don't think about the feats too much if you are new, these ones just work without any intent to make them work. Only 3 of them require input (show and move their icons to hotbarkeys with "f" on keyboard once taken), Sprint (move faster), Yell (enemy temporary weak all around you), and Decapitate (kill enemy). Everything else is non-input reliant; automatic benefits.

You get a Base Ability point at every 4th level up to level 24 (4,8,ect.), just put all of them into strength to get that super strength.

Level 1: https://underrail.info/build/?AQgGBwoDAwMAAAAPDw8PDw8PAAAAAAAAAAAAAAAPAFA5378  (Max the same stuff skills shown here every level up from here on and you're good.)

Max Level (look at the link below this here to see the feats to take, they are at the Bottom Left and in order; hacking, lock-picking and throwing being not as expected doesn't matter too much, if you ignore Throwing and max the ones from level 1 instead it's OK anyways.):

https://underrail.info/build/?Hg4GBwoDAwMANQDCoMKgwqDCoMKXdMKgAAAAAAAAAAAAAADCoABQOUQkYVVjGRPCjcKBS8KZwovCtnzCheKhuALiprgD4qiwCt-_

Pros (for experienced players to see):

  • Player is tanky regardless of armor type equipped (Dodge/Evade/Juggernaut/Healingboosts).
  • Mashing attack boosts damage and grants movement to keep mashing.
  • Our Healing boosts and HP boosts stack well with easy mode.
  • No crafting and low maintenance makes buying/selling/inventory very forgiving for new players.
  • Thick Skull means disabler enemies like Brain-Psi doesn't bring heavy troubles. Evasion also helps against nets/phys lockdown a bit.
  • Swords are cool and kill fast.
  • Sure Step + Bulky Melee + Fast Metabolism makes Junkyard's acid-based(no ground damage) mutants a cakewalk.

Final Note: if you don't know what the specializations are, you get them starting at level 16, roughly half-way to the level max you can reach. You just get 1 free point for those per level up, starting then. They are pretty simple.

7
General / Re: How do Gunslinger and Bullet time ap reductions interact?
« on: September 27, 2021, 06:58:30 am »
Oh I see. Thanks for all the info.  :D ;)

8
Builds / Re: Help with battlemage build
« on: September 27, 2021, 06:16:45 am »
It's a few weeks late but, I wanted to take a shot at this build.

I think firstly that because melee attacks roll for hit-chance, and metathermics mostly don't really, a lower WILL stat is more valuable for increasing STRENGTH overall. The only feat taken for will-7 is Stoicism, and it's a good boost to survivability, but, it's on a build that uses sword attacks. When they miss, you cry and lose your flurry-combo, which really sucks.

Level 1: https://underrail.info/build/?AQcGBwcDBAYAAAAPDwAAAAAAAA8PAA8PAAAPAAAADzkk378

Level: 16: https://underrail.info/build/?EAsGBwcDBAYARgBaKAAAAAAAAFpaHkFaAABaAAAAQTkkK1XCjCoTRT1LAN-_

Thermodynamicity with Premeditation allows you to weave in 2-x cheap psi spells to allow ap room to keep up the sword attacks. Idk why Sprint wouldn't be first feat taken since your armor penalty is ignored for it. You don't need expose weakness for robots since your heavy armor means they tickle you back; once you get energy-boost on the sword they just melt into canned re-fried beans. Also, you probably don't need conditioning too much ngl... Biology 80 is a must for Bullhead spam to auto-counter the awful mental-boom-bastards. If you can craft and have high mercantile, probably can survive with ok money without pickpocket on Hard. Especially with high str for carry capacity, and expending less currency early on compared to ranged characters. Make sure to give Jonas a bad deal xdd.

Level 30: https://underrail.info/build/?Hg0GBwcDBAYAZQDCoCgAAAAAAAB4eB5teABGwqAAAMKgWjkkK1XCjCoTRT1LAAZQRMKNwrZ8wrjipbIF4qa4A-KyiAXisokC378

If the game is too Hard, maybe throw in some Temporal Contraction instead somewhere?? why not, it's good xd
I threw in Yell/Intimidate as our strength score starts to get pretty good. Really high critical boosts here, and peak medicine potential for Bullheads, Regenerative Mixtures and Supersoldier Drugs. Make sure to eat rathound barbeques of course. Fast Metabolism gives us extra psi on boosters but also boosts regenerative mixtures, regen vests and hypos as well.

Thermodynamicity (65% ap reduction spec points) with 2-ap Psi-booster from doctor's pouch will be a godsend when they lock you down with throwing nets, acid, ect. You could swap out premeditation(level 6) with it instead but I can't decide.

