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Messages - MirddinEmris

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166
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Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality

Not so slightly, actually.

Materials which resulted in 194 quality leather previously (160 super steel fiber and 110 ancient rathound leather) now make leather with quality of only 139. And that is on top of reduced effectiveness of leather as component. Maybe you went tad far with this nerf? I mean at least let us make infused leather of 160 quality top, like with upper limit for every other component.

167
Holy crap! Awesome!

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Nerfed Power Fist

Was that necessary? It was good, but it was good for unique weapon, meaning that it was still pretty meh. It was mainly used for it's +1 Str.

Also, maybe it's not too late to ask for a buff to all unique weapon, or at least most of them? They really need it.

168
General / Re: feedback about my last build
« on: November 21, 2017, 09:12:54 am »
There are some posts with detailed analysis of the damage breakdown, but the general wisdom seems to be that Balor's Hammer is about as good as a high quality TiChrome shock hammer

You mean way better than TiChrome hammer, right?)

The main problem with Balor's is required investment and being able to use it properly only after lvl 16-20. Main idea is to put maximum amount into Str and when you have at least 14 you use rathound barbeque and adrenaline. Adrenaline is mostly known for giving you +20 AP for 3 turns, but it's less known property is giving you +2 Str. You suffer -5% accuracy (on top of final calculation) for each point of Str lacking. With 19 Str it's just 5%, meaning 90% maximum accuracy. Don't bother wearing stuff like rathound armor, you will loose much more than you gain.

I can provide some numbers if you want, but overall Balor's damage output is just WAY more even with the loss of 1 hit per turn compared to TiChrome. It also will leave you with 10 additional AP per turn free which you can use for medicine or taser (you have to wear lifting belt of course).

I did heavy sledge playthrough and used both TiChrome and Balor. For any serious battle i used Balor's and by the time Adrenaline wore off, either all or most enemies were dead, at which point i switched to TiChrome if there was a need to. Balor Hammer is difficult to use, but if you can, it will be very effective. It's actually one of the rare cases when unique weapon doesn't suck balls (rest of the unique hammers do, unfortunately).

169
General / Re: feedback about my last build
« on: November 16, 2017, 10:17:18 pm »
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Crafted infused siphoner leather tabis (immunity to immoblization so no bonus damage from Opportunist)

Those are must not even because of opportunist, but because without them, he's gonna get entangled on first turn (no evasion) and then die on a second because with him standing in one place, he can't use Quick Tinkering and this is one way for him to keep good old Carni at a distance.

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I agree he will have a really hard time with a build like this.

I'm not sure he will even pass first part. Most OP psi skills will not be available yet and with his defense and stealth...oh, well.

170
General / Re: feedback about my last build
« on: November 16, 2017, 09:08:07 pm »
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Wait, dieing in one turn against Carnifex sounds ridiculous. So in 1 turn he gets to close all the distance and kill you? Dex based with steel gloves..like 7 attacks per turn, raw 150 dmg each?

Quite a bit more than 150, he also will entangle (he throws nets) and debuff you with yell. He also has a chance to incapacitate you. He also has 700 health and pretty high dodge/evasion. You don't get to be a legendary champion of the Arena by collecting coupons, you know) Overall he can do what a optimized unarmed build can.

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From what I read, he's mechanical melee dmg, in that case shield only blocks 20% of its normal capacity. Then I am wondering..even if I wear Infused Ancient rathound leather & metal boots & helmet I die? wow that's insane.

Less. Combat gloves ignore 80% of your shield additionally. For the most part, shield will do close to nothing against melee opponents. Depending on the quality of the leather and components, you maybe has a small chance of surviving first round.

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Besides, if my initiative is 17 (+1 dex) and his is 29, and roll is -+15, that leaves me with -12, so I win 3/15 of the times and he 11/15 (tie 1/15), meaning ~20% chance for me to start? Dunno if I got it right.

You have to refresh you memory on how probabilities actually work, mate) You have 1.33% chance of winning the initiative with additional +1 dex. You have to roll at least 14 while he has to roll no higher than 3 (a bit more complex in actual equation, i'm simplifying here) at the same time. Also, i think he wins on tie since he got higher base bonus, but i'm not sure about that. If he doesn't, you get 2.66% of winning initiative.

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At this point, this build offers little variation, except for additionally sacrifying 2 points of Per into Con (+50HP). This made me even more interested in playing it hehe 

Mate, you are still squishy as hell, and he still gonna kill you in one round, most probably. You also reduced your chances of hitting stuff and damage you are gonna deal. At which point you are better playing regular psion.

Also, i already gave you an advice - take Paranoia feat. At the very least, you gonna have reasonable chances of winning initiative (1 in 11), meaning that you can actually have a drop on him and having less reload screens in total in your playthrough (way less).

You are not gonna enjoy it, really, unless you enjoy reloading every fight several times over. Build with no health, no armor, no evasion/dodge, no initiative and little to no stealth....well, you are in for a ride. I think you gonna drop this game way before even getting to Arena.

