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 - lewis_cb

Pages: 1 [2] 3
16
General / Shattering without Cryogenic Induction possible???
« on: November 19, 2017, 09:12:54 pm »
Hi,

I get I need Cryogenic Induction to shatter after Cryostasis.

But what about Cryoliquid pistols? Do they allow shattering without it? with it?
same condition of hitting for 50% HP or more to shatter?

17
General / Re: feedback about my last build
« on: November 18, 2017, 12:49:55 pm »
Many thanks Destroyor.
Yes. I will soon try this out myself, to see if it would be doable to play it my way.
I already ditched 2 playthroughs midgame. I want to maximise the chances of completing the game this 3rd time.

I decided to make CON3->5 at the cost of PER12->10. I'd like to increase the survivability without dumping a skill for Evasion/Dodge.

Lastly, in your opinion, which 2 feats would you pick earlygame between Conditioning, Power Management, Skinner & Opportunist?

18
General / Re: feedback about my last build
« on: November 17, 2017, 06:14:45 pm »
Wait, both fist/knife and crossbow enemies suffer 125% damage resistance & treshold.
So if I could somehow achieve 60-80% mechanical resistance I would actually resist 75-95% of the dmg? metal armor for those combats? skinner?
Would I get near that by the time I get to the Arena? 35 AP ocassionally might not be that bad

Actually I would like to understand Skinner/crafting better:
If I had Q120 Ancient Rathound leather and Q160 fiber, would I get Q200 Infused Ancient leather? and need:
Tailoring:    0.8*120+0.8*160 = 224 ?
Mechanics:               0.2*160 = 32 ?

Then, would I get Q240 Infused Ancient armor (due to Skinner)?
I couldn't get it clear from Destroyor's encyclopedia.

19
General / Re: feedback about my last build
« on: November 17, 2017, 12:08:28 am »
I checked the probability and you're right, I oversimplified it :( I'll be forced to drop some offensive stuff, damn, I'll think what to leave behind (or ditch it completely).
Thnx for the feedback, you rock !

20
General / Re: feedback about my last build
« on: November 16, 2017, 08:40:04 pm »
Wait, dieing in one turn against Carnifex sounds ridiculous. So in 1 turn he gets to close all the distance and kill you? Dex based with steel gloves..like 7 attacks per turn, raw 150 dmg each?

From what I read, he's mechanical melee dmg, in that case shield only blocks 20% of its normal capacity. Then I am wondering..even if I wear Infused Ancient rathound leather & metal boots & helmet I die? wow that's insane.

Besides, if my initiative is 17 (+1 dex) and his is 29, and roll is -+15, that leaves me with -12, so I win 3/15 of the times and he 11/15 (tie 1/15), meaning ~20% chance for me to start? Dunno if I got it right.

At this point, this build offers little variation, except for additionally sacrifying 2 points of Per into Con (+50HP). This made me even more interested in playing it hehe  :)

21
General / Re: feedback about my last build
« on: November 15, 2017, 07:42:18 pm »
Regarding the psi melee, I agree with what has been said above.
High evasion & shield (and possibly things like Yell, or other debuffs) sounds great when you try to have Tranquility up all the time.
High Con (Survival Instintcs +30% crit chance) & metal armor with Psychosis to get as close as possible to 100% chance.

My 2 cents as a str-will-con psier. Superslam, Critical Power & Heavyweight sounds like fun melee crits to me !
http://underrail.info.tm/build/?AwGloJgVhBGUDMIkE5lxk8Y4Jt7ADlh1FjzggHYcUl4AWXGcligkQ5JBnphgGwgBJKjEJNCMFNKEou8CHGD1gUIA
Conditioning, Juggernaut & Stoicism with metal armor so that enemies mostly do scratches to you. No Premeditation tho...

22
General / Re: feedback about my last build
« on: November 15, 2017, 07:29:29 pm »
I think you are too weak in defense.
Sure you have many options when going first, but your initiative is poor, your health is very poor and no evasion or armor.

I predict that you will have to save and reload a lot, when you get surprised, get an unlucky initiative roll, step on a mine, get a grenade thrown at you, screw up your movement etc...

With such a character you need to be ok with seeing the death screen a lot.

Having high Electronics but low Evasion & HP (Psi-Empathy too), would Power Management instead of Tranquility help significatively? Midgame onwards.
+35% shield HP sounds way better than 125 Evasion or a few points in Con (which I can't spare).
Skinner instead of Opportunist is another option, but I can't estimate how good that improvement is, and Opportunist sounds amazing with all this CC.

23
General / Re: feedback about my last build
« on: November 13, 2017, 07:06:17 pm »
That's pretty pretty nice. Thnx for the pic !

