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Messages - hilf

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226
General / Re: High Quality Chemical Blob Dispensers
« on: February 25, 2017, 07:02:32 pm »
Quinton in SGS.
Fixer in Junkyard.
Tchortist shop.

Also, Travis of Rail Crossing sells good collectors.

Keep in mind stores are upgraded by 2 story events. First is completing your quest in Junkyard, second is completing oligarch questline. Quinton may not have high quality stuff before 2nd event.

227
General / Re: Max required crafting skills for end-game loot?
« on: February 23, 2017, 04:05:11 pm »
Tchort is Evolution, Fenix.

Yes you do. Top galvanic vests have 9 electrical DT so you need to upgrade your tazer for lategame but it will still be a low quality tazer.

Tchort guide You.

228
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 21, 2017, 08:01:31 pm »
Unique graphics for energy and chem guns, hmm, nice.

229
Suggestions / Re: New feat: Toyslinger
« on: February 19, 2017, 07:29:42 am »
If Toyslinger is too good, you can split AP reduction for energy weapon between it and Gunslinger - 3 AP reduction from Toyslinger, and 1 AP reduction from Gunslinger.
Don't worry, Toyslinger can only bring pistol's speed to what they had pre 1.0.1.8 and only some of them, for example plasma will not be able to shoot 3 times per round with Point Shot.

As for hit chance i can't see how it could possibly unbalance anything.

230
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 05:35:24 pm »
15-20 points in electronics will allow you to craft Taser, and since quality of components will only affect damage it does, even if you craft it from trash, you will be able to stun your opponents for 1 round.
Actually, it's possible that the quality of the electroshock generator determines the difficulty of resisting the stun with fortitude. I'm not sure about that though, never tested it extensively, but it's possible. Taser stun is not guranteed, If you use taser a lot you will notice that it does get resisted from time to time.

Highly unlikely.
Long time ago i did some tests on Tanner. Now i don't remember exact numbers, i've probably did 20 tests for both tazers: high and low quality.
What i remember was that low quality tazer had significantly higher success rate than high quality one. It was something like 15/20 vs 11/20.
Sure, it's not the best test in the world but i guess it's still worth something. My conclusion was that quality does not affect stun chance and low quality tazer simply got lucky in my test.

231
General / Re: Do smart bonus apply to burst fire?
« on: February 11, 2017, 09:38:54 am »
Yes it does, it applies to all special attacks and special attacks are everything that is not default attack.

I don't know if it's intentional or not. But it works like that for some time now, was mentioned a number of times and devs didn't change it so it's likely going to stay.

232
Suggestions / Re: New feat: Toyslinger
« on: February 06, 2017, 08:13:51 pm »
Also, when i played energy/chemical pistolero it was at 4 attacks per round when chemguns finally started to feel like a real deal.
After DEX nerf Gunslinger wouldn't cut it but Toyslinger would.

233
General / Re: Nimble Psion build - looking for input and improvements
« on: February 05, 2017, 06:03:39 pm »
Tchort is Evolution, Kachajal.

You are correct about Overclocking. You can easily have enough Focus Stims to use them in all difficult battles.
If you don't have +crit chance on PSI headband then you have mufflers. In that case you should not have any problems with PSI points. I had Psychosis (+20% cost), PSI shield (-10% cost) and mufflers (my first mufflers had something like -11% cost), max PSI of 100, no Fast Metabolism and was doing rather fine. You don't have PSI shield but you don't have Psychosis either.

Overclocking is less needed if you are running on Trance all the time, but it depends on how eager you are to visit Foundry mines. Focus Stim OTOH almost jumps into your inventory.

Psychostatic Electricity indeed works with selected spells only but it increases crit chance for all of your damaging spells (except pyrostream, it's bugged).
Mental Subversion works with Thought Control only, just like Locus of Control, but reduced resolve helps all of your offensive PSI.
Maybe it can help you with fitting those feats into your build.

You've got a point with hiding behind a wall and regenerating PSI.

