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Messages - destroyor

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271
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 27, 2017, 11:28:58 pm »
Wall of text warning.

*snip

I see Evasion helping somewhat against midgame enemies, like Camp Hathor burrowers. Mitigates about half the shots. My current value is 211.

How many punches does Grover miss out of 20 or more, if you can check? Can we take assumptions on Grover's Melee skill from his bare first damage? Better the sample count (i.e. hits taken),
better the estimate we can make. Statistics don't lie.

I think rathounds aren't representative in general since Alphas got buffed to hell and back on Dominating. Before they were cakewalk, now two packs before GMS entrance required some serious thinking for my characters, and one failed as result.

Can you explain what is "alpha strike"?

*snip

Preface: the purpose of my test is to check the return of investment of dodge/evasion, while comparing the opportunity cost of the required 270 skill points. I'm also trying to see if it's possible to keep enemies' accuracy down to 10% most of the game in ver 1.0.3 dominating.

1) The problem is if you are playing oddity mode there's just no way to bring burrower's accuracy down to 10% with evasion early game on dominating, 50% is just not good enough.

2) My point w/ Grover is that he's a very weak npc, my char was overleveled with the best setup possible for dodge and it STILL FAILED. 50% dodge rate is just not good enough.

3) I was specifically talking about the weakest creature in game - rathound, and it's a bit ridiculous how high you need in order to be immune to them. Dodging rathound alpha is a separate problem. Good luck dodging alpha during early game. (spoiler: total failure)

4) Alpha strike is when you manually entering combat (usually from stealth) and completing your turn of combat. If you can kill everyone in one turn that means combat is over before your enemies have a chance to act.
Taken to the extreme that would be Blitz + adrenaline + base AP = 90 AP, mix in fatal throw (cost 11AP @17 DEX, return 18AP) = 97 AP total.

*snip

Gotcha. Yeah, with those definitions, it does not seem like one is able to achieve a "viable dodge/evasion build" on Dominating difficulty, at least not without significant power-leveling on Classic.

However, if overall survivability is what you're after, it is important that you don't neglect use of Uncanny Dodge and Sprint + Evasive Maneuvers, which (let's be honest) provide Dodge & Evasion builds with most of their end-game power. I do not consider the usage of either feat to be "cheating" in any way, as they are included within the game and intended for use by Dodge & Evasion builds.

It may not be possible for a 52 effective dodge character to completely avoid every single attack from a rathound on Dominating, but with Uncanny Dodge, they most certainly can dodge everything that gets thrown at them. At 52 effective Dodge, you can dodge 3 melee attacks in a row for one turn, guaranteed. At 135 effective Dodge, the bonus becomes 6 guaranteed dodges for one turn. Similarly, an AGI 10 character with Sprint (for a total of 75 movement points), will get a bonus of 225 Evasion from Evasive Maneuvers for one turn. Granted, most battles are unlikely to last for just one turn, but you cannot deny that these bonuses provide significant survivability for any character.

So I would encourage you to continue your testing with an Uncanny Dodge / Evasive Maneuvers character, and determine the "true viability" from there. I'm doing the same with my own character, but my SMG build only allows for 8 AGI, and I'm not bothering with Nimble or 0% Armor Penalty. And, of course, I have some other tricks up my sleeve. :P


I see Evasion helping somewhat against midgame enemies, like Camp Hathor burrowers. Mitigates about half the shots. My current value is 211.

How many punches does Grover miss out of 20 or more, if you can check? Can we take assumptions on Grover's Melee skill from his bare first damage? Better the sample count (i.e. hits taken), better the estimate we can make. Statistics don't lie.


Yeah, I have to agree with Twiglard here. Some more statistics would be helpful in providing a more representative outlook on the viability of Dodge & Evasion builds on Dominating difficulty.