Oh yea, and snarf literally every no-badside drug like all the time that you can later on. Aegis + Focus Stim will make you into a monster. And maybe use a lot of (poisoned?) caltrops in Depo-A?? It might be your only hope.

9
General / How do Gunslinger and Bullet time ap reductions interact?
« on: September 22, 2021, 01:50:00 am »
All of the other ap -x reductions happen last after %reductions for ap weapons. But, at the same time Bullet Time is a buff state. Does anyone know if Bullet time lowers your weapon's ap costs before the flat reduction from Gunslinger, or After?

For example if your pistol after dexterity and RR and everything is 15 ap, if Bullet Time is calc'ed first(no spec points) it's: 15 x 0.7 = 10.5(11?) -3 gunslinger = 8 ap. But, if Gunslinger's -3 happens first, it's 15- 3 = 12 x 0.7 = 8.4 (9?), 9 ap? I don't have a high level pistol build on-hand to check myself.

10
Builds / Re: Hammer wizard but with metathermics
« on: September 22, 2021, 01:19:52 am »
Imma add a little.

First off about Paranoia, the best part is actually -3% chance to be crit since you're so beefy and taking so many attacks.

Also Cryostasis is really effective for us as tank, as you can auto-6-ranged-disable the worst threats with it, and if you take Cryogenic Induction, a high power sledge attack is likely to full-hp shatter most enemies as a combo, which is huge.

Here's my build attempt for you: (level 16 build here:) https://underrail.info/build/?EAoDBgcDCQYAQwBaAAAAAAAAAFpaGypaAABaAABaKzlfK0Q9JFUqChwu378  (show crafting bonus)

A main strategy will be to remove any enemy's high dodge values to zero because your melee skill is not uber-high. Best options are:
Cryostasis
Taser
Throwing Net
Flashbang
Sledgehammer's 10% stun hahah.

Some later shit to get is like, Superslam, Fast Metabolism (will boost regen vest, hypos, AND psi boosters), Body Weight Training...ect. Armor sloping is good but, don't forget there are a lot of powerhouse low-end infused leather armors too- when the enemies deal non-mechanical and non-energy damage. Especially cold damage, ancient rathound and bison leather armor are so good, alongside slow immunity bootses. Armor Sloping also does nothing if you put on a super-heavy tac vest suit anyways.

Try to get your hands on some Infused Siphoner Leather Bootspring Boots (tabis lose us crit-protection) to have slow immunity.

edit: re-arranged the order of the last couple feats.

11
Builds / Re: DOMINATING low maintenance Metathermics Chem Pistol build
« on: September 15, 2021, 04:31:37 am »
Great build with no waste. Aoe chem blast; metathermic blast; grenade blast; and covers utility factors like money, stealth and crafting well. Top-tier kill-the-whole group functionality. Can combat solo enemies well still with dirty kick and availablely, a taser. Go fast psi -and stasis included. Huge dex means you can go first decently oftenly with root soda in the arena as well which is pretty important.

12
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 15, 2021, 03:49:28 am »
It's late and probably unneeded but, I post some more stuff related to crossbow build help if anyone else looking for some. It's a bit comprehensive, yet the spoiler-level doesn't touch any plot nor missions, nor too much build help other than generalizations and figure out how to actually start craft anything.

My main and most important annoying piece of advice is this. Focus the stealth components (3 --italic-- component). Because bear-trap need stealth to place in the first place- or it don't work very effectively. With a little mercantile(15-35~), max out Tailoring, and hoard high quality --Black Cloths-- and high quality --Soft Foam Padding-- as long as you already have good ammo and heal item (80+ bolts about right). At level 3+, go to the Agronomy level(not Engineering) and buy some(2+) --Cave Hopper leather-- armor component item (he only has component items for this item don't fret it; there are 2 merchants on this floor). Use that cave hopper leather (after --using the held Blueprint Item first to learn to craft your Leather Armors--) to make agi+ (and importantly peak light-weight) leather stealth suit, using and placing in the black cloth and soft foam padding(also used in boots but quality doesn't matter for boots). If you need to level up first a little before crafting that's ok and normal. Make sure you keep some money for ammo, heal item and keep mechanical repair kit for weapon(only breaking equip that matters a lot early). Always stealth as you enter a new or scary area.

Level 1: https://underrail.info/build/?AQMGBgUKAwcACQ8AAAAPCAgAAA8IDAAPAAAAAAAAD385378

Base attribute values of this are pretty good and intentional. Also in this creator menu on internet, you can press the "compact" text button at the bottom right, and/or "show all" (whereas feats you can't get, yet or not, also show) to see feats easier.

We grab Sprint, gives many movement points great when used- if you have room to move(quite often honestly do). Strafe is also grabbed because it's very important for Crossbow accuracy right from start to finish of your game.

