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Messages - hilf

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151
Suggestions / Re: Light Armor
« on: December 30, 2017, 09:52:30 pm »
There's no way to get any energy resistance/threshold from leather armor. Energy shield is the only source of damage mitigation against it, apart from metal armors.

But a damn good one at that.
And it's not true, there are drugs that reduce all damage taken - Morphine and Aegis. There is also Stoicism.

152
Bugs / Re: XAL-001 and corrosive acid vials
« on: December 30, 2017, 09:02:26 am »
Ahh, all right. I thought you went with Tygrende's suggestion as well.


Also, this one is more of a suggestion, but I can't say I'm a fan of the entire mechanic to begin with. It basically punishes you for improving your damage. There are ways to achieve +/- 95% DR against acid and immunity to immobilization with CAU armor and very high quality infused siphoner tabis, or even 100% with mutated dog leather tabis, but it still doesn't feel right. It also seems prone to many issues in general as stated above.

In my opinion static acid damage dealt to the player with no entanglement/corrosion debuff would work out much better and probably less prone to issues/bugs. The gun would still require highly dedicated gear to resist this damage while top quality crafted acid blob pistols have much bigger chance to proc acid entaglement and will deal more secondary damage, especially with Mad Chemist (44% and 110%/220% damage with 120 quality dispenser, XAL has only 30% and 100%). Not finishing the quest means less XP, too.

While punishing user for improving his damage is part of XAL's charm (and a reason it can't be OP) hurting yourself more by getting better at weapon usage is really unrealistic.

I liked old XAL, it was hardcore enough but not more than neccessary. At first i was sad Styg is making it more accessible but now i know he actually made it much more hardcore.
Lack of immunity to immobilization is of course a deal breaker but it's not the only thing:
- chemguns now do more damage
- chem belts' debuff increases this damage further
- infused leather is now weaker so there's less acid DR


I have an idea on how to make XAL great again and my ego tells me it's a good one:
- keep leak damage scaling and debuffs
- remove leak chance to crit; game is already random enough
- add immunity to acid entaglement to infused mutated dog tabi (tabi are about mobility so it fits); it's only to acid entaglement, not that oh soo overpowered immunity to immobilization

And... we'll see what happens (:

153
General / Re: feedback about my last build
« on: December 29, 2017, 08:15:43 pm »
Mad Chemist doesn't change chance to proc, it doubles damage of DOTs and duration of cold debuffs.

154
Suggestions / Re: Chemical suggestions
« on: December 29, 2017, 10:27:22 am »
I want to burn spider webs with fire!

155
Bugs / Re: My usual bunch of glitches\bugs.
« on: December 27, 2017, 08:56:00 am »
This is because of rapidly changing lighting. Light is so fast it does not get slowed down by turn based combat!

156
I don't remember but most likely it was a chemical pistols fired from outside of its optimal range.
Same difference when range is optimal.
With laser it's still 1% point difference, regardless of range.


BTW i changed values of Persuasion and Mercantile in my build. Getting 106 Merc to unlock extra items in Hanna's shop wasn't really worth it.
There are great quality collectors in Fort Apology's shop and you don't even need Mercantile to buy them.

157
What do you think of going with 8 perception instead and maxing out intelligence over dex to abuse the bonus damage from high point technicalities? With 8 int you get a total of 24% bonus damage from energy pistols, but with 16 you end up getting a total of 88% bonus damage from them. I think with this you can end up getting more damage out of electroshock and laser pistols. but you'd only be able to use your plasma pistol once per turn.

It could work.
With INT so high you would save a lot of skill points on INT related skills. Those point would go to DEX skills and there would be some left.

You can go with 10 DEX. With +1 from food and adv. catalyzing belt chem pistols will cost 16 AP.
Another option is to drop chemical pistols since they don't benefit from High Technicalities and are really good with max DEX. This also means 2 feats are freed.
Remember there are crit immune enemies (also on critical path) - chem pistols work better against them than energo.