I disagree w/ the statement: "However, if overall survivability is what you're after, it is important that you don't neglect use of Uncanny Dodge and Sprint + Evasive Maneuvers, which (let's be honest) provide Dodge & Evasion builds with most of their end-game power.". In the past (pre ver 1.0.3) many dodge/evasion builds are without uncanny dodge/sprint/evasive maneuvers (see my guide, character build section - check the last updated date). This is either because there are far better alternative and/or just simply can't afford the feat slot. These builds traded skill point in order to save ability points and/or feat slot, with the prime example being crossbow builds. I would argue uncanny dodge + evasive maneuvers greatly enhance dodge/evasion but are not truly the core of d/e builds. You simply cannot activate uncanny dodge when you are ambushed by a lurker (and lost initiative check) assassin. Evasive maneuvers will only save you from aimed shot/shock bolt/burst for one turn while realistically d/e builds need to be safe from those threats for more than one turns. In addition, if you have enough MP for evasive maneuvers/sprint to be effective it's usually far better to run away (outside enemies' weapon optimal range) and/or break line of sight. This is not ... the desired tactics for some special melee build such as a crit brawler/psi monk.

In any case I will continue on w/o uncanny dodge/evasive maneuvers/sprint as they are outside the purview of my test. I'm also testing d/e to see if running around under 30% health full time in order to trigger survival instinct is still viable. Right now the initial results aren't promising as the return of investment in d/e are poor. With the latest changes to mercantile (getting higher crafting component which directly impact your damage, survivability and utilities) it's probably better to take those skill points away from d/e and pump them into mercantile + crafting skills such as chemistry for high level grenades/biology for medicines. I'm still reserving judgement on classic mode mid ~ late game.

272
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 26, 2017, 11:47:47 pm »
Ok first some definition:
Dodge/Evasion build - a build with max dodge and evasion, low armor penalty (preferably 0% w/ Nimble) and high AGI
Viable dodge/evasion build - able to survive most encounter out in the open using dodge and evasion, without resorting to other tricks like quick tinkering + bear trap + line of sight abuse. Obviously dodge/evasion does nothing to psi but you should be able to dodge/evade aim shots, burst and shock bolt w/ confidence.

Early results:
Tested using a psi monk setup, 10 AGI, max dodge/evasion, 0 armor penalty w/ nimble (15% dodge/evasion bonus, hereafter abbreviated to 0APWN), cave hopper leather armor and later cave hopper tabi as well.
http://underrail.info.tm/build/?GQMMCgkDAwYAMADCh8KHwodvAAAAGXZvDDtvAC0jAAAAK2IkMTAgE0cHPEJLEgYq
Note there are couple non-optimize choices here for the purpose of testing dodge/evasion.

- 45 (52 ok) effective dodge still getting hit by rathound, so this mean as an 0APWN AGI 10 char you need to be level 5 with max dodge/evasion in order to be immune to the weakest creature in the game. This is insane! Remember a lot of dodge/evasion build are 6 ~ 8 AGI w/ around 10 ~ 15% armor penalty.

- 67 effective evasion still getting gun down by GMS raiders in caves (level 7, 0APWN AGI 10), can't reliably evade aimed shot/burst/regular gun fire.

- 67 effective dodge not even enough to dodge Grover's bare fist (level 7, 0APWN AGI 10)

- 87 dodge not enough to dodge siphoner (level 10, 0APWN AGI 11)

Remember some builds like psi monk were designed to be out in the open relying on a strong alpha strike to take out most of the enemies and dodge/evade incoming attacks from the few remaining enemies. This used to be viable on ver 1.0.2 hard but seems to consistently fail on ver 1.0.3 dominating. I'm still trying to see if you can get around this by a) powerlevel to level 25 early and dodge/evade most of the game by superior level and b) high level gears such as infused leather, boxing gloves and c) medicine like jumping beans, adrenaline.

Again I must stress I'm testing the best case scenario here (0APWN, AGI 10, max dodge/evasion) which is not realistic for most builds. You can't powerlevel in oddity mode which is why I said dodge/evasion builds are no longer viable for dominating oddity mode. Remember we are pumping a total of 270 skill points and if you are still resorting to quick tinkering, bear traps and LOS abuse then something is seriously wrong. I'm reserving judgement on classic mode mid ~ late game but I must say things aren't looking good right now.

