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Development Log / Re: Dev Log #56: Experimental Branch with Version 1.0.3.13
« on: December 09, 2017, 03:39:37 pm »
Infused rathound leather boots still have a pitiful critical chance bonus of ... 2%.
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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.
- 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
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. :)
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Various buffs to pistol
Holy crap! Awesome!QuoteNerfed 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.
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.
- 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
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.
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.
*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.
*snip* What's your stat distribution for the metathermics sniper though?
*snip* So, a list of no-reload Ironman builds (probably a short list) would be useful.
*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.