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Messages - cypherusuh

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211
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 06:10:07 pm »
"Cold Weapons" means any non-firearm source. Serrated blades and bear trap works for that. It helps increasing your damage around end-game, also negates most of the healer. Keep in mind that later, the enemies will use advanced hypo, which usually heals them back to full.

Grenadier is amazing if you pick hybrid. With Limited Temporal Increment, your grenade only has 1 turn cool down! It's basically guaranteed kill for grouped enemies, since grenade with appropriate tier usually damages at least 50% of their hp. Lure them, wait in corner with Force Field (3 turn with Force User!), everyone waiting outside of FF, back up, throw grenade + flashbang + LTI, throw grenade next turn. It's basically the ultimate cheese way to kill anything.

I would honestly pick CON. 60 evasion is not that good. You could get up to 65 Eva/dodge from high quality infused great siphoner. The reason I was recommending expert sprint, is because of evasion and dodge. You have to do that if you wanna rely on it, and there's a lot more better option (such as utilizing FF which negate any hit opportunity altogether).
I always run on 3 CON unless I missed being a tank. With proper armor, you'll rarely got "1-shotted". Ofc it's very possible, almost guaranteed to, getting killed in 1 turn if you don't "gitgud" on combat strategy. But as long as you're often pressing that F5 button, it should be fine. And if it's impossible, you could retreat pre-combat and return after gearing up.
Tanky build also has its disadvantages, it's quite expensive to heal up to max. Very bothersome if you have OCD seen your health in 84% or waiting minutes to get it regen from 90%. I usually pick Doctor on high CON build, waiting 1 minute for hypo cooldown on hard+ sucks, better just eat some bandages after battle.

As for your new build plan, everything seems good. If you wanna min-max a bit, 62 effective persuasion + Jkk uniform + Heartbreaker boots + underpie could get you to 110 at DC check. Persuasion sometimes requires 4-5 points to break certain number, so it might helps. I also recommend not to max evasion from the start. Prioritize crafting first, then put evasion if you have leftover.

212
Builds / Re: I wanna do a build that's like a Starcraft Ghost
« on: November 26, 2019, 04:27:14 pm »
Pro tip: you can set up ambush with telekinetic proxy.
Is this for real? It'll make setting up Ambush much more easier and reliable than (((90% hit chance))) with high throwing flares

213
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 26, 2019, 04:21:37 pm »
Pure pistoleer requires high dex, which increased subterfuge skills, so picking trap is pretty good choice.
You could go hybrid, can't really go wrong nowadays. Only need 55 TM to get psi haste and you could also pick 45 Psychokinesis for Electro Imprint

For base stats, 16 Dex should be your target to make Chem pistol cost 16 AP, which allows you to shoot 3x, or at minimum 11 Dex for 2 shot + point shot (refer to this for AP table)
https://www.underrail.com/wiki/index.php?title=Dexterity
You could go "hybrid" by abusing Versatility. Max Dex (16 + 2 veteran + food buff), then max melee. It'll gives quite a lot of Gun skill without too many perception investment. Although you still need 6 Per for feats.
I also recommend at least 6 INT for Premeditation, it's an auto pick whenever you pick Psi.
The rest is up to you. 6 Agi is nice for sprint and boost your stealth a bit, more CON is also good for new players, but 3 CON is very doable.

For crafting skills, just follow Dominating-viable build around here. Most of them are quite optimized. Or refer to that In-Depth FAQ Steam post for skills hard cap.
With very high Dex, you could probably run max Throwing, too. Three-pointer is really good, and with your high effective skills, it will be much more reliable to 1-shot stuff

214
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 05:51:47 am »
Tbh your build could works just fine, although I recommend to reduce dodge to 40 and take Uncanny Dodge, while making evasion as dumping skill, just don't rely on it for defense. Also with nimble, don't forget that you're able to equip TacVest and Riot Gear, when you need some extra defense
And as I said on my previous post, Interloper only increased your stealth move speed very slightly (45% - > 30%) and 15 MP is practically nothing unless you have Quick Tinkering to put bear trap right behind you

215
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 05:48:29 am »
This is my Force User psi monk build, played it until around lv 18 then dropped because the build is too strong imo (tested on hard, capable to clear Ironheads base in 3-4 turn each screen)
http://underrail.info.tm/build/?HgMMCAUDBwYAMADCoCjCoEpLMQAAVmQANVQAwqAANykARyskT1AgFCoTFsKHEjwHQgxBwrIo4p-EAeKfhQXiorUC4qalAuKopgXfvw
Maybe you could take some inspiration from it.

It is necessary to go that hard if you wanna go for dodge/Eva. It's one of the shittiest skill in the game, it's so bad because you have to essentially has more skills than your opponent to make it worth it, even then, it's only like 50% miss, or even worse.
For dodge, deflection and Uncanny Dodge usually good enough from just 40 Dodge, as you'll have enough guaranteed melee dodge (even then, it's rarely happen if you know how to utilize psychokinesis stalling tactics), so you just need to max evasion.Eva is still kinda shit, but at the very least, high evasion reduced AoE damage significantly, you won't need to worry about mines and grenadier (need 350 Eva to reduce explosion by 85%)

As for feat, I'd drop Interloper, dirty kick, fancy footwork, escape artist. Take sprint, expert sprint, Blitz, Veteran Agi
If you need some stun, taser is much better than dirty kick. Just makes sure to stock 2-3 very low quality Electroshock Generator (<q20), since it would be hard, if not impossible, to get that low after you done drill parts quest. Higher quality consumes more energy, and it doesnt scale stun duration, while the damage is still crap even with q160

216
Builds / Re: Really wish occulus would sell more vanishing powders(or a bp)
« on: November 26, 2019, 05:22:37 am »
Pretty decent build posting

217
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 26, 2019, 02:38:51 am »
Sorry for long necro.
I've been trying to get into crossbow, and it seems that I don't know the optimal gameplay early on. I got my ass handed to me even at the very first rathound encounter and ended up not using any crossbow and cheese them all with bear traps and grenade, same with the psi beetle (skipped the 2 outside of building). How do you restock Elemental bolts, since it seems to be the main ammo on this build? I've seen so few ingredients like gasoline n stuff and I usually deplete it very fast.
Also, how to get 95% hit chance early on? Do I have to craft scoped ASAP? Max crossbow and 10 Per usually land me on 80% ish. Spamming flare to negate darkness maybe?