Surprisingly, damage difference between PER and INT is not that big. Nerd Commando did comparison on RPG Codex:
Quote
The math is simple - 10-16 is 242.1% of base damage X 1.88 technicalities modifier =455.14 in total. 13-13 is 266.6 base damage x 1.64 technicalities = 437.224. That's 4% difference. As long as there's, like, 4% accuracy difference between these two setups, perception is in the win.
Surprisingly, THC from PER is not too big either. I did some tests:
Quote
6 perception, 125(146) guns = 78% chance to hit
11 perception, 125(199) guns = 79% chance to hit
My target was Plasma Sentry. I did another test, same setup but with flare and result was again 1% point.
I'd rather keep 10 PER and Sharpshooter. On Hard difficulty i do not complain about damage from my laser/electro. Crit damage, because it's what matters for those pistols. New plasma might be able to kill with non-critical special attacks, but i didn't test it.

Shooting plasma twice isn't too important for my build, it's just a bonus you get for maxing DEX.


Nerd Commando should know more about high INT/PER build, he even made a video, i linked it here:
http://underrail.com/forums/index.php?topic=1490.msg17986#msg17986
Sadly this video does not show true power of his build because it lacks a number of things, fo example energy emitter and night vision googles.

158
General / Re: Merchanting skill
« on: December 24, 2017, 02:18:21 pm »
Not sure if bug so i'll post here.

Items from special stock of Fort Apogee's merchant have lower quality than his regular items. Special stock quality is around 90-100 while for normal it's often 130-140.

159
Nerd Commando plays experimental 1.0.3 with high INT energy pistols build:
https://youtu.be/yRf-gTw0jnc

There's a spoiler around 35:12 - 35:20.

There's a feedback for Styg starting around 14:16.

161

I will play your buld, but on Dominating. )))))))))))))))))))))))))
You must be crazy... crazy good i mean! Thank you and good luck, i'm really interested in your progress.
Hopefully you'll have pyro pistol before engaging Goliathi.
I imagine Greater Coil Spider being major pain in the ass. Pyro is great vs them as well.

@destroyer
You might be right about Three-pointer and Grenadier. If i were as brave as Fenix and playing on DOMINATING i'd certainly take them and relatively early.

Pushing PM to higher level might work. I wanted it earlier for reloading my Smart Amplified guns. And while shockgun needs to have those mods laser may work with Efficient Amplified - most of its attacks will not be special or none at all since Aimed Shot is better done with electro pistol. Sure sometimes i use Aimed Shot with Laser but with so many attacks Smart Module will give relatively little. We can still craft Smart Amplified lasers once we get PM.

With high quality for infused leather being much harder to get Skinner is theoretically more valuable than before. I'd gladly accept any extra movement points because my AGI sucks. Stacking mechanical resist has increasing gains and it's possible to get to 55% mech resist with pig armor (solidly padded) and standard boots. This value gets serious vs xbows and melee.

Not to say there are no better/equally good perks to take.
I must say i didn't properly evaluated Skinner's value for new version. On my previous build i was using XAL-001 so Skinner was essential. Now, when XAL is no longer an option Skinner is certainly less valuable. Since it is not an essential feat it could indeed be replaced with something else.


Gas cheese does not work in controlled zones.

162
Spoilers time!





After you witness Tchortists stealing cube you know it's no longer in Core City.
"Hi guys, you can move on since item you're looking for is no longer... what the heck?! You wanna fight? Great choice as i am the Invictus and Invictus never runs away!"

My interpretation of conversation with Faceless in West Wing and elevator fight:
Faceless: "Hi player. We're going to kill everyone in this place including you if you won't leave."
Player: "Why, thanks for the warning, man. But i'd rather stay here to fight hand in hand with your archenemy and kill as many of you as i can before proceeding with my business in Deep Caverns."

163
Builds / Re: Synergistic Glass Cannon of All Trades (with videos!)
« on: December 22, 2017, 02:00:38 pm »
This build is for Experimental Branch with Version 1.0.3.13, Hard difficulty.