It's a pity and a shame that Skinner needs 7 INT. Otherwise You could consider dropping INT to 6, will to 15 and taking FM.
15 PSI regen but FM more than makes up for this,
no Power Management, but it's only used for energy shield and indeed is an overkill for full psion with that much dodge/evasion,
no Neurology, with FM and Meditation you don't need it,
no Clothier, i don't see much value in this but i always raise stealth so maybe those extra stealth points are important (or maybe you have another reason),
with more CON you have more health and it just happens you have better healing from FM to replenish those HP,
you have some spare feats.
Unless you want to sacrifice more power and go 14 will/7 int, then you can keep crafting feats and have FM.
Skinner is good - more dodge, evasion and protection.

Tchort guide You.

234
General / Re: Nimble Psion build - looking for input and improvements
« on: February 04, 2017, 08:01:36 am »
To quote myself:
Quote from: me
Neurology is bad. It grants you 15 PSI once per combat. It's good for quick and easy fights but you don't need help in those, you need extra oomph in hard and long ones. And the longer the battle is the worse Neurology becomes.
Fast Metabolism is much better - it grants you up to 25 PSI every 3 turns. You can often gain 15 or more points. And it makes healing stronger so always take FM before Neurology if you have CON for this.
However...
Neurology becomes better once you have Fast Metabolism! With 100 PSI max you almost never get full 25 points from FM, but with max of 115 you do very often.
Meditation is better than Neurology for obvious mathematical reason but also because it almost always grants you more points than single use of FM. But i'd still take FM before Meditation.
Value of Neurology/Meditation can be higher for those crazy maniacs with Psychosis who don't use mufflers.

You can't have Fast Metabolism but even if you could i'd advise against Neurology since you've got Meditation.
You said Neurology helps you doing stuff in one combat turn. Ok, but it helps you only once, during your first turn (most likely). Psikers hardly need to do 'everything' in first turn because they have CC.

Instead Neurology you can take some other feat that can reduce number of spells you need to cast. Overclocking is universal damage boost. Pyromaniac can double your damage and it also fears. Psychostatic works on everything, including robots, and tranq psions can fire Electrokinesis twice per round.

But you already have experience with this build. You can tell if you can spare 2 AP to quaff PSI booster. You can tell if that extra PSI points were used mainly to conserve PSI boosters. Boosters are plentiful, no need to conserve them.
But perhaps you have some specific tactics in mind that require you to have that extra 15 PSI, where quaffing booster wouldn't be enough.

235
General / Re: Nimble Psion build - looking for input and improvements
« on: February 04, 2017, 07:14:18 am »
Drop Neurology.

236
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 02, 2017, 08:25:43 pm »
And both traps and throwing benefit from DEX.

Xbows are not bad for this as they have good range and accuracy (scope). They also synergize with traps.

Robots won't care about your poisons so stealth and hacking can be useful.

Metal boots or Sure Step for avoiding your own caltrops is something to consider.

BTW caltrops can't be coated with every poison because reasons.

Now i want knives to be poisonable ):

237
General / Re: underrail.info.tm
« on: February 02, 2017, 08:15:49 pm »

Another simple example, try tweaking dodge and evasion.
http://underrail.info.tm/?build=JwGgHA7KCMAsICYCsIUoqzaQAZf72h2hCL3IMouqoKA
I raise dodge or evasion to 108, builder stops telling me i'm stupid but my dodge/evasion is still at 135. Technically it's correct because 108 * 1.255 = 135,54 and 135,54 > 135, but i'm still not getting anything by putting a skill point there.

Another case: raise AGI to 8 and drop dodge and evasion to 95. Red flag appears but if i drop dodge to 94 my effective dodge will be 134. So i'm getting something by raising dodge from 94 to 95 but still get that warning.
It's technically correct again because effective value of 136 is reduced to 135.

I'd be more happy with message akin to "you can take point from here and be as cool!" but it's good enough as it is.

