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Messages - Bruno

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121
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 13, 2019, 04:28:48 pm »
What difficulty are you playing at?
Hard, oddity.

122
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 13, 2019, 02:59:00 pm »
Right now I play a Sniper. The hit % of Snipe is usually in the 80-95% range. It is cool. I aim to hit, but always have a backup plan for misses. No reloads. Plan where to retreat for the next shots, where to place strategic bear traps before combat. Open vents to have alternate escape routes. Have a taser or quick tinkered trap ready for emergencies. Use sound to lure enemies out into advantageous environment. Etc etc...

I think this is fun, personal opinion. I totally respect other views. The element of risk adds something good. 100% hit chance for a sniper rifle would mean you could always know you delete one enemy of choice, no risk. It would be nice, but knowing you miss 1/20 times means you got to have a plan, a way out. Good times.

123
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 11, 2019, 05:04:53 pm »
I think it is very sensible from a gameplay perspective to have a fortitude check against taser stun.

If the taser was a 100% foolproof way of stunning someone at close range it would be invaluable. You could include a taser in almost any build as either an offensive tool or a defensive failsafe, with no risk at all. The small element of risk is good.

124
General / Re: Snipe feat, how does it work?
« on: March 10, 2019, 09:40:17 pm »
Out of curiosity, how did you get Snipe feat with only 10 Stealth? Just edited character for testing?
Oh, I did not, I even do not know how to edit a character. I simply type too fast :/ it should be 50 (110). I have corrected my post.

But to your explanation, you are right that I was confused!  :)

A little bit more on the topic of wording, bonus and damage formulas.
Technically snipe, crits and other damage modifiers behave the same way, much like TheAverageGortsby put it - they're all just decimal multipliers to base damage. The basic damage formula is something like baseDamage * skillMod * passiveMods * critMod * specialAttackMod, with snipe's damage modifier being just one of the many passive modifiers.

The displayed crit damage bonus values are called just that because the numbers don't include the base multiplier of 1, only the bonus part that exceeds the base 100%. So if you have, say, 123% crit damage bonus, then critMod = 1.0 + 1.23.
Thanks for the explanation, I guess the difference between displayed ingame critical damage modifier and diaplayed snipe damage modifier confused me.
Also, I like randomly testing stuff.

Now that I understand more about how the formula structure, with decimal multipliers, I get why they are displayed as such.

125
General / Re: Snipe feat, how does it work?
« on: March 10, 2019, 02:02:56 pm »
Notice that it says that the bonus damage from stealth is "per skill point" not based on effective skill.  That may help make it clearer for you. (epeli corrects this, below)

edit: oops, sorry, first part of your question, too.  326% is the correct number for your bonus damage.  The "bonus damage" is what's on top of 225% from your stealth.

You can probably test this out on the target dummies in SGS lvl2 and see the numbers for yourself. Save, fire off a dozen rounds or so, and you should see you're doing (base damage * skill damage modifier * 3.26) - give or take a little for additional modifiers.
I have tested this in the SGS target range now, for science!
Sniped the target 30 times, recorded the result.

Edit: Summary/conclusion:
Snipe does not work like a critical hit. The total Snipe % as shown in the tooltip is a direct adjustment of the regular damage, not extra damage on top like a crit. For example: 300% snipe damage means triple damage, plain and simple.
(This paragraph in the wiki: "0.2.0.1 - fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage" does not make any sense. There is no bonus damage.)

Info:
Guns skill: 50 (75)
Stealth skill: 50 (110)
12.7mm Harbinger Bipod, damage 63-95, skill adjusted damage: 96-143
Snipe damage as given by in-game tooltip = 335%
(So feat description is correct, 225% + 110% (effective stealth skill) = 335%)

Expected snipe damage if formula is normal damage * 335% =
322 - 481 (average 402)

Expected snipe damage if formula is normal damage + 335% extra damage (like a critical hit) =
419 - 625 (average 522)

Result:
452   395   465
455   398   405
425   361   388
351   469   479
462   358   368
469   375   398
378   345   358
455   368   345
381   335   341
331   455   361
      
low   331   
high   479   
avg   398   

Normal damage * 335% = 322 - 481 (average 402) seems correct.

126
General / Snipe feat, how does it work?
« on: March 09, 2019, 09:37:45 pm »
Good afternoon gentlemen

Playing a sniper with pistol backup, I relalize I am confused about how the Snipe feat works:

***
Wiki:

Snipe
Grants you a special attack with a crossbow or a sniper rifle that deals 225% weapon damage plus additional 1% damage per stealth skill point. Can only be used in stealth. This attack cannot critically hit.

History
0.2.0.3 - fixed feat description
0.2.0.1 - fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
0.1.14.0 - perception requirement increased from 8 to 10
0.1.8.0 - increased the base damage bonus from 100% to 125%
0.1.5.0 - can no longer critically hit
0.1.4.0 - feat introduced
***

I wonder if the info in bold from the 0.2.0.1 is correct?
The feat in my case shows "A special attack that deals 326% damage" when I hover the mouse over it.
I have 101 effective stealth, so that is 225% + 1%/stealth point (not 1,5%).
Also, it doesnt say 326% bonus damage, so it seems like it works different and poorer than critical hits, and 326% is the actual damage.


-What is correct here, 326% actual damage or 100% base damage + 326% bonus damage = 426% actual damage??
(The feat description says nothing about bonus damage either)

-And what is up with the 1.5% per stealth point from the history log, this does not seem to be the case. It was reversed again?

