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Messages - Wildan

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61
When you activate a psi ability the correct amount of psi points will be removed from your pool, but even if don't have any points left you can still cast as long as you have enough AP. Ooops...  :P

62
General / Re: Heavy armor + sledgehammer = non-viable?
« on: April 12, 2016, 12:58:30 pm »
For knifes the major damage output comes from critical hits. Now with reduced dexterity AP bonus and no Taste for Blood AP, most knife attacks you will ever make within 50 AP is 8:
12 base AP - 36% (@17 DEX)= 7,68 -> 7 AP - 1 from tabi boots = 6 AP per attack. Jackknife can still get to 4 AP but that knife sucks for combat.

Unless Styg changes the balance again it will be much tougher with knifes as compared to sledgehammers. They got hit very hard by the patch. Unarmed got a big nerf too but it still can reach 4 AP, especially with no gloves. Sledgehammers on the other hand almost remain the same. They never had DEX bonus but -2 AP TfB reduction is gone so in the worst case withing 50 AP you can always hit 3 times either with 1 x pommel and 2 regular hits from a steel type hammer or 3 x regular hits from a tichrome one.

Where can i get new patch?

If you play via Steam than the patch will automatically get applied before you start the game.

63
General / Re: Heavy armor + sledgehammer = non-viable?
« on: April 12, 2016, 10:20:44 am »
Well then, now that melee and dex weapons got significally nerfed a heavy sledgehammer build (as other non-light weapons) became more viable than ever.

Quote from: Styg
Taste for Blood no longer reduces AP cost
Combo now has 20% chance to stun (down from 100%)
Fatal Throw now only restores action points once per turn
Lightning punches now requires armor penalty to be below 20% (up from 25%)
Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5

On topic: Burrowers have ranged attacks that bypass armor. Later on they're usually not a threat but at level 7 it's too early to fight them, even Depot A muties are easier at this point. If you must level up a bit more clear the underpassage on your way from SGS to GSM compound, do the quest for Luckmeier, buy good equipment from the money found in his home, then kill the syphoners at the lake near Junkyard and clear the caves with the boars and other minor stuff (south west of SGS). When I face the mutants for the first time I'm usually already level 10 (classic leveling).

64
General / Re: Is pure PSI Caster viable?
« on: April 02, 2016, 10:31:40 am »
Stay stealthy, use line of sight to your advantage and kite away from dogs and muties. You have to plan ahead which path you're taking so you have enough room, Always carry around a few basic bear traps with you, place them strategically before the battle and lure your enemies into them. One thing that can be considered (even with a build not focused on Psychokinesis) is replacing Interloper with Force User and taking it early. Those +2 round of Force Field duration can make a huge difference.

65
General / Re: Is pure PSI Caster viable?
« on: April 01, 2016, 09:50:24 pm »
Damage resistance route can work but it's not as effective as it used to be in the alpha version, mainly because metal armors got heavily nerfed and also the range for many PSI abilities was reduced, so in order to get into casting range you'll often be near enough for enemies to enter combat which will mean not getting the initiative.
You can still play a pure, stealthy, not so squishy caster with something like this:



There are two major mutually exclusive psionic paths:
Psychosis which is based on critical hits, big health pool and damage resistance. 10 CON along Conditioning, Stoicism, Lifting Belt and Aegis/Morphine Shot makes here sense.
Tranquility which relies on damage avoidance and enemy kiting. You don't need lots of hitpoints as long as you are able to initiate combat on your terms so a bit of stealth is mandatory.