We will take a lot of Traps skill after level 1; just to make some money leverage with mercantile~.

Level 6: (show a little skill progression help and the next couple feats; +1 per:): https://underrail.info/build/?BgMGBgULAwcAFSgAAAAZGhgAKCgQIAAoAAAAAAAAEH85QCIn378

We take Trap Expert so we can have a lot more fun getting our traps down easily and non-detectably. Marksmen so we can have fun with our special bolts too. Don't worry these are strong even though they are, imo, fun to use. And lastly, we grab Pack Rathound, so we can carry our metal traps without going over the weight limit too quickly!

If you want lockpick/hacking, good standard is just +5 effective skill (the one in parenthesis) to each every level up (if you have to come back to a locked container a little level(s) later it ok, super hard to pick or hack locks don't consistently guarantee op items- or even anything at all sometimes tbf). You can drop it if you want to, it's not op or mandatory.

Rounding of bonuses(on a skill's effective value in parenthesis) can also force you to go over sometimes (aka: double +1's from a ratio), just so you get why that is happening.

Some final blueprints you'll like to buy soon enough; just once if you see em (they are not rng but always carried items): Leather Armor, Balaclava, Boots(hopper guy Agronomy level), Incendiary Bolts (other Agronomy level guy), Crossbow(duh), Hand Grenades, Bear Traps and Frag Mines. Shock bolts are notably also real good when you get to them later. And a final piece of advice: if you have a grenade(grenade good), you better know how to throwing skill that- or you're dead meat.

13
Suggestions / Re: Food Blueprints
« on: September 14, 2021, 09:19:34 pm »
If so, the Hoppers need to stop spawning at a certain point. If not, THAT purposely-unarmed player will never finish their Hopper round up.

I think an in-game earned cooking-feat if there was cooking implemented (to say that making a meal item has a fail-rate just like fishing initially; probably no related attribute though?) until you do something cool would be appropriate for this mechanic imo. It'd be cool if every merchant has a small chance to want exactly 1 food item, cause it would be hilarious and wholesome that everybody's gotta eat and they just want a burger. If there is a Food blueprint, it should obvious-also-definitely be just 1 blueprint to not bloat the blueprint menu any further, similar to extract humor or process plant. I think food costs a bit too much to just let the player generate so much currency from cooking it though. It needs to have a secondary investment cost into the blueprint, like a burger needs a bun that costs fair share, and others all need their thusly 1 main and 1 secondary food piece imo.

14
Suggestions / Re: Healing items should heal percentage
« on: September 14, 2021, 09:03:14 pm »
Bandage as it is now: "Use: Restores 140 health points over 7 seconds. Health must be over 40% in order for bandages to be effective."

I could see it healthily changed to "Restores 100 health points plus 10% of maximum health over 7 seconds." When I play tank metal armor beef-cakes, I have to use 3x speed cheat engine cause healing usually takes up to ~50 in-game's seconds of standing still every combat end; depending on my dude's level advancement reach and damage taken (often high as beef build's main resource to throw around is hp pool; and making effective use of Last Stand maximizes the player's pain level too). This is very painful without cheat engine 3rd party help. Pls help us fat-lad players?  8) :P.

edit: the helpful feat for regen-vests and the like for these beef builds, Fast Metabolism(x125% healing by itself), also benefits bandages so my math was actually off a little on the 50 seconds to be honest.

15
Suggestions / Re: Ideas for new TM spells
« on: September 14, 2021, 08:45:17 pm »
I really like the idea of the Psi Caltrops/Psi slow-zone but I personally think it should only proc once per enemy per cast. TM is already packed to the brim with some of the most potent and unique utility effects in the game. On a tangent, we already have ice barrier block zone(metathermics) and force wall(psychokinesis) in addition to caltrops and traps slowdown as well as others too. I know psi-slot equip limits and build limits makes my point a little moot overall. I think that the psi-temporal attacker with orienting around buying time for the super Temporal Distortion delayed attack-stack to explode could use a spell like this for good use without being remotely op imo.

I'd the spell something like: Temporal Glue: creates an invisible slow-zone(size slightly smaller than caltrop area) that slows everything except yourself by 20 movement points once per turn if they touch it.

I'd also like it if Temporal Rewind could be used on enemies to undo health-hypos and self-buffs used temporarily and also move them back their move tiles again(doesn't undo their attacks, only undoes last action'ed turn). The move tiles lost should not be given back as it makes no sense if they move again..? I think..? I hope.. (edit... unless you can use it on yourself to gain a ton of bonus mp on turn 1 as you initiate combat...? yea that sounds broken since same school also has Psycho-temporal contraction, and steps on its toes a bit at that too..)

Also, Temporal Distortion.. I personally think having it's Continuum Ripple feat buffed wouldn't be a bad idea.

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