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Messages - MirddinEmris

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136
General / Re: How does feat scaling from stats work? Effective or base?
« on: January 06, 2018, 06:18:38 pm »
Snipe scales from effective value so having stealthy garb will increase you damage form it. I believe Uncanny Dodge works from effective value too, but don't quote me on that.

It's hard to tell with Three Pointer since you can't see your crit chance with grenades, i'll leave this to someone who bothered to do some experiments on that

137
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So considering that most engagements involve multiple enemies who try to close the distance fast and that most fights start in sections where you don't even have a line of sight that spans the entire max weapon range, it would seem that pumping PER just for that wouldn't be worth it.

For crossbowmen most fights involve you trying to kill as many enemies as possible in the first turn from as far away as possible, so that remaining wouldn't be able to run to you and kill you in one turn. Accuracy of your shots from initial round determines how hard the rest of the fight  will be if even be at all. Also, if you wanna try dominating difficulty extra damage is always wanted.

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Extra detection would be nice for sure but I could just take Paranoia for that (and to offset Recklessness penalty).

Why not both?) You'll notice them even before most stealthy enemies will suspect you are near them.

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And I enjoy the Story and quests and so on - i'm not here for fighting.

Then you are probably playing wrong game.

Besides, if Normal is too hard there is always Easy, if you are not here for fighting, than it's only logical that you should play on lowest difficulty, right?

139
What's the general opinion on raising base stats to raise the effective skill levels, even if the stat is otherwise wasted? I've adjusted my planned crossbow build to this -

http://underrail.info.tm/build/?GQMHCAMMAwoAAMKHAHjCh8KHS1cAMktKRjJKAAAAAAAAJzEBIh0wwoA1ODNLaiRB

I was initially going for 10 agi (hence why it's at 8 now) but since I've abandoned my plan to get Blitz I thought it wouldn't be a bad idea to raise INT since I have 6 skill disciplines that benefit heavily from it. I checked the numbers on the calc for weapon damage increase from perception and going from 12 to 15 raises the damage bonus from 258% to 283%. Assuming these numbers are correct I have to say that the damage increase does not seem worth the 3 point investment. Slowly raising INT towards the end of the leveling curve also has the added benefit of allowing me to focus on other stats before crafting and then catch up on those fast as well.

One thing I don't know however is how much crafting skill is generally required these days for high tier gear.

Thoughts? Am I crazy for bumping a stat if it's not required to meet perk requirements?

You don't need crafting skill very high, you just need to hit certain threshold, for example 75 with chemistry to craft corrosive acid bolts in DC (you certainly don't need 110 effective chem). So you won't get anything important except maybe slightly better energy shield with raising Int, especially after infused leather nerf in last update.

Increase in Per is not only damage, it is also accuracy, and it's pretty important. It also increases detection, which will help you against new crawlers.

140
http://underrail.info.tm/build/?AwGloJgVhBmEDsi4gIwDYVPG2Mep64wKjqgAcZMVIAnKFCTKsDu2J6iBJrACxw+dEP1D8KokVG5R4UTAhKZWK4JNYjUECkA

This is the build i finished the game on hard oddity before last update. Except at the end i took skinner instead of deadly snares. Due to some of the changes it'll probably need some tweaking, mostly in the crafting skills area, but overall still pretty viable. Hope you find some the shit i posted useful.

141
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 02, 2018, 02:17:43 pm »
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I will probably try a heavy armor playthrough on DOMINATING at some point, since I feel like no-stealth tank is a substantially different experience than my usual stealthy approach. I'll be interested to hear what others say about heavy armor on DOMINATING in the meantime.

It's...different. I'm note exactly sure it is possible. My heavy sledg character still had points in stealth and suit of stealthy garb to help with difficult stuff like Lunatics. Been trying to play with heavy AR character without stealth and even with 10 Con i think it's too much for him. I'm still in first chapter and i don't think that even after i get best armor i can finish the game, mainly because of aforementioned Lunatics. Have no idea how to handle a mall with no stealth and noisy weapon.

142
On the crit chance route for crossbow.

Monsoon gives 13%, High Resolution Digital Scope - 10%, Recklessness - 7%, Goggles can give up to 19% (let's say 15%), Infused rathound leather armor give you around 10% on high end. So, it's 55% crit chance or 50% if it's a Cyclon instead of Monsoon. If you gulp focus stim, it's another 15%. Crit damage with this would be +262% for Cyclon and +225% for Monsoon. So, at your peak you'll have more than half of your shots hit for more than 3 times you damage. Pretty good i'd say.

This version of crossbow build have easier time dealing with enemies who are resistant to mechanical damage, since crits from special bolts with Elemental Bolts feat are pretty powerful.

Also, special bolt don't seem to benefit from Smart goggles (despite what you can find people on forums say). Tested it on serrated bolts, no difference with or without them.

143
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Is Trap Expert worth it? I have Quick Tinkering anyway, so Trap Expert would be more of a QoL thing I guess. Also useful for setting massive trap zones fast(er) in some areas.

Extra stat points - is getting Agi above 7 worth it? I realize that it indirectly boosts crit damage through Snipe

Special Tactics - worth it? Useful for burst I suppose, but very situational.

