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Messages - destroyor

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316
Infused rathound leather boots still have a pitiful critical chance bonus of ... 2%.  :o

317
Bugs / Re: [1.0.3.13] Newton does not survive being saved
« on: December 09, 2017, 12:19:12 am »
Just want to confirm I can't save Newton no matter what as well.

Sorry forgot to mention, I'm playing dominating difficulty. I think the increase amount of psi beetles wasn't properly accounted for in this quest?

318
General / Re: PSA: Before testing version 1.0.3.13
« on: December 08, 2017, 08:59:09 pm »
My mistake - good to know.

319
General / Re: underrail.info.tm
« on: December 08, 2017, 07:50:10 pm »
A feature request:
I'm wondering if you can add a feature allowing you to reorder the feats without de-selecting them? This way I can show progression without have to de-seletct feat and hunt for them again.

A suggestion:
Since the expansion is still in development perhaps the Specialization screen can default to minimize for now?

320
General / Re: PSA: Before testing version 1.0.3.13
« on: December 08, 2017, 07:48:11 pm »
Well the public version is still 1.0.1.4

My post is more gear toward people who like experimental version 1.0.2.4 but don't want version 1.0.3.13. :)

321
General / PSA: Before testing version 1.0.3.13
« on: December 08, 2017, 06:21:15 pm »
Just a friendly reminder before you download the new experimental branch with version 1.03.13

Backup your game + saves by copying the following to a separate backup folder (preferably on another drive so you don't confuse the two)

Game folder:
D:(or the drive you installed the game on)\Steamlibrary\steamapps\common\Underrail

Save folder:
C:\Users\(Your user name)\My Documents\My Games\Underrail\Saves

The removal of INT+2 from Junkyard Surprise will fundermentally change the game. Please keep this in mind when planning your build and this won't change until we get the INT+2 food (hypercerebrix) from expansion.

If you are playing the Steam version of the game, I can confirm the game won't update until you login Steam. So You can keep your older version by running the game directly and avoid logging in Steam. If you opt in the previous expermential branch, you can stop the download by opting out of the BETA before the download is finished (Library -> right click on Underrail -> Property -> BETAS (tab) -> Select the beta you would like to opt into: "None - Opt out of all beta program"

If you didn't backup your old version of Underrail and already updated to version 1.0.3.13 but want to roll back; You can try using the following (Please note I did not personally test this.):

https://web.archive.org/web/20170513184405/https://codepen.io/fireundubh/post/steam-rolling-back-to-previous-versions

Link to Depot Downloader:
https://github.com/SteamRE/DepotDownloader/releases

Steamdb info on Underrail:
https://steamdb.info/app/250520/

Steamdb manifests info on all Underrail public branch:
https://steamdb.info/depot/250521/manifests/

_____
Copy from Waybackmachine site copy in case the server is down:
Here's how to roll back any game on Steam. Example: The Witcher 3.

    Download the binary release of Depot Downloader.
        More experienced users can compile the source code.

    Extract the files from depotdownloader-2.1.1.zip to C:\DepotDownloader.

    Open a command prompt and navigate to that directory:
        Type: cd C:\DepotDownloader

    Find the App ID, Depot ID, and Manifest ID at SteamDB, or use the information below.
        Type: depotdownloader -username STEAM_USERNAME -password STEAM_PASSWORD -app APP_ID -depot DEPOT_ID -manifest MANIFEST_ID

    When the download completes, you'll find what you need in the depots directory.

    Copy those folders and files to the appropriate locations in:
        C:\Program Files (x86)\Steam\SteamApps\common\The Witcher 3

    Congratulations! You've succesfully rolled back to that previous version.

The Witcher 3 x64 Executable (App ID: 292030, Depot ID: 292042)
Manifest ID    Release    File Ver.    Product Ver.
3717607325272315955    1.02    3.0.0.0    3.0.0.311278
7280951713052607122    1.03    3.0.4.50268    3.0.0.312412
7240451048073564713    1.04    3.0.4.51444    3.0.0.313588

Example:

depotdownloader -app 292030 -depot 292042 -manifest 3717607325272315955

The Witcher 3 x64 Binaries (App ID: 292030, Depot ID: 292032)
Manifest ID    Release
8931080003419721881    1.02
8035711840865081507    1.03
1342699152946823786    1.04

Example:

depotdownloader -app 292030 -depot 292032 -manifest 8931080003419721881
_____

322
  • Junkyard surprise can no longer increase perception, will or intelligence
  • Infused siphoner tabi boots will now give immunity to slow instead to immobilization
  • On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
These are major game changes! All build guides will need a complete rewrite now due to the nerf to Junkyard surprise. Infused siphoner tabi boots goes from the most OP item in the game to an item that's only good to very specific dodge/evasion centric builds. I will need to test the action point cost for transitioning areas, but it looks like farming Faceless oddities will now be harder than ever.

  • Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
  • Various buffs to pistol
Yes! Now that you can stay in combat after a successful flash bang certain tactics are now viable. I'm happy to see the various buffs to pistol - will test to see if they are enough to make them good. :)

Holy crap! Awesome!

Quote
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.

Agree, I don't think Power Fist needs a nerf. If anything there should be a buff to all unique weapons. I understand you want to make crafting attractive but unique weapons should not be useless either.

  • Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
Question for Styg: Does this measure base or effective throwing skill points above 50? If this is measuring base throwing skill then this is a nerf instead of a buff. Throwing-only build is weak enough as it is and a nerf will really, really hurt.


Congrats on releasing this giant update, the inclusion of a map should change a lot of negative reviews. Overall I'm happy to see most of the changes and can't wait for the expansion.

323
General / Re: How do i distribute stats on this kind of build?
« on: December 02, 2017, 06:09:20 pm »
Lol Dieusama you are not the only one thinking dodge and evasion are a waste of skillpoints.

I respectfully disagree, here's why:

Evasion - I usually max this on all my builds that are not using heavy armor (armor penalty > 40%), why? If you keep your armor penalty low and max out evasion, you can:
Receive 0 damage from grenades
Receive 0 damage from stepping on mines
Kite enemies by positioning yourself outside their weapon's optimal range and evade all/most of their attacks. This is especially useful against snipers and shock bolts from xbowers. This also free up your armor choice (no longer heavily rely on tactical vest against bullets) and allow you to wear stuff like infused leather armors for their various bonuses.

Dodge - uncanny dodge only requires 40 dodge and is a lifesaver. I'll admit max dodge is much more useful to a high AGI melee char but it's far from useless for a psi. If you are going for a tranquility Psi remember you'll lose your psi bonus even if you take a single scratch, so in this case maxing out dodge + evasion is actually a very good choice.

Lastly what do you do before you can craft your godlike armor? Or if you roll bad RNG and can't find good quality components?

324
General / Re: How do i distribute stats on this kind of build?
« on: December 02, 2017, 03:29:23 pm »
Ok let's take Wildan's build as an example; this is how I would distribute the skill points:
http://underrail.info.tm/build/?AwGloJgVhBmOQEZQDYGJm8YdUU2GKeFAFhFPO1NEWR1nmVsIpkVZZlpggE448WGlIQK8UmigB2ECnwoSmABwhp+ZbWDAgA

Max the following every level, no exception:
Dodge => stop at 51 Base skill
Evasion
Stealth => stop at 53 Base
Hacking => stop at 64 Base
Lockpicking => stop at 44 Base
Thought Control
Psychokinesis => stop at 45 Base
Metathermics

Once you have spare skill points left over you would start pumping them into a new skill, in this order:
Intimidation
Tailoring => stop at 100 Base
Mechanics => stop at 40 Base
Biology => stop at 33 Base
Electronics => stop at 110 Base

If you want to craft a psi beetle carapace tactical vest early, you can take points from Evasion/Intimidation and pump them into Tailoring/Biology/Mechanics. You can make those points up in your later levels. However with a mechanics this low you will need to hunt for a very low quality Laminated Fabric Ballistic Panel.

325
General / Re: How do i distribute stats on this kind of build?
« on: December 02, 2017, 05:28:43 am »
If you scroll down the thread you'll see Wildan's excellent reply:
http://underrail.com/forums/index.php?topic=2162.msg12471#msg12471

Alternatively I posted two psi builds in my Steam guide, character build section:
http://steamcommunity.com/sharedfiles/filedetails/?id=843557165

Don't forget to use the character build tool to preview/plan out your char:
http://underrail.info.tm/build/

326
General / Re: Shattering without Cryogenic Induction possible???
« on: December 02, 2017, 04:21:50 am »
Only frozen status applied through cryostasis allows shattering (providing you have the feat, of course.) Actually, there's one other specific situation where it can happen, but it's tied to a location.

I'm guessing the walk in freezer where you get Butcher's Cleaver?

