Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - destroyor

Pages: 1 2 3 [4] 5 6 ... 32
46
General / Re: Ferryman with low int
« on: October 29, 2021, 11:41:41 pm »
Keep in mind Drag n Drop bar is not guarantee to spawn in every game. If you are a INT3 char in a non Drag n Drop game you won't be able to get Philosophy.
you should search better

https://stygiansoftware.com/wiki/index.php?title=Drag_%27n%27_Drop
Despite being a random location, Drag 'n' Drop will be present in all playthroughs, but can appear in different places.

If you know otherwise, do tell.

47
General / Re: Ferryman with low int
« on: October 29, 2021, 04:28:53 am »
Keep in mind Drag n Drop bar is not guarantee to spawn in every game. If you are a INT3 char in a non Drag n Drop game you won't be able to get Philosophy.

48
Builds / Re: Feat Priority List (Feedback requested)
« on: August 07, 2021, 06:10:06 pm »
You need a giant preface at the very front of this list to stress the fact this list is just speaking in very general terms and most of the time a feat can't be evaluated in isolation. Case in point - conditioning is hot garbage by itself, but it's a very good feat if you combined it w/ other feats, food and gears to stack damage reduction for a very specific type of build.

There are other feats that are also up to personal opinion, case in point -  I considered Barrel Stare and Gun Fu both top tier feats while others disagree:

Quote from: ShoggothWhisperer
Gun Fu-down to priority 3- You need to be in melee range for the feat to apply, and you get a max of 64 extra guns skill at level 30. It bets you more damage more consistently to take blindsiding.

Barrel stare-down to 3- mutually exclusive effect with leading shot that only works at point blank, better to stay out of melee range and use leading shot.

These melee range gun feats are highly effective when you combine them w/ Hit and Run + high MP build. First, Gun-Fu and Blindsiding are not mutually exclusive. Second, let's looking at the extreme side of things: at 16 PER and 160 base Gun skills = 323 effective and 64 extra Gun skills is just slightly below 20% which isn't insignificant so I don't get the hate. Gun-Fu use case are for high DEX max melee skill Versatility (usually un-spec as those spec points are more effective elsewhere) gun build, translation: 210 effective Gun skill, Gun-Fu adding 64 on top meaning a 30% increase, showing good value.

edit: Just dig out my Gun-Fu char build file - it actually add 96 Guns skill (18 DEX, max melee, 3 PER, 70 base Guns = 210 effective Guns skills, 4 spec points on Gun-Fu. Final result is 96/210 = 45% increase. Also note the 4 spec point on Gun-Fu is more effective compare to spec in Versatility)

Barrel Stare, again imho not mutually exclusive w/ Leading Shot but should be treated as an additional angle of attack when using shotgun. There's nothing stopping you from using Leading shot when you are far away and Barrel Stare for max damage whenever you get the chance. It's fine if you don't want this additional angle of attack, but you can't say this feat is low value when it's not.

Improved unarmed combat-up is obviously only good when you are fighting bare fist but it's garbage for every other build. All in all there are just way too much work adding in enough details and explanations to make this type of list useful. I applaud OP for trying tho as no way in hell I'm up for it. :D


49
Bugs / Bullet Time can't be activated when immobilize/riding jetski
« on: August 07, 2021, 05:45:15 pm »
As title - first notice this while under Acidic Entanglements, same thing later while riding jetski. Just wondering if this is a bug or intended. If this is intended, why? Seems to penalized this feat under very specific conditions for no reason?

50
Builds / Re: Batman Build !
« on: January 23, 2021, 04:47:11 am »
Just want to comment Batman usually fight bare hand, use a lot of gadgets, intimidate and psyche/out think his opponents. If you really want to role play as rich boy in Underrail, the obvious route would be a bare fist build, use lots of combat utilities (throwing knives as batarang, flashbang, chemhaze nades, etc), obviously takes Intimidation skills (and Yell) + maybe TC: CC only - frighten, enrage, mental breakdown, Neurovisual Disruption) but not using any direct damage abilities (NO, bilocation, Psi-cognitive Interruption) as a "regular" peak human w/o super power is his thing.

51
General / Re: Post-nerf sniper rifle
« on: January 21, 2021, 02:13:15 am »
Feels like this is a gimping of the base game so that people have to buy the expansion for stuff like Shooting Spree and Temporal Manipulation.

I'm not falling for this.

Well game developer's goal is to make money selling games. Shooting Spree and TM are add-on and not a direct nerf to the base game. I think even if that was the intention (not saying that it is) it's acceptable and fully justified.

