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Messages - destroyor

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301
General / Re: How defense skills (Dodge and Evasion) work
« on: December 14, 2017, 11:59:50 pm »
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?

302
Bugs / Re: Praetorian Security second quest bug
« on: December 13, 2017, 03:49:17 am »
Nope - just tested this and I can't get out. If there's proper place I need to click I couldn't find it. :(

Secret area usually have two doors, one on each side - would a dev please confirm if it's me or a bug? Thanks.

303
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 03:34:11 am »
Not to mention the issues of weight and price. I'm already spending all my money on bullets, as it is.

There's a solution to your money problem. If you look at coslie's excellent research:
http://steamcommunity.com/app/250520/discussions/0/1291817837625196247/

You'll see at 0 mercantile you are paying roughly 2X for crafting components. You can make money by buying + crafting tact vests, riot gears, metal armors, chem pistols, pistols, and xbows.

304
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 04:15:20 am »
Well when you name drop me like that ...  :P

Anyway yeah the new dominating difficulty changed a lot of things and rendered a lot of old tricks obsolete.

Lower caliber weapons like 5mm SMG just won't cut it anymore, and you can no longer steamroll people with low tier grenades (due to NPC health increase and their higher evasion). The removal of INT+2 junkyard surprise buff means you can no longer rush crafting right from the start (even with INT 5 ~ 7 char). I'm not sure if I just have bad RNG or there's been a component quality adjustments but you can't craft a super tactical vest that will block all incoming bullet damage before Depot A. In fact, my tactical vest's mech threshold (10) seems to be useless so far ... maybe I should consider switching.

I started an energy weapons char and I've never used so much bear traps in my life. Quick tinkering + bear traps + incendiary/frag grenades + abuse LOS (usually in a room, micromanage trapped enemy health so I don't kill him before my quick tinkering cool down) is a must. Obviously you won't get an energy weapon right from the start so I used a 7.62 Jaguar SMG + .44 Hammerer pistol for my early game.

I had to use unlimited weight cheat using cheat engine because bear traps are so heavy. My justification is this: this is exactly the same as if I just run back to SGS every time I'm out of bear traps and slowly walk back to my original location - no point.

Right now I'm no where close to beating the game - I'm at Core city faction second quest trying to rush the crafting benches.

I get the infused leather nerf now (but I still think it hurts dodge/evasion build way too much). This is because Ancient Rathound are now cannon fodder and it's very easy to farm high quality leather early. This is both good news and bad news for brawler/psi monk as you can get good leather gloves early, but your ultimate damage potential is much lower now.

If I have to bet money on the best build to beat dominating difficulty it would be some sort of sniper/psi sniper w/ quick tinkering. Early game is a problem for every build because Rathound and Rathound Alpha rush you with their sheer numbers.  Psi build will just run of of psi point early game. I think sledgehammer build is possibly the worst build for this difficulty, as NPC have a 30% increase in dodge/evasion. When you missed a hammer swing you are fuck, especially early game when you only get 2 swings.

Sorry for the rumbling. How about you guys? What's your thought/comment/rant for the new dominating difficulty?

305
Bugs / Praetorian Security second quest bug
« on: December 12, 2017, 03:42:29 am »
The second quest - Sewers generator area contains a secret room that's only one way. You can enter but you can't get out.
https://i.imgur.com/9r4hlzU.png

306
Planned energy pistol build:
http://underrail.info.tm/build/?GQMNBwMKAwfCh8KHAAAAwodxADIcKFt2SzBwAAAAAAAAARkxMB5RWRZLAj4zwppa
Progression: https://i.imgur.com/kGTxBwc.png

Gear:
Weapon: laser + electro + plasma pistol w/ smart + circular enhance
Armor: 10% armor penalty tact vest (health+stealth), padded (high den) infused rathound leather armor (black) overcoat, infused (pig/siphoner <- haven't decide yet) leather tabi boots, smart goggles
med: biology to 81 w/ bench so all meds up to bullhead

Edit: need more play testing on end game Ambush to see if I can drop infused rathound leather armor entirely, if yes then replace w/ infused pig leather armor.

307
Quote
player who are not getting the expansion should not be able to beat dominating difficulty with a dodge+evasion centric build?

Sorry, mate, but that sounds a bit like bull. You can get evasion and dodge pretty high on a dodge+evasion centric  build, so high, in fact, that on Hard difficulty with such build i don't even use any boosters like jumping beans because i already have more than twice in defense skills than most (or all) enemies have in offense skills. +30% is not such a radical change that it can make those builds obsolete. Though i imagine that it will push a point where you reach you effective ceiling further down the line and make a start more difficult.

My 0 dodge max evasion char is not at the end game yet. We'll see how things work once I reach the pre-DC elevator fight.

308
@TheAverageGortsby - so correct me if I'm wrong, you are saying (even tho epeli pointed out we should judge this based on the game as is without expansion) player who are not getting the expansion should not be able to beat dominating difficulty with a dodge+evasion centric build?

309
Suggestions / Re: New weapons and items
« on: December 11, 2017, 12:30:07 am »
I did played a single shot AR once - focus on critical chance w/ Survival Instinct + Focus stim + infused Rathound leather armor, with Blitz on top:

http://underrail.info.tm/build/?AwGloJgVhGGYQEZQE4kI+mAWRZ-aiJwzEzj5EQRYgqnADstFr+eNAHCNCHKHABsfbtjRRmgmIzyMYKPCk5A

It's still weaker than a standard burst build (as individual shot within a burst can crit) but it's ok, nothing amazing.