Synergistic Glass Cannon of All Trades v 1.0.3

The goal was to make a build that can do everything but i abandoned PSI due to low WIL and max HP hit.
PSI is mostly just a weapon and we're going to use other combat tools. Many of them.

It's not a build for beginners as it lacks defense. Well, passive defense, at least.
I'm playing on Hard + Classic exp, so far it's doing fine except some early game pain. Zero passive defense can make you die incredibly fast, but our active defense can carry us.

Weapon type that fits best into this build is pistols, specifically energy and chemical.
This build has good initiative, good secret detection, good traps detection, excellent fishing, good active defense, can open any doors and pickpocket many pockets. It's great for exploring the game but you need some experience with combat or you'll die.

http://underrail.info.tm/build/?GQMQAwMKAwjChzcAAAAAwodaMCMyK2RYWFQAAAA_ADwBJiQwAlbCkSlLWsKaXTMW


Ability scores:
STR 3
DEX 10 (+6)
AGI 3
CON 3
PER 10
WIL 3
INT 8

We're starved for ability scores, hence no Steadfast Aim for us. But it's not very important for this build. We'll manage.
Enough PER for Sharpshooter, max DEX for attack speed and skills. 3 AGI on a stealthy character pains me but one extra point of INT is necessary since food can no longer give INT.
130 carry capacity is bad for a trap user but on Hard difficulty i'd rather not pick convenience feats like Pack Rathound especially since we are feat starved due to using both energy and chemical guns. Infused pig boots with +30 capacity will help.
16 DEX is important for all our guns. Even for laser because with +1 from food we will have some AP to spend on meds or we'll be shooting plasma pistol twice per turn!


Skills:
Guns        135
Throwing    55*

Stealth     135
Hacking     90
Lockpicking 48
Pickpocket  35
Traps       50*

Mechanics   43*
Electronics 100
Chemistry   88*
Biology     88
Tailoring   84

Persuasion  52 63**
Mercantile  72 60

*6 unspent skill points left. They will go either into Mechanics for better Seekers, Chemistry for uber chemguns in DC or Throwing/Traps.
My goal is crafting using best pre-DC components but there's enough electronics to craft energy pistols from best components game has to offer.
We harvest some real benefits from our godly DEX: throwing, traps, lockpicking and pickpocketing can be half skills and still effective late game. We get some benefits from synergies as well. We also gain significant combat benefits. Marvelous.

But our INT is just as good as we develop all 7 INT related skills. Enough mechanics to craf adv. repair kits, breaking things apart and using metal plates for traps.  Mechanics level is enough to craft midgame Regenerative Tac Vest with black overcoat which is especially valuable on Hard due to healing consumables penalty.
Early game we can craft 35 AP sniper rifle, quaff adrenaline shot to have just enough STR and shoot twice per turn. I haven't try this but it's and option to consider.

Enough Hacking and Lockpicking for endgame checks with the best tool. You'll need food for hardest locks.
Bio/Chem get sweet synergy bonus. We'll be able to craft the best stuff. Fishing for components is very easy with our DEX (and x5 speedhack). We'll also benefit from crafting chemical pistols. Synergies of this build just don't stop to amuse me.
There's no need for more Tailoring after infused leather quality nerf.
Pickpocketing to steal some keys, meds and tons of bullets. Bullets sell well at general stores.
Hint: You need 90 traps to recover Spoiler King's traps. Jackknife and Trapper's Belt can help.

60 in Persuasion is enough to pass many checks in this game and all checks i wanted to pass. There's one 110 check in DC but it only allows to skip a fight that is easy for this build anyway.
Mercantile synergises nicely with Persuasion and fits name of this build very well. With skill level of 106 Religious Faction's shop starts to sell great chemical pistol parts or not really, it looks like i was mistaken for some reason. I raised Persuasion and lowered Mercantile.
**With certain +1 WIL robe we can pass 75 Persuasion checks. One is in the Institute and one in Ninja HQ.


