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Messages - MirddinEmris

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241
General / Re: underrail.info.tm
« on: February 13, 2017, 04:27:30 pm »
Perhaps the "reset" button should also reset things like chosen gear and bonuses to skills and abilities.

242
General / Re: Question about leveling
« on: June 08, 2016, 08:34:15 pm »
Classic, by a mile.

243
General / Re: Energy shields
« on: June 01, 2016, 07:48:17 am »
If you can put two, do it, it's as simple as that)

I usually use two shields - one is High frequency with converter to increase "hit points" of the shield, second is low frequency with amplifier (just don't put very high quality one, or you end up with a very short lifespan). Combined with decent armor (even leather armor can do about 10 mechanical threshold with good quality infused leather) it will block a decent amount of damage for a period of 1-2 turns, which is usually enough for me to deal with enemies.

244
General / Re: Sledgehammer build
« on: May 27, 2016, 01:39:00 pm »
Every resource spent on rising damage higher than it's needed to kill toughest creature is a wasted resource.

245
General / Re: Sledgehammer build
« on: May 24, 2016, 08:27:33 pm »
The tactic for this build is obvious, lure them back behind corner or stay in doorway.

A sniper with high quality clothes and sharpshooter will have 550% bonus with Snipe and 290% from gun skill, with reaper rifle from wiki thats 932 dmg. But i guess high quality frame and gun nut would make it even bigger.

You won't be able to pull this tactics off every time, you know) Well, it's your character anyway.

And yes, it's a "bit" more than 932 dmg. Felt like total overkill.

246
General / Re: Sledgehammer build
« on: May 24, 2016, 06:18:55 pm »
Armor Sloping is a good choice. You don't need 95% armor penalty to get good criticals, at this point mobility is more important.

Whole idea behind this build is to crit as hard as possible. At 270 melee skill your hammer will get 290% dmg bonus and tungsten steel hammer will have 425% multi and 47% crit chance with survival instincts. So 28-50 x 290% =81-145 x 425 =344-616. And thats just from 55 quality tungsten steel and without other feats that give 155%. With higher quality steel i guess dmg will go up to above 1k, which means with 3 hits with adrenaline dmg will be around 2-4k per turn. Thats really good.

There are no mobs in the game with that much health, so what's the point? If you can't move to their position then the damage will be not 2-4k, but 0 ^_^

Also, you can have more than one armor. Have something like Super Steel armor with only serrated blade upgrade when you need mobility and heavier armor when you need this crit damage and better defense.

And you can have 3 hits/turn without adrenaline if you have belt + tabi + tichrome hammer.

247
General / Re: Sledgehammer build
« on: May 24, 2016, 11:24:30 am »
Pure sledgehammer builds benefit more from the mushroom brew then anybody else.

So, you are saying that a good sledgehammer user is always hammered?

*ba dum tss*

248
General / Re: Sledgehammer build
« on: May 24, 2016, 11:21:53 am »
Armor Sloping is a good choice. You don't need 95% armor penalty to get good criticals, at this point mobility is more important.

249
General / Re: Sledgehammer build
« on: May 24, 2016, 08:43:57 am »
I'm not sure that Bone Breaker is really good for Sledgehammer. Unlike Taste For Blood which gives you damage buff (so it stays with you even when you kill an opponent), Bone Breaker gives debuff to an opponent and it needs a critical hit to activate. Crit from hammer will kill most of you opponents anyway, so it's a bit of a "win more" ability for this build. Works great for str+dex unarmed build though.

Vile Weaponry has same problems - since you rely on high damage and small amount of hits, you don't benefit that much from such debuffs.

P.S. Though it may be less true for DC, never played hammer build that far.

