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General / Re: Winter Vacation 2018-2019
« on: December 30, 2018, 01:34:09 am »
Merry Christmas and Happy New Year, you guys. Enjoy your vacation!
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This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S
- Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot

I don't really mind, because I'll still be more than strong enough to get through Expedition; I just think it's funny how significantly this one patch has impacted my whole build. xD

You... you do realize he's joking, right?
A woosh for me I guess ...
You made your post while I was in the middle of trying to make the plot of Chrono Trigger fit Underrail's. xD
You... you do realize he's joking, right?
I really didnt
lol
I was just looking for an answer and i thought it was true lol

I'm just gonna leave this here
(Inserts actual backstory)


Oh.. damn
Thanks !
Really appreciated

"I think rathounds are cute! There, I said it! I know it's weird but it's true!" (paraphrasing from memory)
Al Fabet may not be the most skilled trader in South Underrail, but you gotta hand it to him: the man's got heart.
Upwards of 40 of them.

... we're really interested to see how you guys use and abuse them to kill our precious NPCs before we nerf everything into the ground.

So, this is a really silly question, but in the "kill the beast" quest, there's an entry in the journal for "find another way to kill the beast...". Is it possible to kill him through conventional combat via Neural Overload? I didn't try to hard and don't have a save at a convenient place to try it, but a part of me is curious about the possibility of Neural Overloading it to death; with only 810 HP, it wouldn't take too many rounds to do it at a high level, and that does bypass every resistance in the game...
Nikola works now some time with us, he does the characters and helps me with some assets so I have more time to focus on smaller details that make the difference. Thanks for the praise and support!



Yeah, Thailand is great, i agree.I've never been there myself, but I hear great things.

I am playing first time on Hard with full PSI build.

[...]
1) The problem is if you are playing oddity mode there's just no way to bring burrower's accuracy down to 10% with evasion early game on dominating, 50% is just not good enough.
2) My point w/ Grover is that he's a very weak npc, my char was overleveled with the best setup possible for dodge and it STILL FAILED. 50% dodge rate is just not good enough.
[...]
In the past (pre ver 1.0.3) many dodge/evasion builds are without uncanny dodge/sprint/evasive maneuvers [...]. This is either because there are far better alternative and/or just simply can't afford the feat slot. These builds traded skill point in order to save ability points and/or feat slot, with the prime example being crossbow builds. I would argue uncanny dodge + evasive maneuvers greatly enhance dodge/evasion but are not truly the core of d/e builds. You simply cannot activate uncanny dodge when you are ambushed by a lurker (and lost initiative check) assassin. Evasive maneuvers will only save you from aimed shot/shock bolt/burst for one turn while realistically d/e builds need to be safe from those threats for more than one turns. In addition, if you have enough MP for evasive maneuvers/sprint to be effective it's usually far better to run away (outside enemies' weapon optimal range) and/or break line of sight. This is not ... the desired tactics for some special melee build such as a crit brawler/psi monk.


