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Messages - reinhark

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121
General / Re: Would steel gloves and metal armor build work?
« on: April 22, 2016, 08:01:28 pm »
My calculation were wrong. It will be 6 hits from gloves/boots/armor that each does 25 from expertise. Thats 150 dmg x 10 attacks if you use leather gloves with spikes and have 16 dex. So thats 1500 dmg. Still pretty high. But it requires to have 20 armor penality max for lightning punches. So number will be even lower on that build i posted. Like 150x4=600

Just checked. Spike(on armors and boots) damage does not work with
1. STR or Melee skill
2. expertise damage
3. ..but it can crit.

Spikes(From armors only, spikes on gloves works fine) literally adds FLAT damage. If armor says "it deals additional 10 damage per attack", it deals 10 damage per attack, period. It doesn't matter how much damage modifier from stats or feats you do have.

Think of Armor spike damage as a baby punching the same target when you punch. That baby do not benefit from your stats what so ever. But that baby can do minuscule damage attack, which can be blocked by enemy's base resistance.

122
General / Re: Would steel gloves and metal armor build work?
« on: April 22, 2016, 07:22:37 pm »
But with this build you proc dmg 6x with expertise with total of 1800 dmg on lvl 25.
I wonder how would be build with force emision with bare hands. Need only 12 dex for 4 ap punches. Corporeal Projection + 14 str would make it hit hard, no?

Interesting... Could you explain "x6 with expertise" part please?
I do not have clear number on force emision.. but I recommend you to include Telekinetic Proxy into calculation.
Force emission damage can be doubled by Telekinetic Proxy.

123
General / Re: Would steel gloves and metal armor build work?
« on: April 22, 2016, 06:48:19 pm »
I was wondering would this build work? Metal spikes, expertise, serated blades, heavyweight, juggernaut etc?

7+/10++++/6+/6/3/3/5

Expertise
Opportunist
Sprint
Juggernaut
Cheap shots
Bone breaker
Wrestling
Combo
Taste for blood
Vile weaponry
Heavyweight
Opportunist
Recklessness
Dirty kick ( for fun

Items:

Supersteel gloves with TiChrome Spikes
Supersteel armor with Serrated TiChrome Blade and TiChrome Spikes
Boots made of Supersteel plates and steel spikes
Lifting belt (?)
Metal helmet (??)

Edit: I just realized this char will end up with 4 attacks  because no tabi or lightning punches. Will it still be viable?

Playable... barely? I assume you will run in to a wall when fighting the final boss.

Certainly seems like derivative of Sledgehammer build... but much weaker, because you are diverting STR -> DEX, and TiChrome hammer can swing 3 times per turn.

Note:
Spikes attached on armors are rubbish. They add flat damage in additional to normal damage. And they are calculated separately when calculating damage.

So if enemy have metal armor those spikes will do NOTHING.(because resistance)

This build can't dodge much either, because your armor penalties are too high.

Only time I made Metal gloves + Metal armor was to use lightest metal(Supersteel is MUST), armor sloping and nimble to proc lighting punches.
Serrated blades are recommended on metal armor to proc Taste for blood.

124
General / Re: Anyone know what triggers Dan's dialogue about Gorsky?
« on: April 22, 2016, 06:38:40 pm »
I'm having trouble with it as well. I think its because I never got Gorsky to tell me his story about Core City.

Not really. Gorsky's dialogue can only be triggered via asking "I heard some stories from your friend in the foundry".

So source of the problem all comes down to this...

125
General / Re: Requesting pistol build from Wildan
« on: April 22, 2016, 10:00:48 am »
reinhark, Hornet assult rifle with rapid reloader will burst for 24. So you can burst twice, three times with commando. Also SMGs like you said require to get dex to 9+ or even up to 16. But to see again, and check numbers.

Hornet burst 9x 14-25 = 126-225 x 3 = 378-675

Jaguar 7.62mm burst 9x10-20 = 90-180 x 4 = 360-720

Yes It is better. But you need to dump 6 extra points into dexterity to make it work and waste feat on Spec Ops.

I am pretty sure hornet takes 27 AP for burst...?(yes,  using rapid reloader.)
http://www.underrail.com/wiki/index.php?title=Assault_Rifles

Since gun skill increases damage of guns, I wouldn't dump too much stat on DEX. Reload also eats away AP faster.

PS - One question for Reinhard, Eldakar, Wildan and anyone else... Due to AP requirements, is Jaguar SMG better than Impala?

I have invested heavily in crafting but I am unable to see the so called benefits of impala vs jaguar/steelcat. (maybe better damage on the lower margin).

It entirely depends on your build - but it is simple really, since this method applies for all weapons.