24
General / Re: feedback about my last build
« on: November 12, 2017, 07:37:37 pm »
I gave it another thought, and realising acib blob pistol would trigger Deadly Snares (and corrode armor), came to an even thinner spread build:
http://underrail.info.tm/build/?AwGloJgVhBmEAcdkEYIhaA7BtiBsGsM4YIALKafiiAJzoMhbyzxMqzqifdmRxW5OEnLpy8ckiiEaIfPCwwshBLUyE0CIA

Attributes:
Str:  3
Dex: 7->8      @lvl12 (9 with Eel sandwich)
Agi:  3
Con: 3
Per:  10->12  @lvl4,8
Will: 8->10    @lvl16,20
Int:  6->7      @lvl24

Feats:
1:   Opportunist
1:   Marksman
2:   Tranquility
4:   Thermodynamicity
6:   Premeditation
8:   Special Tactics
10: Ambush
12: Fatal throw
14: Critical Power
16: Deadly Snares
18: Elemental Bolts
20: Locus of Control
22: Quick Tinkering
24: Bowyer

Offensive all-in, CC machine. Reliable flashbangs (tranquilising bolt if few enemies) and incendiary grenades (or incendiary bolts) for Special Tactics and Ambush respectively. Quick tinkering for melees or for placing mines near the crowd then throw some fireworks. Having 3 sources now (Ambush with good Stealth gear, acid pistols and traps), it should be more realistic to assume I'll be critically hitting quite often.

12 Per instead of 16 however, but CC & Ambush should solve the precision issue. Fatal Throw for that neat execution + 3 AP so that you can shoot 3 times with a 17AP cyclon. No Psychokynesis  since shock bolts should do the job for less AP.

I won't craft Spirit Poison but saved ~40 skill points, much needed elsewhere. No lockpicking/hacking/evasion (tailoring/electronics could be removed but I feel like they are overall better options). I should still be able to try the cool guns, just for fun. A SMG wouldn't be that bad for situations where acid pistol is not needed due to the other 2 sources.

Any thoughts about it?  :)


-Would you pick Pyromaniac instead of Thermodynamicity?
-Is Thermodynamicity AP reduction applied before Tranquility (e.g. Cryostasis for free) or the other way around (Cryostasis for 2 AP)?


And btw I don't know if I should wait for the expansion or the patch prior to it... :-\

25
General / Re: Deadly Snears Q
« on: November 10, 2017, 07:02:50 pm »
That's pretty neat! thnx

26
General / Re: Deadly Snears Q
« on: November 09, 2017, 10:36:50 pm »
Do acid blob pistols apply when they entangle the target? Just wondering about that combo possibility

27
General / Re: feedback about my last build
« on: November 04, 2017, 07:41:23 pm »
Oh,
I see now, whenever these weapons make reference to a % percentage it means it will take the total and thus all the modifiers into account.
Whenever I see fixed values then these are isolated (except for special bolts as you say).
Many thanks Epeli! :)

28
General / Re: feedback about my last build
« on: November 04, 2017, 09:17:27 am »
Wait, does critical nowadays also affect elemental damage of e.g. electrical knifes or shock round SMGs, not only special bolts?

29
General / Re: feedback about my last build
« on: November 02, 2017, 06:53:08 pm »
http://www.underrail.com/wiki/index.php?title=Crossbow_Parts:_Cyclon
http://www.underrail.com/wiki/index.php?title=Crossbow_Parts:_Zephyr

Most dynamic components have quality scaling tables on their wiki pages, at this point only firearms and melee weapons are missing. Gotta get all their formulas and figure out where to put all that info. Maybe on blueprint pages. I'll get to it eventually.

edit:
Nooothing! Well, that used to be the case for the longest time. Crit multiplier applies nowadays. And Elemental Bolts too.

Hi,
I too thank your help a lot Epeli. The wiki makes planning really easy and pleasant. It's superb.
So from what you say I understand I should expect ~Q120 damage for Cyclon/Zephyr, about 39'5/44.
W.r.t. the formula, the crossbow skill multiplier (mXBOW) shouldn't apply to the elemental bolt dmg:

DMG_10AP = 1.25 * mAP * ((1-pCrit)+pCrit*mCrit) *  [mXBOW*dmgBASE + 2*dmgELEM] = 570

It sounds fair considering how much CC you can get from it.

Given that this is 7.62mm damage calculation, perhaps it should account for the special bullet - micro shrapnel as well?
Yeah, that would make it perhaps 50% more? But then at that point I don't know if you would be resorting to W2C bullets  :-\

30
General / Re: feedback about my last build
« on: November 01, 2017, 11:08:23 pm »
Not to mention that having all those stars alligned brings plenty of light for Ambush to trigger. Should respec more points into Stealth :P

To complete the theorycrafting, could I ask you about typical endgame Cyclon/Zephyr damage?
This formula looks trickier, since I don't know which multipliers applies to the elemental damage. I reckon for the Cyclon:

mXBOW = 1+(0.5*XBOW/71.5)
dmgBASE: is the weapon base damage
dmgELEM: is the special bolt elemental damage

DMG_10AP = 1.25 * mAP   * ((1-pCrit)+pCrit*mCrit) * mXBOW * [dmgBASE + 2*dmgELEM]
DMG_10AP = 1.25 * 10/17 *              4                    * 2.83      * [2*23        + 2*40          ]

DMG_10AP = 1200 1050 ;D lol

Pages: 1 [2] 3