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Messages - SadBaxter

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31
Bugs / Re: 0 damage taken, still losing HP
« on: April 28, 2015, 01:23:29 pm »
As of 0.1.14.2, damage resistance is capped at 95% for player. Check your combat stats window.

All that damage is being blocked by damage threshold though, there should be nothing that needs resisting (unless that's been changed as well?).



Plus it's also intermittent. I restarted the game, then reloaded a save from before that fight and went to the rathounds again. First few attacks it goes as normal, no damage from the attacks as they can't get through my damage threshold, only damage was from one rathound that managed to land a crit on me and do 2 damage.



Next round the combat log shows a whole lot of zeroes and I'm still losing health, despite none of the attacks I took doing any more damage than my damage threshold.




32
Bugs / Re: 0.1.14 bugs
« on: April 28, 2015, 11:18:27 am »
Heh, fixed.

Also fixed bunch of other stuff from this thread. Keep it coming.

Have you seen the other bug report I made? I linked some screenshots to try and illustrate the problem in more detail.

33
Bugs / Re: 0 damage taken, still losing HP
« on: April 28, 2015, 11:17:42 am »
I managed to get some screenshots to illustrate the problem

In the first screenshot, I have 156 health and am fighting some rathounds. The only actual damage that got through my armor was a crit that hit for 5 points, all the other missing health is from 0 damage hits that still did damage to me.



In this second image I have 153 HP, but if you look at the damage log, not only did I take zero damage from all attacks, but I took THREE hitpoints of damage from TWO attacks. If this was just a rounding error where >0 is a minimum of one damage this would not happen, instead I'm taking damage that isn't being accounted for in the combat log, which should be directly displaying everything.



There's clearly something strange going on here.

34
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 12:59:50 pm »
Traps could probably be taken as a half-skill I think. Bear traps require 0 skill to set, the skill itself scales with lockpicking and mechanics so that'll boost it quite a bit, plus you can also chuck on a trapper's belt for an extra 10% and also 70% reduced cooldown for setting traps, which is very beneficial. You could also potentially skip levelling stealth occasionally, as you can make up for it with the higher-quality stealth-boosting armor you'll be making. I even carry two full sets of armor, one heavier one for full combat stuff, and another lighter one to boost my stealth for sneakin' purposes. Clothier could help a lot with making stealth gear as black cloth items give a LOT of stealth bonus, particularly black cloth tabi (Get yourself a tabi blueprint as soon as you can)

Deadly snares might be good? I mean it's guaranteed crits but the main reason I use beartraps is to lock an enemy down so I can focus on the ones still moving around. Quick tinkerer might be fun but that'll require an extra point in dexterity and your build has other options for keeping distance during combat, like stuns or kneecap shot+sprint.

35
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 12:20:40 pm »
PS. SadBaxter, high perception alone is enough to detect traps if you're slowly sneaking around. (trap detection is 75% Detection or 50% Detection + 75% Traps, whichever is higher)

Ah, well there we go then. I still think it's a damn useful skill, especially compared to so many other RPGs where the trap skill tends to be useless.

36
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 09:57:20 am »
I've never used a crossbow build and have only a little experience in the game, but here's my thoughts:

Stat distribution is fine, and the skills you've chosen all work well, but it'd be nice if you could include some points in traps as well. Being able to spot traps is useful, being able to disarm them is free exp, and being able to lay them yourself is excellent. Bear traps are cheap to make and incredible at blocking enemies from getting in close, and make an excellent combination with stealth. Sneak in, lay a bunch of bear traps to funnel enemies or block them off entirely, and presto.

Feats are good, as for the additional feats you were thinking of, nimble is good even with heavier armor, opportunist should be one of your core skills considering that you'll be using electrical bolts and knee shot (plus you can combine it with traps), ninja looter and burglar don't seem to have that much utility as pickpocketing/stealing from civilized peeps is not going to be a main source of income or loot. Power management is more for people going full tech (energy weapons/shields/cloaking devices), Snipe's pretty mediocre and doesn't compare to the crit bonuses you can get, expertise probably won't pay off much as the added damage is per hit and you'll be firing a few big shots rather than lots of little ones, uncanny dodge seems more like something you stack with the dodge skill? I don't think it's gonna be huge anyway. Disassemble is mediocre unless you want to recover weapon mods from weapons you craft/find rather than buy them (not worth a feat though), sure step is mediocre, skinner and clothier could be huge if you plan on making a lot of leather armor and cloth items (this includes tabi and balaclavas both of which are rather nice)

As to your specific questions
-Probably not. A good end to a quest that doesn't give you much extra is not worth a feat, neither is bandage healing as you can't do it in combat and healing hypos are not THAT rare.
-No idea, but you might be able to get away with 0 if you don't mind missing occasionally. I have 0 points in throwing and still use molotovs/grenades/caltrops. Just have to not rely on them.
-No idea, but you might want to get 10-15 points for crafting a certain kind of leather you'll find later on (it's not huge but still nice). Chemistry also allows you to craft grenades, apply poision to traps/caltrops, and will allow you to make fire arrows+molotovs, so it might be worth thinking about it.
-If you hate missing out on quest stuff or being unable to go in certain directions in quests, get persuade.
-Disassemble isn't really worth it, no.
-Some crafting feats are fantastic, and others can be kind of mediocre. Power management seems like one of those things to get if you're going HARD electronics use, like energy weapons and everything.
-No idea, I've never bothered with dodge or evade

Hope some of my rambling helps.