TL:DR - this is an in-depth game mechanic discussion gear towards obsessive players like myself so no TL:DR version available. :P

273
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 26, 2017, 06:16:26 pm »
The early test results for dodge/evasion on dominating aren't looking good. I'm wrong about dodge/evasion being viable as my energy pistol char might just had been very lucky. I don't think dodge/evasion is viable on dominating oddity mode as the early game will destroy you. I'm wondering if it's viable w/ the aid of jumping bean + high level gear + adrenaline + boxing gloves on XP mode but still very far from getting access to Core City.

274
General / Re: Best XP system with Dominating
« on: December 26, 2017, 06:11:25 pm »
Yes I can confirm you get more XP and level much faster on classic mode, especially on higher difficulties.

275

Surprisingly, damage difference between PER and INT is not that big. Nerd Commando did comparison on RPG Codex:

Quote
The math is simple - 10-16 is 242.1% of base damage X 1.88 technicalities modifier =455.14 in total. 13-13 is 266.6 base damage x 1.64 technicalities = 437.224. That's 4% difference. As long as there's, like, 4% accuracy difference between these two setups, perception is in the win.
Surprisingly, THC from PER is not too big either. I did some tests:
Quote
6 perception, 125(146) guns = 78% chance to hit
11 perception, 125(199) guns = 79% chance to hit
My target was Plasma Sentry. I did another test, same setup but with flare and result was again 1% point.
I'd rather keep 10 PER and Sharpshooter. On Hard difficulty i do not complain about damage from my laser/electro. Crit damage, because it's what matters for those pistols. New plasma might be able to kill with non-critical special attacks, but i didn't test it.

Been meaning to ask you about the PER accuracy test - what weapon did you use and at what range? The reason I ask is because I always thought PER greatly increase your accuracy when not at your weapons' optimal range.

I also like to note a non-crit plasma shot is nothing special; it certainly won't help you against crit immune enemies.

276
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 23, 2017, 05:08:13 pm »
@MirddinEmris - I respectfully disagree because xbow have a lot of outs against high mech resist in the form of special bolts. Xbow even have Deadly Snares + Elemental Bolts specifically design for that. I could be wrong tho - what would you consider to be the middle ranking class in Underrail?

@Yonaiker - well my char can't fight them in open space after the final boss as their emp grenade destroyed me. I'm pretty sure this char can take them on in the small room w/ the captives in the back by abusing quick tinkering + bear traps.

277
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 23, 2017, 04:21:15 am »
Well just finished a dominating game w/ an energy pistol char.

I always considered crossbow as the measuring bar in this game, not weak and not overpowering strong, as the middle ranking class. I would say the new energy pistol class is on the same tier as crossbow now but quite a bit weaker. The laser pistol AP reduction really helps this class and it will be your work horse weapon of choice. Understanding of Ambush is a must if you want to unlock this class' full potential. The major weaknesses and drawbacks of this class applied to all pistol class - very starve on ability points, low PER due to the need to pump DEX, low accuracy (toward the middle ~ end game my accuracy hover between 6x ~ 8x%, 95% are super rare without bear traps), short range of weapons (especially electro + plasma). You are very weak against enemies that are immune to crit. I would strongly suggest you bring advanced catalyzing belt, a fire/acid chem gun and a rapid smart 7.62mm Jaguar SMG to the end game.







Spoiler ahead, do not read if you never beaten the game.
https://i.imgur.com/KchrhAi.png
https://i.imgur.com/WY1KZCd.png

Overall this is a challenging and enjoyable experience, with the exception of the changes to creeping dread/eye of tchort. If it's up to me I would also weaken Death Stalkers a bit. Next up: psi monk on dominating to test dodge/evasion.

278
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 23, 2017, 02:19:54 am »
If you guys want to increase the difficulty for dominating DC maybe you should do it like Fallout: New Vegas - have a Tchortling death squad blocking the exit. I just want to loot the parts in one go instead of "fight, loot w/ 20AP, blocked by locked door, end fight, pick lock and/or blocked by wall, end fight, drill, another fight, loot w/ 20AP".