238
General / Re: Opinion on Riot Gear Build
« on: January 31, 2017, 03:45:23 pm »
You are so close to Sharpshooter!

Possibly the best build for Riot Gear is sneaky psion:
http://underrail.com/forums/index.php?topic=2937.msg15304#msg15304
I've played on normal but it should do fine on hard.

239
Here's my CON 9 sneaky Psychosis psion.

It relies on JS for passing hardest skill checks.
It can't pass hardest persuasion ckeck but it can pass Mordre check with 17 will.
There's enough Electronics to craft best DC psi headbands unless quality can go over 166, but i haven't seen quality higher than 164.
With STR 4 i can use Riot Gear with Psi Shield which is better for sneaking than Tact Vest due to lower armor penalty.
25 in Traps (from synergies and equipment alone, that's just beatiful) allows me to place EMP mines mk1 should i have to fight some robots.
There's enough Biology (with JS bonus) to craft Regen Mixture but in the end i didn't really use it so Bio can be lowered to Bullhead level.

When picking feats i was choosing stuff that helps me with robots because psikers don't lack options vs living beings but they do vs robots. In the end the 'ultimate robot battle' proved to be just moderately difficult instead of a nightmare i imagined it to be and i wasn't fully prepared.
I don't have enough AGI for Sprint so i took Nimble for more mobility.

This build can use morphine on low life to gain 2 turns of mech/heat/cold damage immunity. It seems stupid to use morphine on low life but you can heal enough HP to not die from withdrawal effect.
This trick was the only reason i've played on normal instead of hard. Hard reduces your HP by 1/3 and healing by 1/2. I was afraid healing on hard will not be strong enough to pull this trick off, unless you use super hypo but it comes late and requires fishing to craft.
But i didn't consider one important detail - withdrawal effect is reduced by your mechanical damage reduction (not resistance) and with Conditioning, Stoicism and Aegis we have some of it and there are other sources as well.
On normal difficulty, without Fast Metabolism i could use this trick with adv health hypo. It should be similar on hard with FM. Now i regret not playing on hard but at least i'm wiser!

Quote
The skills are based on destroyor's Steam guide, although I'm puzzled as to why Tailoring is set so high in the build in the guide.
Skinner got picked so i imagine he uses Ancient Rathound armor.

Quote
And why does everyone seem to pick mental subversion?
I don't but i'm special (i don't use Sprint and i do use Riot Gear). Nice thing about Mental Subversion is that it makes all of your PSI abilities better, perhaps that's the reason.

Quote
I take it no-one thinks Meditation/Neurology are good?
Neurology is bad. It grants you 15 PSI once per combat. It's good for quick and easy fights but you don't need help in those, you need extra oomph in hard and long ones. And the longer the battle is the worse Neurology becomes.
Fast Metabolism is much better - it grants you up to 25 PSI every 3 turns. You can often gain 15 or more points. And it makes healing stronger so always take FM before Neurology if you have CON for this.
However...
Neurology becomes better once you have Fast Metabolism! With 100 PSI max you almost never get full 25 points from FM, but with max of 115 you do very often.
Meditation is better than Neurology for obvious mathematical reason but also because it almost always grants you more points than single use of FM. But i'd still take FM before Meditation.
Value of Neurology/Meditation can be higher for those crazy maniacs with Psychosis who don't use mufflers.

240
Good stuff.

"The official wiki has a complete list for all mercantile checks in the game"
that's redundant.

"Don't brother hunting cave hopper"
but can i sister that? (:

"Not sure If you killed any of the Faceless or destroy a Plasma walker within sight of a Faceless affect anything as you can still allow the mindreader to scan your thoughts and they will leave without further violent."
You can kill all but mindreader and still hold hands with Faceless in DC.


Minmaxed Psychosis psion can just use Trance + Mental Breakdown + maniaed Neural Overload for one hit KO:
http://steamcommunity.com/sharedfiles/filedetails/?id=830336935

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