37
Bugs / Re: 0 damage taken, still losing HP
« on: April 24, 2015, 02:29:03 pm »
It's probably more due to rounding, but intriguing nonetheless.

Yeah I thought that might be it too, but I'm not sure? If it was rounding it'd be intermittent I think, unless it's the damage value not being cleared correctly or something?

38
Bugs / 0 damage taken, still losing HP
« on: April 24, 2015, 02:01:03 pm »
So I've noticed a rather odd issue in playing lately. Despite having huge DT (for the point in the game I'm at at least), and the combat log saying I'm taking 0 damage, whenever I get hit, on ANY hit, I take at least 1 point of damage from my HP, and I have no idea why. It goes away if I close the game and reload, but then it came back again for some reason.

I think it might be an issue with the sturdy vest? My character's wearing a tactical vest with a sturdy vest as the base and I've never seen it  happen with tactical vests that use other vests as a base.

Not really sure how I can help troubleshoot or reproduce this sorry, but I'm willing to help however I can.

39
General / Smart modules and burst
« on: April 24, 2015, 01:10:52 am »
So after a bit of experimenting it seems like smart modules are kind of good when combined with burst fire, much moreso than the attachments that are designed to improve burst fire (foregrip, compensators, etc.). Smart modules provide a straight up increase to damage, and the amount they improve damage by is far greater than the amount that burst precision mods increase accuracy. I did a little playing around in the firing range and while I don't have any hard numbers left (didn't take screenshots), even when one burst fire assault rifle with a compensator+scope was hitting well ABOVE its stated accuracy (54% hits compared to 44% indicated accuracy), a smart version of an equal quality assault rifle was doing much, much more average damage despite only hitting 39% of the time. I think it was nearly twice as much.

Just an observation in my constant quest to optimize things in my games.

40
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 23, 2015, 08:13:10 am »
Oh, also GET SPRINT. Adjust your build so you've got 6 agility and pick it up as one of your first abilities. It's a free 20 MP for two turns, unaffected by armor penalty, and you can use it at any point in your turn. It's incredible for every build.

41
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 23, 2015, 04:59:55 am »
Have you gotten armor sloping and nimble? Have you tried using some high-quality tabi to offset the penalty to movement?

42
General / Are point shot and rapid fire worth it?
« on: April 22, 2015, 01:34:02 pm »
They /seem/ handy but I'm not sure whether they're quite worth it when there's more useful stuff for my current assault rifle/sniper character, especially all those burst fire feats.

Also is expertise working correctly? It's not indicated in the combat stats window, which I'm guessing is because the damage in combat stats is the base damage and expertise is only added on non-critical attacks but still.

43
General / Re: Underrail wiki?
« on: April 21, 2015, 11:35:06 am »
And managed to get lucky again, comparisons of various armors.

This was actually fairly easy to do and I can safely state the following things:

-Vest quality only plays a part in item durability and secondary resistances, it does not affect any other resistances for a piece of armor it is used in (unless combined with the ballistics feat)
-Likewise, shields on riot vests only contribute to the melee block chance

So while most of the items I've made don't all have identical 50 quality components, you can combine them to get accurate ratings for its stats apart from item value.

Pictures in order of attachment:

-50 quality insulated and galvanic vest with 50 quality hybrid ballistic panel
-50 quality insulated with hybrid panel and 54 quality insulated with 50 quality laminated panel (only difference is vest durability)
-50 quality steel armor with 54 quality insulated vest. Several experiments with differing vest qualities did not change any of the mechanical or other resistances. Those are all supplied by the steel plate
-lastly 4 different riot vest configurations, all on a 54 quality insulated vest with 50 quality hybrid or laminated panels and 50 quality steel shield.

two things worth noting:

Firstly that thanks to armor component and carrier vest not interacting directly it should be easy to find out the stats of future vests/components. As long as you have one 50 quality component you can discard the other stats and aggregate.
Secondly this game has a tendency to discard decimal places, so I'm fairly certain that any components which DO interact (like adding a ceramic plate to a tactical vest) does so with whole numbers and no invisible decimal places, so you could take a 50 quality ceramic plate and attach it to any quality hybrid or laminated panel, and just remove the resistances/threshold granted by the ballistic panel.

44
General / Re: Underrail wiki?
« on: April 21, 2015, 10:54:55 am »
Also a 50 quality Seeker goggles and smart goggles. Sorry if I'm annoying anyone or they think I'm spamming by the way, there's a 4 attachment limit per post and also I'm posting these as I find them.


45
General / Re: Underrail wiki?
« on: April 21, 2015, 10:52:10 am »
Okay I lied about being burnt out on finding components I ended up accidentally finding a 50 quality laser, plasma, and electroshock attachment along with a 50 energy core. After some experiments with comparing a low-quality core with a high-quality one I determined that the quality of the core does NOT affect the damage of the weapon or its energy usage or any other statistic, ONLY its capacity.

So every stat for the pistols is correct apart from the energy capacity (it should be 47 for all of them assuming a 50 quality core), and also the value. The laser pistol had a 54 quality core and the plasma had a 38 quality core, the electroshock pistol has an exact 50 quality electroshock generator and 50 quality plasma core.


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