171
General / Re: feedback about my last build
« on: November 15, 2017, 10:37:08 pm »
A critical hit from an X-bow, like MirddinEmris mentions, or a grenade hitting you right in the body, means instant death if you have so low HPs, no armor or evasion.

Well, at least shield CAN protect you form a grenade, and that what i was talking about.

What bothers me with this build most of all is the though about him fighting in the arena with 11 initiative, no evasion/dodge and 3 Con + psionic health reduction. I mean, it would be a massacre. Especially with Carnifex. Actually, i don't think it is even possible for this build to win at all. Initiative 11 against 29 is 100% loss, since random component goes only as far as 15 (if wiki doesn't lie). Even if he takes Paranoia it's like less than half of a percent chance to win it. Maybe, if he creates some sort of super armor and tries to survive the first round (most probably suffering penalty for not having enough Str fof this armor), but even that is a long shot. I don't think that this build is actually viable for full playthrough)

P.S. Oops, been looking on different build. His has 16 initiative, giving him a wooping 0.44% chance to go first. It'll go up to 9.33% if he takes Paranoia feat.

172
General / Re: feedback about my last build
« on: November 15, 2017, 07:51:21 pm »
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+35% shield HP sounds way better than 125 Evasion or a few points in Con (which I can't spare).

It's worse actually) Half of the attacks just don't care about shield, because even low frequency module in shield gives a very small amount of damage reduction for low impact attacks. So, any melee or crossbow guy, wouldn't even notice your shield, and with 3 Con + psionic health reduction, aimed shot form a crossbow will often mean instant death.

125 evasion can actually turn into a decent number with stuff like high quality tabi boots and infused siphoner leather armor, especially if you use drugs like Jumping Bean. Though even that would help only so much because a) without dodge, melee guys would still mess you up b) with your health and no decent armor someone sneezing near you can send you to reload screen.

173
General / Re: feedback about my last build
« on: November 02, 2017, 03:28:03 pm »

Most dynamic components have quality scaling tables on their wiki pages, at this point only firearms and melee weapons are missing. Gotta get all their formulas and figure out where to put all that info. Maybe on blueprint pages. I'll get to it eventually.


A bit off topic, but i just wanted to say that your work on wiki is highly appreciated. Thanks, man)

174
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 26, 2017, 09:52:50 am »
If we are talking about saving RC from Ironheads, then maybe you should consider death of Balor to make some sort of impact on that? I mean, my character killed every damn ironhead he could find on the map and wiped their base from the face of the underrail, yet somehow they still could obliterate RC just fine.

175
Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 07:48:57 pm »
Is this just fantasy?

176
General / Re: anti-Carnifex cheese
« on: October 18, 2017, 05:26:40 pm »
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Taser frankly does still need it, even if psi might need it more.

I don't think so. Disabling an enemy for 1 turn once every 3 turns for 10 AP is useful, but not so powerful that you need to nerf it. Flashbang for example can disable a group of enemies for 3 turns once every 8 turns (and you can take two feats to make it 4 turns) for 15 AP and with shaded metal helmet you can just drop it under your feet with 100% accuracy. Both are very useful utilities that can help you to deal with tough situations, but neither is overpowered.

177
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 07:30:36 pm »
Entire topic dedicated to cheesing Carnifex and not a single mention of Quick Tinkering?

I'm not sure that you can call it cheese. It's a powerful ability, that is certain, but you also need to win initiative or survive first round and not be entangled, which are the main hurdles when fighting Carnifex

178
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 02:18:56 pm »
Oddly I've had a reasonably easy time killing him with a pistol user, as Gunslinger usually lets you init before him. If you win initiative he's generally just screwed. Also had a pretty easy time killing him with any metal armour wearer, as he typically deals single digit damage per attack against them.

Simple. The trouble with him is that he is very fast, being able to reach you on the first turn and get a lot of attacks on you, while also throwing a net to immobilize, using Yell to debuff your combat skills and being able to incapacitate you due to Cheap Shots feat. He also has high initiative, so it's easy for him to go first and if he does, your ability to fight him decreases dramatically (given that you surive first round, which is not always the case). He also likes to use morphine to further decrease your ability to damage him. That is why pistol users actually perform very well compared to many other builds, because one of their few advantages is possibility of having very high initiative. If you go first, he is not that tough actually.

179
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 03:49:53 pm »
General stores (like one in Core City and Foundry) always buy bullets and they often have money pool higher than weapon stores, so:

a) sell bullets to general stores, not weapon stores
b) don't forget to take ammo from your dead enemies
c) don't forget to unload firearms before selling them
d) if your stuff is more expensive than weapon store can buy, buy some bullets from them to even the price, then sell it to general store. You loose some money but you sell your loot faster and earn money faster than usual.

180
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 09:56:26 am »
20-30 points in electronics will give you the ability to craft tasers, one of the most useful utility in the game, even when crafted from low quality components. Wherever you play melee or ranged, it will prove useful to you. And it is one of the things you can't buy or find in this game.

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