If AP reduction of weapon(TiChrome product or jaguar for SMG) happens to increase the number of "# of main DPS skill you can use per turn", then it is usually superior.
(of course, you need to consult AP table for this)
you have to run DPS calculation for weapons, if AP reduction doesn't do anything.
Innately high crit chance for your character means Steel cat is better.
Otherwise impala.

Since you are going for DEX 12, AP reduction of the jaguar does not matter, I think(unless you count AP to reload). 3~4 Bursts per turn for any 7.62mm SMG. In that case, I would just go for impala.

126
General / Re: Requesting pistol build from Wildan
« on: April 22, 2016, 03:34:24 am »
I wonder what would be really better for bursts ARs vs SMG's. Noone did calculations so far. Hornet burst 9x 14-25 = 126-225. And you can burst 3 times a round with commando and rapid reloader so thats 378-675.

Now lets see 5mm Jaguar. 9x 8-13=72-117. With commando it will be 5 bursts so 360-585.

And Impala 7.62 can also reach 5 burts so lets see: 9x10-20=90-180 x 5 =  450-900!

Im too lazy to check steelcat but its same speed just 8-24 dmg. So dmg will be bigger then Impala.

However on SMG build you need 16 dex to get those numbers and your perception will be 8 vs 16 for AR's. So there is no clear answer what is better.

NOT SO FAST!
You must consider that Spec ops only applies to SMGs. Therefore, unless you somehow get additional AP per turn, AR can only burst twice per turn(with commando) because x3 AP cost for burst is pretty high.

I think optimal damage sweet spot of SMG burst can be met exactly at 7.62mm Jaguar, with rapid reloader(10 base AP cost per normal attack).
Then using only 9 Dex, 3 bursts per turn without commando is possible.
If you dump other stats to PER, then optimal damage output could be achieved.

Lastly, although this is irrelevant to this discussion but smart targetting lens attachment is better than the muzzle attachment after certain point.
Muzzle damage increase = 9(after muzzle)/7(before muzzle) = 1.286ish = 28.6% damage increase.
Which means "+29% increased damage with special attacks" is better than muzzle. Highly recommended if you have skills invested into electronics.


127
Suggestions / Re: We should be able to craft W2C and JHP ammo
« on: April 22, 2016, 03:09:10 am »
We could just increase the amount of W2C and JHP ammo being sold.

I mean, I am buying 6 of them at a time(7.62mm W2C). Slightly less than 25% of the full clip/magazine/etc, per +hour.

At least give us ability to stock up a bit or buy in bulk for highway-robbery prices, instead of hoarding up W2C throughout entire playthrough.

128
General / Re: Anyone know what triggers Dan's dialogue about Gorsky?
« on: April 22, 2016, 02:50:42 am »
Just tested with my character (also third import, because as utterly useless as it is, running around with both a medallion and a cube is the most amazing feeling ever) on the latest version, and it's definitely not a flag issue.

As far as I can tell the only thing needed to trigger it is knowing about the Beast crisis Foundry is having. Once he starts talking about the Beast he'll also bring up Gorsky. So talk with Leonie and try again.

I already tried that, no luck. He just says "there is a beast, can't fight it because mayor said so." or something along those lines and just... stops talking.

I also killed the beast a while ago, so I can't test it again...

129
Bugs / Re: [1.0.1.10] Dismantled Materials for metal armor drops
« on: April 22, 2016, 01:25:26 am »
Most likely something wrong with armor generation.

Disassemble appears to be working correctly. The enhancement parts of random loot armors are probably generated without quality.

Also, all armors generated from leather appear to have the same quality. They're not disassembleable, but judging from their durability.

hmm. perhaps it is due to source of the said armor.

I will fight protectorate soon, and I will check if their armors have same conditions.

130
General / Anyone know what triggers Dan's dialogue about Gorsky?
« on: April 22, 2016, 01:21:46 am »
Yeah. Just as it says on the title.

I did talk with Dan(Foundry guard. Wants to shoot something.) about it several patches ago. About 2 playthroughs ago...

Now I cannot trigger it. Or is it something that has to do with importing character?

Note that I am playing a same character for a 3rd time using import. I was able to trigger this dialogue the first time, now I cannot do that.(i couldn't trigger on 2nd, and 3rd playthrough)

My hypothesis is that this *flag* is carried through somehow when importing the character... But just to make sure: Does anyone know how to trigger this dialogue?

131
General / Re: Materials lagging way behind crafting
« on: April 22, 2016, 12:42:06 am »
No aspersions toward Rein. If I came off that way it was unintentional...text vs speech can be tricky that way. But, am I wrong in saying that Super Steel has a slightly lower crit chance than regular steel? Or a lower crit damage modifier? I'll check again, but I'm pretty sure that's the case.