Thank you

127
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 08, 2019, 06:33:05 pm »
Is it possible to save the stun from electrokinesis (excluding thick skull)?

128
Suggestions / Re: Feats and items improvements
« on: February 16, 2019, 11:14:43 am »
Oh about burglar, it has a better use now (or rather is not completely useless), because security cameras react to stealing and hacking.

Tested in SGS, hacking the doors in the private quarter is impossible without the Burglar feat, you got to do it in one second or camera will spot you.

Granted the usefulness is not exactly mindblowing, but it is something.

129
Suggestions / Re: Feats and items improvements
« on: February 15, 2019, 07:30:25 pm »
So uh, anyone actually use the Clothier feat?

Seems to me like the ability to make an extra pretty pink dress is somewhat wasted in Underrail.

130
General / Re: Skill/Stat Breakpoints?
« on: February 12, 2019, 07:39:44 pm »
Thanks, the Steam guide is very comprehensive. One other thing I wanted to ask is if builds without defensive stats are viable? The original build I'd seen put no points in dodge/evasion and seemingly relied on tactical vests + mobility + quickly killing enemies in order to avoid damage, though it was several years old, is this approach still viable or would it likely lead to getting mulched later in the game?
It depends how you want to play, and what difficulty.
If you have no defensive skills and 3 constitution, you will probably die quite a few times. Especially when you are learning the game. If you play on Hard difficulty, you will die quite a lot. If you dont mind reloading from time to time and trying a different approach when you die, you could live with being a glass cannon. For a more careful approach with as few reloads as possible, you will need some kind of defense to avoid too many reloads.

Stealth+mobility+good alpha strike will work well normally to keep you alive, and is also a fun way to play. But some times you are placed in a situation where stealth is unavailable, like dialogue-initiated combat, being bumped out of stealth by a critter, or simply screwing up your timing. Then you have to rely on having good enough initiative to go first.

Another danger to a fragile character are explosives. Even with good perception you will probably step on the occational landmine. If you have 3 constitution, play on Hard mode (halves HP!) and no Evasion skill (defends against explosions) = instant reload. The same applies if an enemy manages to throw a decent handgrenade in your face.

And a final danger to all characters are enemies with good stealth, you generally need to be of high level (affects detection) to see them before they see you, unless you go all in on stealth and detection from the start. Then they will be the ones to perform the alpha strike on your poor unprotected flesh, and unless you know there are stealthy dangers you will probably have a fatal experience.

For a stealthy spec ops kind of guy, I'd max out the evasion skill, taking the Paranoia feat, and maybe also Nimble. That would help a lot with the above mentioned dangers.

131
General / Re: Sentry Bots and 200% threshold insulated vest
« on: February 10, 2019, 05:48:32 pm »
Having a vest with or without an armor plate makes all the difference.

A vest without armor can have only a small armor penalty like 10%, and something like 3-5 threshold, meaning 9-15 bullet damage stopped. Good for stealth.

A vest with armor will have much higher armor penalty, like 60%, But vastly better mechanical threshold, for example 16-20. Meaning you cant really do stealth, but will ignore 48-60 bullet damage, sentry bots will not even tickle you.

132
General / Re: Eviscerate and Cut-Throat any good?
« on: February 09, 2019, 08:37:23 pm »
The only downside I've found is that since you must be directly behind the opponent to even attempt it, I've already come up against a couple of foes (including [suspicious]Rathound King[/suspicious], for instance) who don't wander around & are always standing with their back against an object.
I like the noise mechanic a lot, it makes for interesting tactics when you are stealthy. When you throw a grenade for example, enemies will go to investigate.

So you can stay out of sight of a group of foes, enter turn based mode, throw a grenade, then move away from the blast and enter stealth. You can then exit turn-based mode if you like, as you are not sighted and not in combat. Nearby humans or other entities will move towards the sound, preferably into a well-prepared trap-/minefield, with zero risk to you.

The same mechanic could be used to make someone like the Rathound King move away from safety so you can cut his throat.

133
General / Re: Eviscerate and Cut-Throat any good?
« on: February 09, 2019, 06:30:57 pm »
Cut-Throat:

High AP cost for taking out one guy for many turns.
Never took it because many hits means more movement points from Fancy Footwork, and chances for Cheap Shots to incapacitate.

Only interesting effect is that your first hit from stealth will halve the enemys dodge rating, so is much easier to hit with. This means you can take out the most dodgy/fast enemy in one swing.

EDIT:
Oh, by the way, one factor that would make Cut-Throat (and also Execute, for guns) more desireable is if the +[1-20] damage bonus from Expertise is also multiplied, and not added on top. Does anyone know if this is the case?

134
General / Re: Underrail wiki?
« on: February 07, 2019, 10:26:43 pm »
Hi, the wiki is a fantastic source of information, thanks for all the hard work.

There is a small error about the Rapid Reloader mod for firearms.
The wiki states that it "does not work with other barrel enhancements", but you can use it freely with silencer, muzzle brake.

I guess the wiki should be corrected, as the loading of a firearm does not happen in the barrel end, so the Rapid Reloader is not a barrel component.

135
Bugs / Re: Newly added hard mode enemies not behaving right
« on: February 03, 2019, 04:11:55 pm »
The same issue applies to the Ironhead Commando in the "first" group of Ironheads located southeast of the SGS metro station.

His guard waypoint is apparently not set.

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