52
While I agree Snooping isn't really a good feat I don't think it's the most worthless feat in the game when we have:

Perfect Scattering <- the most worthless feat in the game
Ninja Looter <- you don't need it for more loot, just pump pickpocketing skill
Burglar <- just pump stealth skill/gear instead of wasting a feat slot
Tempered: Heat <- CON 12 requirement is just too high
Tempered: Acid <- see above
Tempered: Cold <- see above
Tempered: Electricity <- see above

53
Builds / Re: Force Emission based puncher?
« on: January 16, 2021, 09:42:07 pm »
I think Force Emissions work quite well with Unarmed, but I wouldn't use it with Combat Gloves, because as you said, the damage from Pneumatic gloves completely overshadows the damage from Force Emissions. Combat gloves can max DEX and ignore STR, only losing Heavy Punch/Wrestling/Bone Breaker.
Unarmed on the other hand, needs the multiplicative damage bonus from STR and Force Emissions, because it has fewer ways to increase it's damage output, plus the base damage is fairly low. It can then get just enough DEX to reach 4 AP or 5 AP attacks.

I never played a bare fist char before but I'll take your word for it.

54
Builds / Re: Force Emission based puncher?
« on: January 16, 2021, 05:31:58 am »
Damage from Force Emission cannot crit and is based on effective Psychokinesis so you won't be able to get them higher than what you see in the video unless you spec into WIL/STR but you can't because you need them for DEX. When you use Pneumatic Leather Gloves the damage is higher per hit vs. bare fist. If you build critical chance and critical damage bonus as high as possible the damage differences are even higher. Factor in critical Pneumatic strike damage and you'll discover Force Emission damage are too low and not needed. After watching the video I'm even more convince than before you are better off saving those psi points to cast CC psi abilities.

55
Builds / Re: Force Emission based puncher?
« on: January 15, 2021, 04:51:14 am »

Never played with force emission myself but here is our friend Sheepherder : https://www.youtube.com/watch?v=YDR43ASOrVU&t=350s

I'm planning to try a 10 will fist weapon dude with psychokinesis and TC some day, don't know if it will be good but could be worth the try.

Look at the combat log - everything I said pretty much happened in the video. He was playing a bare fist unarmed build meaning the lowest possible melee damage and even so you can see force emission damage is an order of magnitude lower.

56
General / Re: Post-nerf sniper rifle
« on: January 15, 2021, 03:37:28 am »
Well unarmed, at least leather fist, didn't really get nerfed but more like being targeted in expedition. Almost all DLC enemies are highly resistance to leather fist damage due to their high mechanical resistance.

57
Builds / Re: Force Emission based puncher?
« on: January 14, 2021, 04:09:59 am »
I'm just going to copy and paste what I wrote in my FAQ:

Force Emission - some people swear by it when playing psi monk. I think it's garbage:

    While the raw damage on paper could be significant, its damage is a new separate mechanical attack that's roll individually against enemies' mechanical resist/threshold which will usually vastly decrease its effective damage.
    You can get as low as 4 action point per attack if you have high DEX. If you use Force Emission every hit it'll rapidly drains your psi points, leaving you unable to cast other psi abilities when you need them.

Garbage, even for psi monk, don't waste your slot. If you want to try planning a build around it w/ Force User and Telekinetic Proxy, create a new manual save file before the attempt, just in case you want to roll back your char.

I would love to be proven wrong on this one so I'll be very interested for any pro Force Emission argument/comment.

58
Builds / Re: Another Stumped N00b Thread
« on: January 10, 2021, 05:24:10 pm »
What would you recommend for a complete noob in Underrail that's simple and reliable to experience most of the content and understand the game?

Use Koveras' Assault Rifle / Thought Control hybrid
https://stygiansoftware.com/forums/index.php?topic=6057.0

For everything else, use my in-depth FAQ:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

59
Builds / Re: Assault Rifle / Thought Control hybrid
« on: January 09, 2021, 12:33:33 am »
Mental Breakdown for double NO damage. Enrage is another good choice if there's a boss type enemy on the map.

60
General / Re: Post-nerf sniper rifle
« on: January 03, 2021, 10:07:22 pm »
Sniper Rifles are now Shooting Spree Rifles. Spec into Shooting Spree, get crit chance to 100% and grab a Spearhead.
On the first turn, kill 4 or sometimes 5 things (2 shots from Shooting Spree, 2 more from 70 AP and sometimes 1 more if Rapid Reloader procs). Use Limited Temporal Increment (if 4 kills) and next turn Shooting Spree is off cooldown! Repeat!

Yeah pretty much that - Sniper char can even do fine w/ no sidearm. Underrail Sniper now plays like an elephant gun and crossbow now plays more in the spirit of the classic sniper trope - feels weird.

Pages: 1 2 3 [4] 5 6 ... 32