I prefer Tranquility as it's more easy and fun to play. With high evasion through 10 agility and Evasive Maneuvers plus Uncanny Dodge you're very likely to avoid all damage even if you don't manage to kill everybody in the first round, which is actually doable in many encounters:
Tranquility + Thermodynamicity + 15 Blitz AP (Interloper + Sprint) + 20 Adrenaline Shot AP lets you deal a huge amount of damage or CC in the opening round. Being this AP efficient naturally demands lots of psi points so keeping the PSI cost down as low as possible should be a priority: Muffled psionic headband, tactical vest with beetle carapace (along with regenerative vest to keep the Tranqulity bonus), Meditation and Fast Metabolism - they all help not to run dry too fast. In prolonged battles it will still happen so you'll need to restealth or at least block off enemies long enough to recover PSI points. Regardless of preferred psi discipline it's always good to be able to cast Force Field and Electrokinetic Imprint especially in all those tight corridors so even if this build focuses on TC and Metathermics I advise to raise Psychokinesis skill to 45 in order to qualify for the Imprint.

Speaking of skills this is how they can be distributed: click
You will max evasion but you'll require only 40 dodge to pick Uncanny Dodge as it's amazing vs melee (which bypasses shields more easily). It's good to raise it a bit more because each 30 points give you 1 extra attack you automatically dodge. 51 points give you 90 effective points and good quality non-skinner tabi boots get you atleast 60 dodge so if you aim for total of 150 effective points, after armor penalty (20%) you should have 120 which equals 4 additional auto-dodge attacks.

This saves alot of skill points so it's possible to pull this build off with only 6 INT but as usual, you have to rely on home basement crafting bonus and Junkyard Surprise (+2 INT). You need very little mechanics and biology in order to craft the regenerative psionic vest. Super steel fiber (for infused leather) needs only 32 mechanics at most.

There is even enough points to max intimidation. Not only is it used in some conversations, it also turns Yell into a fantastic debuff ability. Everybody affected will have their weapon skill reduced by 35% of your intimidation skill which is directly linked to will, so that's a pretty big precission AND damage penalty. As mentioned before, Tranquility stops working as soon as you start your round with as much as a scratch so your evasion vs enemies ranged skill should be as high as possible. 10 Agility equals 45 movement points, tabis give you around 45 as well so after armor penalty it's 72+ 30 from Sprint equals 102. Evasive Maneuvers converts those into 306 points. Together with your normal evasion you'll have 515+ effective skill for that round! The intimidation debuff is worth almost 100 points so a Level 25, 16 perception enemy will have his 272 guns skill reduced to 172-175 which is far lower than half of your evasion, meaning his chance to hit is 10% (cap). This is the extreme overkill example so it's best to use either Evasive Maneuvers bonus or Yell debuff at one time.
One other very usefull effect of Yell is that it reveals stealthed enemies. Awesome vs. those pesky crawlers.
You don't use any weapons but remember that you can benefit from passive weapon bonuses such as unique Butcher's Cleaver (+20 intimidation) and Kohlmeier's Lucky Knife (-2% chance to get hit critically) so switch between those two accordingly.

It's also possible to make a just as effective build based on Psychokinesis instead of Metathermics. You'll simply replace Thermodynamicity and Pyromaniac with Force User and other Feat of your choice. Keep in mind that Psychokinesis abilities have lower range compared to Meathermics so you'll be in more danger to get hit by enemies. On the other hand less distance also means better use of your Yell ability which has a radius of 8.

Another very versatile build can use all 3 disciplines if you dump CON, max WIL to 16, and bump INT to 8 (to compensate for higher skill need), and replace Fast Metabolism in favor of the other missing psi feat. Psi regenration is 3 pts/round higher but as I'm playing permadeath I prefer that extra health from CON as a buffer for vest regeneration. Fast Metabolism synergizes very well with it plus it makes psi boosters more effective.

66
General / Re: Low precission
« on: March 31, 2016, 08:20:10 pm »
I checked it and honestly, the values seem normal to me. First of all the 57% CtH is mostly because of the darkness penalty. With NVG on the chance is 72% and remained the same as long as I stayed in optimal weapon range.
That value is not surprising. Basic precission is 70% when the weapon skill equals defenders evasion skill, so that Black Eel gangster has slightly less evasion skill than you have guns which is to be expected. You are level 8, have a total of 12 perception and maxed guns while he's probably level 10 or even higher, has pretty high agility and maxed evasion. When you aim at the turret you'll see how the values change vs 0 evasion.