250
General / Re: My SMG/Sniper build
« on: May 23, 2016, 11:11:18 am »

Sorry for digging this out but those numbers are wrong. You cant have quick tinkering and 10/10/10 in those stats. Also that glass cannon sniper you suggested will have only 15 PE


It's possible if he set Str to 3. It reduces precision for Sniper rifles but he can still use them. On permadeath having that Thick Skull is more important than precision, since the game is very deadly and unforgiving. His starting stats were probably something like this 3/7/8/10/6/3/3. It allows you to have Aimed Shot at first level, Quick Tinkering at 4th and Blitz at 10th. It delays Snipe/Sharpshooter up to level 24 and you can only take one of the, probably Snipe since at this level you already can kill most things with a crit.

My sniper was 5/7/7/3/14/3/7. Besides usual sniper stuff (Aimed Shot, Snipe, Sharpshooter, Critical Power) he had Interloper, Sprint, Quick Tinkering, Spec Ops and Commando. To be honest 7 Int wasn't needed, probably should've gone with 10 Agi and 4 Int and take Blitz.

As armor i took infused cave hopper leather armor and infused cave hopper tabi. 120 movement points without Sprint, it was almost like teleporting to any point of the map in battle). With Evasive Maneuvers i had ~500 evasion for 2/3 turns. Killed big bad with one shot. It was fun)

251
General / Re: Is pure PSI Caster viable?
« on: May 20, 2016, 07:54:30 pm »
From my knowledge, Critical Power doesn't work for psi, only for weapon/unarmed.

252
General / Re: How important is dodge/evasion?
« on: May 20, 2016, 07:42:57 pm »
So 0 dodge and 0 evasion char with full plate is not a good idea. Good to know. I guess 0 stealth is also bad idea since monsters will get always first turn unless you have high agility.

That depends. Good armor  + good shield is decent, if you add high Con to that, it'a solid. Not every character can have high dodge and evasion.

There are of course tricks and tactics to have decent defense without big investment. Infused siphoner leather armor, tabi, all of those can increase your dodge and evasion. Uncanny dodge needs only 40 skill points to purchase and allows you to automatically evade next several melee attacks (number depends on your dodge) which is good, since enemies use special attacks (like crippling strike) first. Evasive maneuvers requires 50 points in evasion and on activation eat all your movement points giving you 3x their amount to evasion for next 2 turns. With cooldown of 3 turns it means that you can have really high evasion for 2/3 time with meager investment. Movement points are really easy to increase :) For unarmed characters there is Deflection feat that gives 30% of your melee skill to dodge.

Hope it was useful

253
General / Re: How important is dodge/evasion?
« on: May 20, 2016, 12:40:22 am »
So decent char will have around 220-250 evasion with right equipment in the end right? How about gun or melee skill that enemies have? Whats highest you can encounter?

Btw i got idea for this thread from Rpg codex where guy stated that evasion/dodge is useless.

http://www.rpgcodex.net/forums/index.php?threads/underrail-the-incline-awakens-released.105387/page-231

Well, you see unlike armor and shield you can't see the effect of dodge and evasion directly, since enemy just miss you and we are prone to remember times when our character got hit a lot more than all those time the enemy missed. That is why many people will say that dodge and evasion are useless. They aren't. If you want proof remember your fight with arena boss and how hard it was to hit him. That is the effect of those skills.

254
General / Re: How important is dodge/evasion?
« on: May 19, 2016, 08:01:08 am »
Well, at  least some of those attacks that gives such debuffs need to hit you first, so having evasion/dodge in that case is not pointless. And from my experience unless i play with high Con character, being stunned is almost always means death anyway.

Those skills are useful, but they are far from necessary.

There are several way of defending yourself in Underrail - big Con (preferably with feats like Thick Skull), good armor and/or shield (it is advised to have several armor outfits and both high and low frequency shields to deal with different enemies), dodge/evasion and stealth. And of course having good offence) Any character that wants to survive must have at least one or more of those defenses.

255
General / Re: 2nd playthrough psi build advice
« on: May 15, 2016, 06:30:15 am »
If you are worried about movement point out of stealth, try Interloper and/or Sprint. Usually it is enough to reposition after you psi-nova round.

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