218
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 02:29:24 am »
Imo, if you wanna max dodge and evasion, you HAVE to min-max around it, else it won't be that good. Which means, you have to have high Agi and great siphoner sets. Fortunately, it's very possible to have high Agi on psi monk, you could go  10 Agi 10 Dex 6 INT. You have 2 extra base stats point which you could put on CON, WILL, or INT.
Then you just go 14 dex and 12 Agi. For specialization, pick Increased Agi, then Expert Sprint.
Alternatively, you could go 11 agi, 5 Will + 1, then wear Tchortist noble robe so you could interact with most skill checks.

Skill-wise, your mercantile and persuasion are over-capped. 105 mercantile and 110 persuasion is the max needed. You could get massive persuasion bonus from Heartbreakers leather or Jkk gear, while Hypercerebrix +2 INT also affects mercantile. And don't forget Underpie, it could saves you some point on very rare case of capped skill check, on both social and lock/hack.

You also need 70 Biology to craft int drug, and i recommend to not depend on crafting bonuses for biology and chemistry, since you won't get any crafting bonus and no additional stockpile to craft int drug nor underpie in DC

Haste specialization is incredibly bad, you'd better off put 5 on Critical power, or better yet, 2 Premeditation (which should be an autopick, first 2 spec point, if you have that feat due to insanely good bonus)

You could refer to many psi monk thread on lots of other optimizations

219
General / Re: Anyway to get a jetski before starting the expedition?
« on: November 26, 2019, 02:15:15 am »
It would be much easier to just start expedition. For the first raid event, just buy as many bear traps as you can around Underrail, and lay them all, and i mean quite literally, on every single tile on that map. If you have trap skills or have high enough Mechanics, lay some mines with the help of Jackknife and trapper belt

220
General / Re: Explain Shotgun Spread
« on: November 25, 2019, 06:58:26 pm »
If you have 7 or more STR, AR works quite well. Although AR actually much more powerful than sniper in most case. due to Commando feat' free burst attack, it's better to use 2 AR.
If you have less than 7,SMG works well, same with pistols. You could use Chemical pistol + Cooked Shot feat to deal AoE attack with a chance to entangle/freeze/ignite enemies, or energy pistol + Practical Physicists to deal really high critical damage
If you still want to dabble with shotgun, just pick Leading Shot and Sixth Shell at the very least. Although Pellet Mayhem and Fragmented Chaos is also good

221
Bugs / Field Marsh omega lag
« on: November 25, 2019, 01:22:38 pm »
Or is it just me? On vanilla, I never got any lag, even with 10x speedhack. But after visiting that place, it lags to the point of 1 frame per 10 seconds. And it took 40-50 seconds to save the game. It kinda relaxed abit around south of LemCo but it goes worse again while I exploring Pirate Base
I had no problem around horticulture, even with my screen full of Locust
I have 4GB ram, does the game suddenly need more than that?
Also, does the number of save file affects loading time? Game startup took ~4 minutes now compared to the "usual" ~1 minute

222
General / Re: Explain Shotgun Spread
« on: November 25, 2019, 01:41:37 am »
I'm not Epeli or dev team that knows actual mechanic, but it seems that each pellet has their own accuracy. If it missed the main target, it'll choose random target on its cone radius, calculate the accuracy based off New range percentage, and the rest is as usual.
Shotgun has really bad accuracy and it's capped at 80%. Leading shot will gives you much better accuracy on 2-tile range or more, while barrel stare requires you to shoot on 1 tile range (melee), which removes Leading Shot bonus and makes the accuracy, usually, a lot worse.
You can help the accuracy a bit by taze, flashbang, or trapping enemies, which reduced their evasion
As for lower damage, makes sure you choose the correct bullet. Check on the Combat Log on how many damage resisted each pellets. Imo don't use 12p, it offers nothing much compared to 6p or 20p. Only use 3p on bosses, since it's quite heavy and expensive.
The general rule of thumb for armor is, most animal other than closed psi beetle, and leather armor bandits / stalkers / lurker : 20p, while the rest is 6p. 3p is good against anything, but recommended for very heavy armor guys, such as protectorate or end-game robots

223
General / Re: Skinner and gun nuts in 2019
« on: November 25, 2019, 01:31:03 am »
So I guess there's few incentive to run with 7 INT, other than Bowyer and scientist build. And since there's drug that increased INT, running as low as 5 int is still good enough for crafting in general

224
Scale it to "gain additional stack every 6 dex after 7", which makes it possible to get 3 stack if the build dedicated to max dex + food

225
General / Skinner and gun nuts in 2019
« on: November 24, 2019, 06:29:20 am »
Is it actually worth to take it? I didn't see any significant difference, outside of the "secondary" effects from infused leather, and even that doesn't really affect so much. Is it only worth to take after securing near-max quality leather and SuperSteel
Same with gun nuts, is it worth to auto pick it on crafter build, or its only good enough for sniper and shotgun?

Also little off-topic, is there any nerf on durability usage? It seems that I used more repair kits than before (I.e that free 44 hammerer already broke around hopper quest vs near junkyard before) or is it simply because of more critters along the way

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