279
@hilf - solid build but I would make the following changes:

1. skip skinner - with the recent nerf to top end infused leather skinner is not worth it. Some numbers using Q166 (you won't be able to get quality this high on ver 1.0.3) infused pig leather:
Armor + tabi w/ skinner:
Mech: 49%/13
Health increase by 124
MP +44
M speed +36%
dodge+evasion +64
Fortitude +39

Armor + tabi w/o skinner:
Mech: 44%/11
Health increase by 108
MP +38
M speed +31%
dodge+evasion +54
Fortitude +36

As you can see, Mech 5%/2, heath +16, MP +6, M speed +5%, dodge+evasion +10 and Fortitude +3 doesn't justify getting skinner. I would get Three-pointer instead.

2. Get grenadier much earlier, possibly at level 12 swapping places w/ power management. Combine w/ three-pointer and high level grenades you get battlefield control (fire) or very good damage (frag/HE) every two turns.

Edited: Gas cheese no longer works on ver 1.0.3, at least on dominating difficulty. I remember trying to gas that brown guy at Core City dock that always get in my way but npc will all turn hostile if damage by toxic/cryo gas.

280
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 22, 2017, 11:38:38 pm »
spoiler debuff seems to stack faster on dominating difficulty for you?

This is not even hard or difficult, just pure annoyance.
10 min mini battle which is neither difficult nor resource draining

Yes, it's faster and there are more of the creatures. And the fighting gets more intense the closer you are to the source.

But are you seriously saying it's not hard? You can handle it all without even expending significant consumables? Not even the slightest stress that your character might not make it? Now that is hardcore! How do you even stay in a fight for 10 minutes without resource drain, with a speedhack too? I know you pleaded to remove the fights, but how would you make them harder instead (within reasonable bounds)? Because Styg has no intention of making DOMINATING any less dominating and navigating the eye's domain should be perilous to your character.

First, my build: http://underrail.info.tm/build/?GQMNBwMKAwfCh8KHAAAAwodxADIcKFt2SzBwAAAAAAAAARkxMB5RWRZLAj4zwppa

Gear (not even top tier, just crafted item from what I located):
Seeker goggles (crit chance +16%)
Infused rathound leather armor (crit chance +11%)
Recklessness (crit chance +7%)
Laser pistol (crit chance = 6% from gun)
Plasma/Electro pistol (crit chance = 5%)
Focus stim = crit chance +15%
Ambush = crit chance + (20% + 0.3% * 113) = 53.9% <- not sure if 0.3% * base or effective so I use base here.

So when you add everything up crit chance = 107.9 ~ 108.9%. Setting up Ambush isn't hard in DC at all since it's so dark everywhere, one incendiary grenade (note I max out throwing AND i have backup flare) and I'm good to go. Against Tchortlings every single shot from my laser/electro pistol is a crit, I also get to toss an incendiary or Frag MKV grenade every two turn,  quick tinker a trap (mostly bear but I have MKV frag) every two turns. So yeah, even when the fight drags on it's not hard nor resource draining - ingredients for incendiary grenades, focus stim, bear traps are plentiful in DC.

Pro tip: you can tell your own darkness level, even with night vision on, by looking at your own portrait.

I'm on board with most of the changes for dominating difficulty but this increase rate of creeping dread/eye of tchort is a mistake. I ended up just resigning to the fact I must fight in DC and just brute force my way to my goal on various maps (instead of using safe spot and wait out the debuff, which wasn't ideal to begin with pre ver 1.0.2 but if you try this now it's turning the annoyance dial to eleven). I don't know how to make DC harder but this increase rate of debuff is not the answer. This change annoyed the hell out of me and I'm giving it a thumbs down. Boo.

281
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 21, 2017, 11:52:37 pm »
Yes I have the feat from Leo.

282
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 21, 2017, 11:30:06 pm »
Spoiler alert! Do not read if you never made it past the elevator fight.










Guys I need a confirmation here: Does creeping dread/Eye of Tchort debuff seems to stack faster on dominating difficulty for you?

