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Messages - destroyor

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46
General / Re: Killing robots as TC + MT psi
« on: December 28, 2020, 06:13:55 pm »
Unfortunately yes, EMP mine + grenade + plasma for robots except Naga (HE on Naga) are your best bet. You can get some additional damage by using crit cryo-orb for a bit of mechanical damage (crit cryo-orb can one shot most robots except Industrial bot and Naga).

Or you could invest skill points on Psychokinesis and swap school against robot, but that's a pretty hefty skill point investment so you'll be starve for skill point somewhere else.

Or you could invest just enough base Psychokinesis for Electrokinesis (if you max out at least one other psi school I think you'll have roughly 160 effective Psychokinesis) and use Electrokinesis damage boosting psi headband.

Or just stealth past them.

47
Bugs / Re: The humanoid/human thing
« on: December 28, 2020, 06:07:34 pm »
Just want to tag along as the following item descriptions should be corrected as well, right now it's misleading people into thinking they would work on psi as well:

https://stygiansoftware.com/forums/index.php?topic=5868.msg30946#msg30946

The following armor and item descriptions need some changes:

Death's Grin
Equip: Critical chance increased by 2%

to:
Equip: Critical chance increases by 2% for weapons and unarmed attacks


Infused Rathound Leather Armor
to:
Critical chance increased by x% for weapons and unarmed attacks


Core Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 2%.


Hardcore Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 5%,


As a side note - it would be great if you can update all the character graphic models for all the base game infused leather armors too. The inventory icon for infused Rathound/cave hopper leather armor should stay the same as their respective default icon regardless of fabric used to make them stand out in your inventory.

48
I wanted to make NO specialist and had two options: Psychosis+SI or Tranquility. Psychosis would have less consistent damage output due to 65% crit chance, with spikes in damage whenever Mania and/or LoC came off CD. Psychosis would also not use Høddurform, as the +40% critical damage bonus from the other staff is better than the +25% from Høddurform. It would, eventually, have a bigger damage output than the Tranquility version, but would also lack the mobility and abilities from TM, such as LTI or Stasis.
Tranquility on the other hand, has a more even damage output, more mobility and can use Høddurform, which I really wanted to make use of. It also has a cool darkness effect.

Also, the damage bonuses from Filter, Cerebral Trauma and its spec and Høddurform are additive with each other  :'(

Disagree re: Psychosis + SI
- If you want even damage you just need to forgo the critical damage bonus from your psi headband, so use Thought Control Modulator, Magnifying Neuroscopic Filter: Neural Overload + Proximal Neuroscopic Filter. End result = TC skill + 34, NO damage + 46%, TC crit chance +19%
- Get 99% TC critical chance by:
5% = base
Psychosis + 15%, +10% w/ 10 specialization
30% from SI, + 5% w/ 5 specialization
Focus Stim = 15%
Psi headband, top quality at late game = 19%
Total = (5 + 15 + 10 + 30 + 5 + 15 + 19)% = 99% critical chance, meaning a consistently higher damage per NO compare to Tran build, you should be able to one shot everything mid ~ late game if you stack critical damage bonus gear + Trance. Don't need to spam NO as you can just silently one shot assassinate everything.
- "lack the mobility and abilities from TM, such as LTI or Stasis" - sure you won't have the AGI MP bonus but I don't see any reason why you couldn't do Psychosis dual psi school and still get LTI, PTC and Stasis.
- The insistence on not using various grenades, using Høddurform and other self imposed restriction is why I think there's a bit of meme flavor to your build. :)

Anyway once again good job on making another dominating viable build with distinct characteristic.

49
Lol you and your meme build. You probably would have to break your own self imposed restriction of not using grenade had you encounter the Siphoner-swallowed Calf random event as NO cannot damage this greedy Siphoner.

50
General / Re: enemies damage resistances ranking
« on: December 26, 2020, 08:35:53 pm »
Well Metal armor have some build-in energy resist but I think you are right about no energy immune. At least, I couldn't think of any.

You do have a very good point on Bio tho ... it definitely occupy a special place outside of the normal resistance ranking. Thanks!

51
Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 26, 2020, 05:44:06 pm »
Well even with my suggestion you would be able to reach 7 int. The question would be if you want LoC at 14 or not.

The current meta is to kill everything as fast as possible. LoC + maniac + Neural Overload is a one shot AOE will a long cooldown whereas Commando should proc every turn. At level 14 your AR out-damage LoC NO so I still think Commando is more important - so no change to the current build/feat order.

52
General / Question re:Locus of Control
« on: December 25, 2020, 10:05:40 pm »
Lot of questions from me today, guess I'm being a problem child on Christmas ...