310
Bugs / [1.0.3.13]Gorsky won't give you Level 1 Storage Key card (GMS)
« on: December 10, 2017, 02:09:33 am »
I finished the GMS quest and talked to Quinton about GMS Level 1. When I talk to Gorsky he'll mention Quinton making a fuss but won't give you the key.

311
General / Re: Infused Rathound leather armor
« on: December 10, 2017, 01:00:26 am »
I should mention that goggles don't seem to affect the critical chance on energy or chemical weapons. I don't know if this is intentional or not.

I think you should submit a bug report on this one because it doesn't seem like it's intentional.

312
On Dominating difficulty:
I'm starting a new energy weapon char - and thought ok, so far so good. I laugh when I see rogue plasma walker, ok that's a curve ball and I can deal. Exploring - saw Burrower Warrior - ok I'm outclass here Quickload.

And then I reach Silent Isle - holy shit.

This is a brick wall - I don't think my char can clear this before finishing Depot A - so alternative entry is right out.

God know when, but when I finished this char it'll be interesting to see how my top char DEX based psi monk handle Dominating difficulty.

313
General / Re: Infused Rathound leather armor
« on: December 09, 2017, 09:25:54 pm »
I just tested this by looking at the combat status, offense tab, and can confirm it only works for weapons and not psi. I'm not sure about combat utilities (grenades, throwing knives, etc) but I don't think the bonus applies - Survival Instinct and Recklessness certainly don't.
I thought survival instincts applied to psionics though.

It does. It doesn't to combat utilities.

Correct! Thanks for the clarification.

314
Let's take a look at some numbers for infused leathers.

Component quality:
super steel fiber = 160
Ancient Rathound Leather = 114
Cave Hopper Leather = 39
Mutated Dog Leather = 64
Pig Leather = 64
Rathound Leather = 74
Siphoner Leather = 64

Infused leather quality/ver. 1.02/ver. 1.03
Infused Ancient Rathound Leather/196/139
Infused Cave Hopper Leather/151/126
Infused Mutated Dog Leather/166/132
Infused Pig Leather/166/132
Infused Rathound Leather/172/134
Infused Siphoner Leather/166/132
____


Crafted item comparsion (only changes are listed)
ver. 1.02 = ver. 1.03

Infused Ancient Rathound leather armor
Mech resist: 53%/26 = 42%/19
Cold resist: 38%/15 = 32%/12
All heat + cold damage reduced by: 24% = 17%

Infused Ancient Rathound tabi boots
Heat resist: 2% = 2%
Cold resist: 24%/2 = 17%/2
Movement points: 52 = 38
Dodge+Evasion: 72 = 54
====

Infused Cave Hopper leather armor
Mech resist: 28%/11 = 25%/10
Movement speed increase: 23% = 20
Movement point increase: 41 = 35

Infused Cave Hopper tabi boots
Movement points increase: 41 = 35
Movement speed increase: 34% = 29
Dodge+Evasion: 72 = 59 = 50
====

Infused Mutated Dog leather armor
Mech resist: 35%/14 = 30%/11
Acid resist: 56%/18 = 49%/15
All heating effects increase: 53% = 46%

Infused Mutated Dog tabi boots
Acid resist: 33% = 26%
Movement points: 38 = 31
Movement speed increase: 31% = 26%
Dodge+Evasion: 54 = 44
====

Infused Pig leather armor
Mech resist: 49%/13 = 42%/11
Health increase: 124 = 104

Infused Pig Leather tabi boots
Movement points increase: 44 = 36
Movement speed increase: 36% = 30%
Dodge+Evasion: 64 = 52
Fortitude: 39 = 35
====

Infused Rathound Leather armor
Mech resist: 43%/17 = 36%/14
Cold resist: 20%/2 = 17%/2
Critical chance increase: 16% = 13%

Infused Rathound Leather tabi boots
Cold resist: 15% = 12%
Movement points increase: 46 = 37
Movement speed increase: 37% = 31%
Dodge+Evasion: 66 = 53
====

Infused Siphoner leather armor
Mech resist: 37%/11 = 32%/9
Heat resist: 35%/14 = 31%/12
Acid resist: 35%/14 = 31%/12
Dodge+Evasion: 81 = 67

Infused Siphoner Leather tabi boots
Heat resist: 20% = 16%
Acid resist: 20% = 16%
Movement points increase: 44 = 36
Movement speed increase: 36% = 30%
Dodge+Evasion: 79 = 67
Fortitude: 39 = 35
____

So what does it all mean exactly? We can see all resistances and thresholds are reduced so you'll take a bit more damage from everything. Dodge + Evasion got nerf pretty hard and if you consider the NPC skill increase of 30% (translation: hit harder and MUCH MORE ACCURATE) in dominating difficulty I'm honestly not sure if dodge+evasion centric builds are viable in mid ~ late game now (in that difficulty).

Personal opinion: the special effect nerf I can deal with but the decrease in dodge + evasion bonus from both sources (armor + tabi/boot) seems too far. In the situation of infused ancient rathound leather armor we see a decrease of mech threshold from 26 to 19 - so previously 0 damage melee attack now turn into taking 58% of melee damage. Ouch!

TL:DR = Infused leathers got nerf pretty hard, the effects are especially apparent in dodge and/or evasion centric builds. I think the devs need to look closely at the mid ~ late game situation at higher difficulty.

315
General / Re: Infused Rathound leather armor
« on: December 09, 2017, 06:38:20 pm »
I just tested this by looking at the combat status, offense tab, and can confirm it only works for weapons and not psi. I'm not sure about combat utilities (grenades, throwing knives, etc) but I don't think the bonus applies - Survival Instinct and Recklessness certainly don't.

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