Feats:
Aimed Shot - Our bread and butter ability. Needed for Sharpshooter.
Opportunist - There will be many... opportunities to use it coming from traps, taser, cryogun/acidgun/shockgun, crawler poison, net.
Nimble - Good for our sneak and movement points. We can even get some extra dodge/evasion from tabi boots.
Quick Tinkering - Good active defense, great vs melee. Helps enabling Opportunist.
Ambush! - Crucial feat for our primary tactics.
Mad Chemist - Mandatory for cryogun - 2 turns of iceblock are MUCH better than 1. Increases DOT damage for 2 other guns which is nice for acid and very good for pyro.
Cooked Shot - AoE and reasonable cooldown, good stuff. Great for hitting hard to hit enemies, especially those new beetles.
Power Management - Crucial feat for our defense as it buffs energy shields. We need defense badly. Will also make reloading your EW more managable.
Critical Power - Crucial feat for our primary tactics.
Practical Physicist - Useful for all energy guns that we are going to use.
High-Technicalities - Let's make use of our high INT.
Sharpshooter - Same as Practical Physicist but includes all chemguns as well.

Other considered feats:
Skinner - To craft some badass leather armors. Skip if you prefer regen tac vests but leather armors is what i recommend.

Grenadier - We can make good use of this one. Works good with Quick Pockets and Three Pointer but we're starved for feats. It's still good on its own, probably my pick.
Quick Pockets - We can certainly make use of extra utility slot and reduced cost of switching weapons. Handy, but second tier.
Three Pointer - Works with incendiary nades too but it's mostly for 1HKO from frag/HE.

Point Shot - Smart plasma pistol's best friend but this build is more about default attacks with laser and accuracy drop with range is not good for us making this feat a second tier.
Execute - Good feat and we have options to make it work but short range is bad for this build. Second tier.
Kneecap Shot - Bleed from energy/chem guns is immersion breaking. Also i'd take Point Shot and Execute before this one.

Steadfast Aim - It's now bad for laser and we have no spare points for STR.
Recklessness - Good for energy pistols if our primary tactics does not work (rarely happens) but in those cases we'll use chemguns and Aimed Shot from energy pistols.
Pack Rathound - Useful for someone with 3 STR and traps in his backpack. But with speedhack i've managed without it. Once i got infused pig boots i was doing just fine.

This build is feat starved due to using both energy and chemical pistols.


Items:
Our weapon of choice is Amplified Laser Pistol, others will be Amplified Electroshock, three chemicals and perhaps Smart Plasma. Of course we will be using SMGs early game because they just roflstomp pistols that much. We'll be using chem pistols once we'll craft them at Junkyard. SMGs will still be used due to fast attacks, burst and plentiful ammo. Laser's range is good for getting benefit of Sharpshooter and precision bonus is unique among many weapon types. It's not always the best choice tho, shockgun will be better vs clustered groups or energy resistant enemies like Spoilerless or metal armor dudes.

Our default armor is Infused Pig Leather Armor (high density padding) + Boots. On lvl 20 it adds about 170 HP ... to our 230. It's like jumping from CON 3 to CON 8. It's sick for a glass canon like us. +30 carry helps a lot. Before that it will be steathy regen tact vest and ninja tabi.
Other suit of armor is infused siphoner torso+tabi for fire and acid resist and dodge/evasion. We didin't raise dodge nor evasion but this bonus seems to be doing something.

For exploration we'll use trapper's belt. It's also good for placing traps. For combat it's gonna be either groin guard or doctor's pouch for tougher encounter. Once i crafted my pig armor i discarded groin guard. When using chemical pistols you really want those new belts, at least advanced one. Sadly they don't add utility slots.

Seeker Goggles by default. Smart Goggles recently lost some of its value, but you can keep a pair for brutal Aimed Shot alpha strikes. Smart will be used for SMG burst untils you stop using them.