Anyway, Locus of Control description states: gain immunity to ... mind control for 3 turns. Does this means you are immune to all Thought Control abilities including Neural Overload and Bilocation?

53
General / enemies damage resistances ranking
« on: December 25, 2020, 07:09:23 am »
So we have the following types of damage resistances: Mechanical, Cold, Electricity, Acid, Energy and Bio.

Based on my own experience I would say enemies' resistances, starting from the least commonly resist to most commonly resist are:

Energy
Electricity
Acid
Cold
Bio
Heat
Mechanical

Would you agree or disagree with this ranking? Doing a write up right now for my FAQ so I'm very interested in hearing your comments and thoughts.

54
General / Question regarding the Noise system
« on: December 25, 2020, 03:33:13 am »
I'm just wondering if the noise article on the wiki is complete/up to date:
https://stygiansoftware.com/wiki/index.php?title=Noise

Specifically - "shoot Electrobolt" = 15, "other - electroshock" = 3, so does this mean the shooter will emit 15 noise center at him/her and the point of impact (if hit) will generate 3 noise?
Taser/Nail bomb/chemhaze grenade/vanishing powder grenade = completely silent at 0 noise?
It also seems to be missing traps trigger from the list - ex: EMP mine noise level when triggered = noise?
The game also play a noise when activating a cloaking device/shield. Is this just for flavor or would there be some low level noise?

Under "other - backup yell" = 20, so this is the NPC hollering for help? How far would 20 noise translate in an open map with no wall? a radius of 10 tiles? 20 tiles?

Would Force Field act as a wall to completely block npc's hollering for help?

Lastly, at 100 noise level does this means TNT explosion will alert the entire map regardless of walls and other obstacles?

55
Builds / Re: The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 19, 2020, 02:43:50 am »
Research on PTC debuff chance already been done and available on the wiki:
https://stygiansoftware.com/wiki/index.php?title=Psycho-temporal_Contraction

Effective skill - Reversion Probability (%)
55 - 60
65 - 58
80 - 54
120 - 43
160 - 32
166 - 30

56
Just FYI, epic games is now giving away Pillars of Eternity: Definitive Edition & Tyranny - Gold Edition by Obsidian Entertainment.

https://www.epicgames.com/store/en-US/free-games

Fallout 1 & 2 were developed by Black Isle. Obsidian Entertainment was found shortly before the closure of Black Isle Studios, by ex-Black Isle employees Feargus Urquhart, Chris Avellone, Chris Parker, Darren Monahan, and Chris Jones. Obsidian also released Fallout New Vegas. Although POE and Tyranny are very different from Underrail I think some of you would probably be interested in getting them for free.

57
God damn it sheepherder ... now I have to add a section within my FAQ dedicated to your meme/joke build, increasing my work load ... *mumble *mumble ... long backlog *incomprehensible muttering* ... curse you ...

*Angry applaud* Good job!

58
Ya, I know they're very good. I just don't like them. They're too good. I like playing specialist builds which try to deal all their damage with the primary weapon I've chosen. With Grenadier especially, every build feels like I'm using my primary weapon to mop up after grenades.
As I said, it's a personal preference, both those feats would be really good with any max DEX build.

Btw, where do you get 186q components? With mercantile, Efreitor Hanna sells up to 169q and Constantine up to 164q. The new Waterways dungeon? Or do you craft in DC?

You can only get Q186 components from DC. Everytime I'm beat the boss I just gather up all the high quality components and transfer them into a super global crafting save for testing purposes.

59
It's always fun to challenge yourself with a meme/joke build. It's just that every well placed frag/HE grenade will save you many, many clicks, protecting you from carpal tunnel syndrome. :)

60
Very interesting build, good work!

After reading your build I was curious if it's better to replace the pistol w/ a SMG

Rapid 5mm Hawker (Q186) LS
Damage 16 -26
Base action point: 13 AP
Range 10 (optimal: 7)
Precision: +10%
Critical chance: 7%
Critical damage bonus: 100%
Magazine capacity: 20

@18 DEX you can get 4AP shot from SMG with base AP cost of 8
Rapid 5mm Jaguar (Q162 <-highest Q I have on hand for this frame, I'm sure Q18x will show comparable damage vs. Hawker) LS
Damage 16 -24
Base action point: 8 AP
Range 9 (optimal: 6)
Precision: +10%
Critical chance: 4%
Critical damage bonus: 100%
Magazine capacity: 30

You lose 1 range, 3% critical chance, 7 initiative, BUT you get cheaper AP shot much much earlier and a free feat slot (no longer need Gunslinger). I'm really surprise w/ your high throwing you did not get Grenadier. Other options are: Exposed weakness/Three-pointer/Decommissioner/Monster slayer/Serial killer.

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