327
General / Re: Version 1.0.2.4 Class ranking
« on: November 26, 2017, 06:52:47 pm »
First time i finished UR i used a combination of 3 bottommost options. Hard in the beginning, somewhat easy near the end. Normal difficulty. And it got nerfed :(

My second playthrough was with topmost option from your list. It's interesting that a build with Psychosis, a feat that takes more than it gives, made it to the very top.

Yeah I feel you, can't wait for the promised pistol buff. Psychosis does have a huge drawback (higher psi cost for everything), but it's vital to build up critical chance so almost all your attacks are crits. A critical Cryokinetic Orb is just devastating.

*snip*
If you're going for a no-reloads/minimal-reloads playthrough, that might be a different ranking. I've played iron man a few times now (never gotten close to winning) and some priorities change.

Another sorting might be on what builds were the most fun to play. I agree that crossbows are not the strongest, but damn they're fun. Another notably fun build was my low-CON knife assassin with Ripper and Recklessness.

Yeah I guess I do have "the most powerful build" in mind when I made up the list. I agree the ranking will be vastly different if it's gear toward Ironman play, also agree a powerful build might not be that fun (i.e.: max DEX pure SMG) to play.

*snip* What's your stat distribution for the metathermics sniper though?

http://underrail.info.tm/build/?AwGloJgVhGDYQHYQGYQEYFoelMXhhHoRq4yGECcAHBuqInTVRsBEQCwzlGHogODQR2iosdTh05ooAqLPhpEyqEA

*snip* So, a list of no-reload Ironman builds (probably a short list) would be useful.

I'm out of my element on this one as I like to poke and prod a game and try to get the most out of the game mechanics. I'm a min-maxer and I don't mind a few reloads here and there. Perhaps you guys who like Ironman play could come up with your own list?

*snip*
You only need 7 DEX for Gunslinger, that's completly enough. 4 attribute points sounds like a pretty big investment, but it's not like you don't get other benefits out of it- 4 bonus initiative and bonus skill points if you decide to invest in lockpicking/pickpocketing/throwing/traps. I usually take lockpicking, throwing and traps so it saves me a ton of skill points, especially considering those skills are of "needs to be high enough" kind rather than "needs to be maxed every level".

Speaking of initiative, that's the biggest selling point for me. Having really high initiative in addition to stealth is just great. That +7 bonus from Gunslinger is something that can't be replaced. I tend to go 6 AGI and 7 DEX, with Paranoia I end up with 30 initiative. I genuinely can't go back to SMGs or ARs for that reason- they do deal more damage, but I don't feel like I need it considering how much damage sniper rifles deal in the first place.  I'd rather improve my odds of starting the fight on my own terms regardless of the situation. Keep in mind this is coming from someone who never savescums and tries to keep the death count as low as possible, I guess it's not going to nearly as useful if you do savescum.

Another thing to consider is that Sharpshooter bonus critical damage applies to pistols. All proper sniper builds will have Sharpshooter and Critical Power, so pistols will effectively have 75% more critical damage than SMGs and ARs (only 60% if using Neo-Luger). This becomes even more meaningful considering sniper rifles get a huge benefit out of stacking critical chance (critical damage still being a priority). Smart module and A-A scope give enough damage as is so imo seeker goggles are a much better choice than smart goggles, add Recklessness and Focus Stim, you should end up with around 47% critical chance with the sniper rifle and 44% with the pistol. Or up to 100% in certain situations with Ambush.

Your initiative argument does have merit; I guess kind of ignored this aspect because I'm so familiar with the game I just alpha strike everything out of stealth + avoid all traps/ambushes. In my plays I just brute force everything w/ SMG or AR because the damage is almost always enough for one burst one kill w/ smart goggles + smart lenses + focus stim.

328
General / Version 1.0.2.4 Class ranking
« on: November 25, 2017, 11:25:21 pm »
I thought we can have a little fun by talking about your personal opinion on the current ranking of all classes as of version 1.0.2.4. For my own ranking, details on specific build can be found at http://steamcommunity.com/sharedfiles/filedetails/?id=843557165 , character build section. I'm going to list my personal ranking for all classes in order - so yes, I do consider DEX based psi monk > pure psi (tranquility).