Edit: Did some confirmation testing. Super Steel is 1% lower crit chance than Steel, but has a 15% better shield penetration. I haven't come across a ton of enemies that use shields, so I guess the question is about whether they will become much more frequent, and how much more penetration is 15%. Ultimately it's up to me I suppose.

More edits: I should also point out that after 6 tries, I have not been able to get better quality Super over normal Steel. But if I did, ofc that would make it superior. I'm assuming quality being equal with my testing.

I am going to clarify one thing. 15% shield penetration is negligible in the grand scheme of things.
a. Only ones who uses it are very high end, humanoid enemies.(I.E: Arena, proterctorates)
(actually, few plasma sentries uses it too, but that's not really important)
b. Even very high quality low frequency shields will only defend ~30 melee damage.
 = meaning 15% will just do 5 additional TOTAL damage tops, when enemy just happen to have shields up and have incredibly good shield generator.

DC enemies tend not to use shields.

Additional hints:
Which means IF quality of ALL the metals are the same and you are crafting knife of any description:
Tichrome is better any of them if it lowers AP requirement and allows additional attacks per turn.
Tungsten is always better than Steel.(assuming you have weaponsmith feat)
Steel is better or equal to Supersteel.


132
Bugs / [1.0.1.10] Dismantled Materials for metal armor drops
« on: April 21, 2016, 03:06:23 am »
I will say all material qualities for the primary materials(I mean the base metal used for the armor, as well as vests) for metal armors are fine.
Quality reflects the difficulty, and etc.

Secondary, additional materials(additional plating, serrated blades and spikes) from disassembling metal armor drops are rubbish.
They are always quality 1.

Unsure if intended...


133
General / Re: Materials lagging way behind crafting
« on: April 21, 2016, 02:53:42 am »
Reinhark, you sing the praises of Super Steel, and I agree infusing is awesome, but as far as crafting knives it seems pretty mediocre. It's only benefit, as far as I can see, is an additional 15% energy shield penetration. That's what I like to call a situational benefit. It adds no chance to crit, no additional crit damage, etc. The other 3 metals seem superior to me: tungsten for crit damage, steel for crit change, and TiChrome for lowered action cost. Since the lowered action cost won't get me any additional attacks with my current AP, I'm thinking Steel or TiChrome. I'm mostly a crit knife build. Sadly, whatever happened in that last patch has made my miss rate skyrocket, but it's how I built my character.

Meh, its your character. I could care less if you want to use lower quality metals.

134
General / Re: Endings (obvious spoiler alert)
« on: April 19, 2016, 03:29:44 pm »
Ah.

So I'm not crazy after all when I say there's no way to enter Eldein's study or that the alien consoles aren't 'accessible'.

Well, I went crazy before. So I did some *research* to find out. Most positively impossible.

Also wish that Abram would make the damn trip to junkyard already so I can find out why Abram soil himself when you mention that Wyatt pears(?) is still alive after a century
Seconded! His motivation seems obvious to me: possible cure for his condition. Nevertheless, it would be very interesting to see how the encounter goes and what follows.

then again there's that miner helmet with the initials I.H. but I wouldn't know for sure who that might be, as far I know I.H. isn't anyone from the apartments in the DP.
That's Isaac Hathor. See if you can get a history lesson the next time you visit the camp.

Well... only cure we know of is more of good ol' biocorp product. It worked for Tchort.
Besides, Abram have also lived for +hundred of years. Not a bad trade considering immortality you get. You also don't have to get additional tentacles.

P.S: Ask Fredd about the History of the camp.

135
General / Re: Solution to the slow walking speed (guide + pics)
« on: April 19, 2016, 02:49:34 pm »
Makes shops restock faster, which is good.

Greetings.

I have used this.. method(and some others) in underrail for ages.(Because getting Q.160 supersteel isn't just going to happen by luck) Time to diverge some tips.

Every computer has some caps on speed of how fast it can work. Limit of the speed could - theoretically improve - with lowered graphical settings or possibly lowered resolution.
(I didn't test resolution part. Maybe in the future.)

That being said, anything taking up graphical or computing resources could slow down the speeding. What I do suggest is speed up as much as you can - in a cave where no one is present but you.
Spend 10 minutes AFK, speed down, and enjoy shop restock.

You can check how much time has passed in game using the save file, because save file also displays playtime(which is also sped up by the hack).

Since certain shop mechanics patch, I do not have clear idea of when restock happens.
but following the pre-patch rules, it would still restock after 1 hour 20 minutes ish after your FIRST interaction AFTER shop refresh.

Good luck with your mat hunting, and other stuff.

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