Sorry that's just how it is with ranged weapons in general. Earlier in the game it's actually ok to craft a sniper with regular scope instead of the anatomical. Later with very high perception and critical damage feats anatomical scope wins ofcourse.

@Eldakar
I will look into it.

67
General / Re: Low precission
« on: March 31, 2016, 05:24:34 pm »
Weird, can you upload a savegame from Depot A around those muties?

Are you 100% sure you are focused when you shoot with the sniper? The portrait eye symbol (focused) must be visible.

68
General / Re: My SMG/Sniper build
« on: March 26, 2016, 08:47:19 pm »
My very favorite sniper build uses a smart rapid 7.62mm Spearhead sniper (24AP) plus a 7 burst smart muzzled 7.62 mm Chimera SMG / 5 burst smart rapid 8.6 mm (22AP bursts @ 7 DEX), so with 70 AP I can exactly fit 2 sniper shots and 1 SMG burst or with 90 AP 1 sniper shots and 3 SMG bursts.
It's a permadeath speced build with Quick Tinkering, 10 agility, 10 perception AND 10 constitution @ level 24. For most players however it's probably better to go for a glass cannon with maxed PER (16), 10 agi and 7 INT for the crafting feats.

69
General / Re: Requesting crossbow build from Wildan
« on: March 25, 2016, 10:19:51 am »
Are you playing ironman?
Btw. you don't have to go straight to Junkyard and Depot A after finishing Gorsky his task. If I can use traps or snipe from afar I usually head south-west first (turn left at the trains in SGS) and collect some experience in those caves. It's worth a level or two at that point and it's easier than Depot A, just be careful not to get stunned by the pigs. That lake with Syphoners west of Junkyard also has lots of experience to offer - super easy with traps.

70
General / Re: Requesting crossbow build from Wildan
« on: March 25, 2016, 03:40:39 am »
@epeli
Awesome! Kudos to you!
Yup, I just checked it again in my current game. Electronics 125 (156) jumps to (179) - exactly 15%. :D

71
General / Re: Requesting crossbow build from Wildan
« on: March 24, 2016, 01:36:19 pm »
It is tight indeed but mangable. You usually don't need to max out a crafting skill in any build that hasn't dumped INT completely.

Here is how to min/max crafting with any build (spoiler):
There is a food item called Junkyard Suprise which gives you up to +2 in a random stat. We have 7 stats so with a bit of luck (100/14 ~ 7,1% chance) you'll get +2 INT so buy Junkyard Surprise at any given chance and plan ahead. You can calculate how much skill you need at any given time. Best you use the "+2" opition with INT on the character creator: http://underrail.info.tm/

There is also a player home in Core City you get after completing one of the 3 oligarchy questlines. It has a basement and the possibility to add crafting tables by buying them from certain merchants in Underrail. When you get them go there and your corresponding skill gets a 15% bonus (It's seems to be a bit higher actually). It's quite a walk though so I usually leave my stuff at the SGS home and go there with nothing but components for weapons, armors, traps, drugs - really anything I will eventually use for crafting, eat Junkyard Surprise (you can do it in Junkyard or SGS as it lasts for 20 minutes which is plenty) and make everything I can in one go in the basement.

So for an crafting example:
You gathered good components for an energy shield you want to make. Go to the crafting menu, put the components in the slots and look at the skill requirement. Let say it's 92 in electronics you need. Divide 92 by 1.15 because of basement bonus and you'll get 80. (if it's not an integer round it up). Open the character creator, put in your level stats, skills and mark the "+2" option on INT. Now raise your skill in the character creator till the effective skill (the one in the brackets) reaches 80. That's your effective crafting skill you need and it equals 64 invested points. Compare it with your character in the game. If you don't have enough just raise it on your next level up and then go for crafting.