Snipe - haven't used this on my old crossbow build, and with the build so focused around crits I'm wondering if it's worth picking up. At this point I'm also wondering if it's better to use Smart Goggles (if taking both Aimed Shot and Snipe) or Seeker if only going with Aimed Shot

Goggles - see above

Crossbow - which type and modules are generally best right now? I've done a cursory search  through the wiki and it seems like Zephyr with Anatomically Aware Scope and Super String would be the best option. Or AAS + Pneumatic Reloader if using Adrenaline syringes.

I played without Trap Expert and i never though i really need it. If you use traps mainly in combat with QT, enemies will not have enough time to detect them anyway. I'd say that for a build that is pretty feat starved, it's a waste of feat slot.

Your overall build is pretty solid, though i would change Interloper for Paranoia. With new creatures additional detection is always welcome and +5 init will help you with arena and some other fights.

My build uses 7 Agi and 7 Dex. Exchanging 3 Per for 3 Agi is more of a matter of taste. Though if you won't use Blitz (and as a crossbow user, you probably won't) i'd say you aren't getting anything special.

Main tactics for crossbow user is alpha strike with special attacks and electric bolts, so while it seems that Special Tactics is situational feat, you'll use it very often for the duration of the game.

Just because you focus around crits doesn't mean you can't use Snipe for great damage. You spend one feat and in return you have almost 100% guarantee that one of the enemies is dead after you first round. All it takes is heavy investment in stealth, which is a good investment by itself.

As for goggles...well both ways are pretty effective. With both i finished hard difficulty without any issues. Though if you want to go crit chance route, you'll probably need Recklessness feat too.

Your main weapon would probably be Cyclon with Pneumatic Reloader, since it is possible to get 4 attacks from the uase of adrenaline. Second component  will either be Super String, crit damage scope or scrit chance scope (if you go for crit chanse route). IIRC crit chance scope gives you most DPR, but SS version is more reliable with damage output. I made some calculations in the past, but i don't remember specific numbers. Second weapon can be either Zephyr with super string and crit damage scope (crit damage on this with Critical Power, Sharpshooter and Bowmen is very high, though it may be overkill) or Monsoon with super string and crit chance scope.

Overall i say that with critical chance route you have better damage output outside of alpha strike phase. Had much easier time with Tchort.

Main tactics for crossbow user is like this - find enemy -> find good position -> manually start combat -> activate Special Tactics -> activate NVG -> use Snipe -> use Aimed Shot -> Use special bolt (possibly electrical for stun) -> if there are enemies alive and not stunned, use adrenaline shot -> use another 2 bolts to stun or kill them -> finish stragglers. It pretty effective even if after certain point a bit boring. Crossbow is pretty good when you can use it like that, but not exactly stellar when you can't.

Pro tip: Stack up on electro bolts. They are most useful of the bunch. You don't even need to craft them, just buy them from merchants in every merchant run. Honestly, i probably use them more often than regular bolts, so you can never have too much of them/

144
I see high technicalities more as a way to somewhat compensate me for investing 7 points in Int for those crafting feats, not as something i would create a build around. And as that, it's a pretty decent feat.

Maybe when specializations will be introduced and there will be one for increasing damage further, it would be somewhat worthwhile.

145
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 23, 2017, 04:55:07 am »
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I always considered crossbow as the measuring bar in this game, not weak and not overpowering strong, as the middle ranking class.

Tbh, i consider crossbows to be closer to lower end of the power. Not the lowest, but not in the middle either. They have several weaknesses that are very hard to work around (like no way to deal with high mech resist outside of special bolts) and require a lot of specific build choices that will hurt you very much unless if you don't take them.


On the topic. I just got in the DC with heavy sledg build and i want to say that i like the new difficulty, even if sometimes it was pretty frustrating (especially in the beginning). My sledg build for new difficulty differed from previous one only by the 40 point put into traps to help at the start and i probably could have done it without this investment. Most dangerous enemies for me till this point were big groups of lunatics.

146
General / Re: Does anyone actually use Extended Magazines in crafting?
« on: December 18, 2017, 01:57:32 pm »
I don't think that bullet belt should be nerfed. Belts shouldn't be compared to weapon components, they should be compared to other belts, and when you do that bullet strap belt is on par in power with them. To get benefit of the belt you pay alternative cost of not wearing other belts, like medical pouch or trapper belt.

Vigorous belt and groin guard on the other hand should be buffed or removed. With all different characters that i've been playing i never even considered seriously wearing one of those.

147
I found Yell to be a pretty decent feat for getting enemies out of stealth along with putting slight debuff on them. My knife user (that i lovingly call Jack the Ripper) is certainly enjoying being able to do so without using consumables.

148
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 08:44:47 pm »
Someone who has to fight enemies who use something other than guns and energy weapons. Someone who doesn't like his defense being a limited resource.

149
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 06:36:43 am »
NO armor gonna help against psi enemies. And no amount of evasion/dodge either. That is why psi is so OP. Though by the time you can craft armor like this psi beetles aren't gonna be that dangerous for you.

150
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 06:16:26 am »
No matter how it works : Once you got thyself a god-like armor, it's just a ton a wasted skillpoints

Ok I'll bite. What do you consider a god-like armor?

Well, for me something from super steel that has around 95% mech and energy resist is pretty damn close.

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