Top Tier
  • Pure Psi - Stealth psychosis psi, receive 89% less damage from all sources for three turns if you take Stoicism + Morphine Shot + Aegis, combine this with Survival Instinct and you get an unstoppable critical psi killing machine. I truly believe this build is the NUMBER ONE build in Underrail right now.
  • DEX based leather combat gloves psi monk - unlike a traditional psi monk, this build skip Locus of Control + force emission, WIL set at 3, invest just enough skill points to get electrokinetic imprint and cryostasis. Pneumatic strike is a must. Insane damage output + high number of attacks + premeditation CC psi skills = #2 build on my list.
  • Pure Psi - stealth tranquility build
  • DEX based leather combat gloves brawler - same as the psi monk above, minus the CC.
  • Psi (Metathermics) Sniper - premeditation Thermodynamic Destabilization turns a single target into a bomb with true AOE. Fights are usually over in one turn.
  • Max DEX pure SMG - a boring but effective killing machine, burst at point blank range, hit and run to the next target, rinse and repeat ad nauseam.
Good Tier
  • SMG/Sniper hybrid - it's actually very easy to fit a SMG burst within 20AP (adrenaline shot) so combine with commando you can easily get 2 sniper shot + 2 SMG burst per turn.
  • Mobile Assault/Sniper hybrid (high AGI, low CON)
  • Pure Sniper - rare to see, I guess you will be using your adrenaline shot for grenade/medicine/taser?
  • Sniper/pistol hybrid - never played one, I would guess pistol is a poor fit due to the need to pump DEX. On the other hand this is still a sniper build so it shouldn't suck.
  • Pure Crossbow - unlike sniper xbower is very starve for skill points and feats so Psi (Metathermics) xbower is actually weaker than pure xbow. You have traps, tons of option in the form of special bolts but Snipers are still stronger due to W2C ammo.
  • Heavy armored Assault/Sniper hybrid (high CON, low AGI)
  • STR+CON based Sledgehammer - don't know why but I always get a kick when I chase down an enemy and just sledge them into the ground in one hit. Good night!
  • Pure Assault - sort of rare to see as Aimed shot is available at level 1 and Assault users usually have a natural ability (STR) to use a sniper rifle.
Average Tier
  • STR based metal combat gloves psi monk - very similar to DEX based leather glove psi monk but STR based.
  • Traditional Psi monk (STR+WIL based, get locus of control, focus on force emission and telekinetic proxy) - great damage on paper, quickly run out of psi points in actual battle. Damage are seriously undermined by enemies' mechanical resist/threshold.
  • STR based metal combat gloves brawler
  • Assassin (DEX knifer)
Poor Tier
  • Firearm based pistol - I think a comment is warranted on the .44 Hammerer pistol. The spread of this weapon is VERY large; it has a very low minimal damage and a decent max damage. If you are unlucky and rolled min damage on your special attacks (execute/kneecap shot/aimed shot) the damage would be very disappointing. I know people in the forum like to calculate average damage of a weapon but in practice the effect of a low minimal damage is very real and painful.
  • Energy based pistol - I just couldn't get this to work as there's just not enough ability points to make this good.
  • Throwing (explosive+traps hybrid) - Damage output is actually not that bad if you focus on critical grenade. Problem here is 1) hard to start 2) tedious (hunt for super steel plates, (god damn!) Hexogen(!) and Napalm C(!)) and costly to setup gear and craft enough (MK V) explosives. 3) Throwing knives are useless against inorganic targets w/ high mech resist. Quick tinkering is a must.
  • Chem pistol - right now this is a very fancy way to suck. You have acid, ice and fire and the best of them, fire, is decent but a lot of enemies are immune to burning.

329
General / Re: feedback about my last build
« on: November 18, 2017, 03:43:49 pm »
Without question - Conditioning

The others will depends on your build and play style, but in general:
Opportunist > Skinner > Power Management.

330
General / Re: feedback about my last build
« on: November 17, 2017, 10:44:10 pm »
On Skinner and crafting:

If you have Q114 Ancient Rathound leather and Q160 SS fiber, you would get Q196 Infused Ancient leather. At this point, it doesn't matter if you have Skinner or not as the quality of your infused leather is unaffected by Skinner. The quality is strictly based on your source materials.

Now on the next part: Infused Ancient Rathound leather armor:
You won't see any quality # on your leather armor. Your leather quality will determine various bonuses, for example:
With Skinner:
Q187 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 51%/25 Cold: 37%/15 All heat (and cold) damage taken reduced by 23%
Q196 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 53%/26 Cold: 38%/15 All heat (and cold) damage taken reduced by 24%
Without Skinner:
Q187 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 45%/21 Cold: 34%/13 All heat (and cold) damage taken reduced by 19%
Q196 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 46%/22 Cold: 35%/13 All heat (and cold) damage taken reduced by 20%

@lewis_cb - theorycrafting is fun and all, but you should start and play a game for real so you'll see how some combo just won't work and/or work very poorly.

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