With the build above I max melee, dodge and evasion, usually get throwing and stealth pretty high but not maxed, a bit lockpicking, hacking and biology for the traps. Very high electronics and pretty high mechanics and tailoring. Everything fits in nicely if you don't raise skills blindly but do the min/maxing I described above. It's not for everybody though as it requires some work.

72
General / Re: Requesting crossbow build from Wildan
« on: March 24, 2016, 09:34:03 am »
Doesn't look bad actually. :) 
Crippling Strike was maybe not the best choice as Kukri does the same thing, even better. As you've noticed it is the best support knife for most of the time as you can stack max cripple debuffs very quickly. That feat is still not wasted however. You could replace the Kukri with the unique Humanizer knife when you get it. Awesome for CC.

Since you're going for high DEX it would be good to get Fatal Throw asap. Throwing knifes are considered light weapons so the base 18 AP cost gets reduced by 4% for each DEX above 5, meaning when you kill with it you get way more AP back then you invest in throwing it. It has also perfect synergy with Ripper. Other feats you should fit in: Critical Power, Blitz, Expose Weakness and Cut Throat. Since you already have 6 INT I assume you want some crafting feats and you should definatelly be able to put lots of points into tailoring. As for the feats Power Management for stronger shield and Skinner would be good choices. Maybe Weaponsmith if you can squeeze it in but there are usually more important feats like Nimble for example. Interloper is also a very good choice if you have trouble closing in for the Cut Throat kill.
See, this is the problem with aassassin builds - there are so many good feats you can benefit alot from but so few feat slots. That's why I actually prefer not to pick crafting feats and leave INT at 5.

One route is to go for max AGI, as you did, the other to keep it at 6, DEX at 14 (You can still get 4AP attacks with Taste for Blood. 5 WIL as well for Ripper, leave INT at 5 for Expose Weakness and Cheapshots and maximise CON, not only for Thick Skull but also for Survival Instincts later on as critical chance and damage is your bread and butter.

It looks something like this:

73
General / Re: Requesting crossbow build from Wildan
« on: March 24, 2016, 06:14:16 am »
What kind of a build are you planing to go for?
A knife fighter is well suited for a stun immune assassin with lots of HP, many attacks thanks to throwing knifes plus amazing critical damage. One of my favorite build as it's very fit for permadeath runs.

74
General / Re: Requesting crossbow build from Wildan
« on: March 23, 2016, 06:21:04 pm »
The build given above leaves skills I would suggest taking ASAP until later than I would take them - if you take Snipe at level 6, Depot A is easy to run and gun through. You will probably have to carry many traps and spam them instead.

Initially I had it at level 6 and it was meant to stay there but after moving some feats around I didn't put it back. My bad, the order is correct now.


Overall, I am not very impressed with crossbows so far. I will keep playing to see how they evolve over time, but I have the suspicion that crossbows cannot be the main weapon and may need of some sidekick aid.

I agree, it would certainly be nice if that weren't the case though.

Crossbows can ONLY be a main weapon. They don't share their weapon skill with any other branch so it doesn't make sense to additionally invest in melee or guns. They also need alot of feats to be really effective so you'd most likely end up with two gimped weapon classes instead of a one well built.

If you want a sidekick use a sniper next to any of the firearms. Unlike crossbows they need very few feats and base stats. They are designed as a support weapon in mind. They have hefty penalties and need to be used strategically, not for every single enemy in the game. There is little point shooting at every rathound etc with a 24+ AP sniper round.

75
General / Re: Confused about .44 hammerer.
« on: March 23, 2016, 07:22:35 am »
Actually RR .44 should be 26AP, since base is 32AP.

You're right, base is 32 AP. I assumed it was 30. So a 25 AP .44 can only be with 10 DEX and no Gunslinger.

Ah you're editing AP costs with RR as an option to the wiki DEX page, good idea. :)

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