This is either my memory playing trick on me or the debuff stack speed was increased in this patch. I remember being able to explore a couple blocks before having to hide in a safe spot before. Right now I can barely walk one block before creeping dread turns into Eye of Tchort. Yes, I'm using Cheat Engine speed hack. Yes, I tested and re-tested this with and without Cheat Engine and it has nothing to do with the rate debuff stacks. I don't remember being this annoyed by this in my previous DC runs. This is not even hard or difficult, just pure annoyance - Tchortlings would constantly show up, kill them in 1 ~ 3 shots from my laser and their reinforcements would lock me into a 10 min mini battle which is neither difficult nor resource draining (you waste a couple of my batteries and stims, gold star for you Tchort).

Please take a look at the rate creeping dread/Eye of Tchort stacks and slow it down a bit. Thank you.

283
Spoiler alert! Do not read if you never made it past the elevator fight.










Guys I need a confirmation here: Does creeping dread/Eye of Tchort debuff seems to stack faster on dominating difficulty for you?

This is either my memory playing trick on me or the debuff stack speed was increased in this patch. I remember being able to explore a couple blocks before having to hide in a safe spot before. Right now I can barely walk one block before creeping dread turns into Eye of Tchort. Yes, I'm using Cheat Engine speed hack. Yes, I tested and re-tested this with and without Cheat Engine and it has nothing to do with the rate debuff stacks. I don't remember being this annoyed by this in my previous DC runs. This is not even hard or difficult, just pure annoyance - Tchortlings would constantly show up, kill them in 1 ~ 3 shots from my laser and their reinforcements would lock me into a 10 min mini battle which is neither difficult nor resource draining (you waste a couple of my batteries and stims, gold star for you Tchort).

Please take a look at the rate creeping dread/Eye of Tchort stacks and slow it down a bit. Thank you.

284
Deep worms are still pretty buggy. When I move away from burrowed worm(s) they would sometimes burrowing and unburrowing for a long time and then skipped to my turn. In another instance I would hear the unburrowing sound effect (screen would shake) but the game is frozen on the worm's turn (can't see the worm on my screen, worm must be out of my line of sight in the psi pillar room).

285
Well just did the elevator fight, at evasion 181 (Level 25, 7 AGI, max evasion skill, wearing infused pig leather tabi, padded infused rathound leather armor, 15% armor penalty) I can say dodge/evasion build received a slight but noticeable nerf at dominating difficulty. Previously on hard, version 1.0.2.x, with a very similar setup (higher dodge/evasion bonus from infused leather) I'm pretty much safe from almost all ranged attack. This time around I would get hit occasionally. One thing of note is my char was killed at full health by a burst (shield was down from other damage) from Faceless which never happened before.

Wow, that sounds impressive. Were you targeted with many missed ranged attacks or were the faceless just focusing on other targets?

You see, I thought this dominating & defense skills situation would be at its absolute worst with faceless ever since they got battle trance. Instead of 130%, they basically have 260% of their normal offensive skills. This is far greater hit to defense skills than anything else on dominating, especially if someone wants to fight them in DC.

Faceless were focusing on other targets. However I did stick around 2 ~ 3 turns after all Tchortists died (because of greed, been looting Faceless corpses in an attempt to farm oddity) and I evaded most of the ranged attacks. I did died a couple times due to burst (once)/psi. Keep in mind I was using jumping bean and most likely staying well outside their weapons' optimal range (hit and run ftw).

@epeli - been reading the threads on RPG codex, just to be clear I'm at DC dominating difficulty but I haven't finish the game yet. The reason I said "dodge/evasion builds are still viable but received a slight but noticeable nerf" was because my char been successful evading most of the aimed shot from npc snipers/shock bolt from npc xbowers throughout the game so far. However you can't just blindly quote me on this and deem dodge/evasion builds are viable at dominating difficulty. I do plan on testing dodge/evasion extensively at dominating difficulty later w/ a psi monk build after I finish this energy weapon char. Until then, please take what I'm saying with a grain of salt, ok maybe a bag of salt would be better.

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