How to play:
Use your stealth to start combat on your own terms, use bear traps to disable melee and hide behind a corner to avoid getting attacked.
Use out of combat gas granades for encounters you can't win otherwise. More on that later. With Quick Tinkering you can place mines right under enemy noses. You can also throw various things at your enemies, nets can be really helpful. Eat eel sandwiches if they grant you extra attacks.

Strategy 1: Ambuscade!
Stay in shadow and Ambush! enemies who are 'enlightened'. If they are not then throw a molotov and make them! I can't stress enough how much i love this feature of molotovs. Underrail rocks for allowing creative gameplay like this. This is why laser rules: your range allows you to ambush enemies at the other side of fire zone, you also don't need to move much and will get Sharpshooter bonus more often.
Ambush is rather tricky. Sometimes it wont work where you think it should. Sometimes it's the opposite. But incendiary nades were pretty consistent at enabling it, contrary to flares and pyrogun. Eat hopper steaks unless you're eating eel sandwiches for attack speed.
Stealth threshold for Ambush feat:
- 150: +65% crit chance, with good Seekers and Focus Stim we will cap,
- 200: +80% crit chance, we will cap with either Stim or Seekers, this is our target value,
- 250: +95% crit chance, possible with stealth gear and probably with very best combat gear crafted with DC components.
Recklessness is worth about 23 stealth. If we decide to take this feat we'll cap crit chance with best pre-DC combat gear.

Strategy 2: Chemical pistols
Use chemical pistols and catalyzing belts. Acid + fire is a good combo. Melee gets raped by acid entaglement, shield emitters are mostly bypassed and Opportunist is easily enabled. Entagled enemies can be treated with pyrogun - if they catch fire they won't run away, will probably die from DOTs and maybe even enable ambush for you :D Fun!
Acid + cryo isn't bad either, many human enemies are immune to burning. Remember that pyro and cryo pistols cancel each other's effects (except belt debuffs).
When fighting robots equip acid and some energy gun.
When fighting Goliathi equip zapgun and pyrogun. Start combat with zapgun Aimed Shot to kill at least one. Cooked Shot bypasses Mirror Image and burning makes them run away.

Strategy 3: Gas cheese
Place yourself out of enemy vision range, enter stealth, enter combat aim your gas nade at closest enemy (or a tile not further than closest enemy), step back, end combat.
If it does not work choose a tile closer to you.
Use cont. granades if you don't care about looting health hypo (and you shouldn't since you can craft them) or ice granade if you do (in that case you need to make killing yourself but Hypotermia and iceblock make it much easier).

164
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 22, 2017, 12:20:13 pm »
I'm not so sure about practical physicist versus high technicalites. If i take 8 int (which is also good for a lot of bonus skill points), thats +24 % base damage, which seems betters than +25% critical damage bonus (62.5 with critical power) if you get more than  ~160 critical damage bonus (i didn't do the maths properly). Both would be even better of course :)
HT is much better than PP. The latter is better only if you have Crit Power, don't use Amplifiers on your guns and have 65% or more chance to crit.

165

edit:
Does anyone know if killing Faceless in a cave near CC makes mindreader in DC angry?
It should not because they are attacking you on sight unlike group near Foundry so you are just self-defending.
Would you get angry if someone killed your family--in self-defense? I am not a faceless lawyer, but all kills (except during the invasion) count for something.

Tough question as i don't have anyone in military.

Spoilers ahead!






I just wanted to inform group near CC they can go home, just like i did with Foundry group. If mindreaded is worthy of his name he should know this. I don't know why Faceless would get angry about killing them (unprovoked) near CC but not during elevator fight, not counting gameplay reasons.
Actually they have more reasons to be mad at you for fighting them near elevator.
Are they mad for killing them at West Wing?

BTW what's the deal with this absurdly strong bias towards Faceless? It was already strong before 1.0.3 but now it's just... i don't know. It manifests itself in so many ways i can't be bothered to list them all so i'll just mention infinite respawns and Bakers quest. I guess they must be the good guys.

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