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.


Topics - Anka

Pages: 1 [2] 3
16
Builds / Titan Boxer Build [Heavyweight]
« on: August 01, 2021, 02:07:48 am »
Punching builds have been a thing since release, being incredibly versatile and strong in their multiple variations, but so far I have never seen discussions or even mentions on a very very strong feat one can build your boxing bu- erm…character around, and that is Heavyweight.

Heavyweight tremendously weaponizes your Armor Penalty (AP) by turning it into Critical Damage Bonus for your fist attacks without any kind of fall-off, so naturally, this guide will maximize both AP and Critical Chance for unstoppable tanking and titanic onslaught.

The bare basics

We will wear the most heavy and sturdy pieces of gear in the game to obtain the highest possible AP, capitalizing on our mighty damage resistance and threshold to face tank everything* while our punches deal up to 300 damage.

I will be suggesting and using Survival Instincts for this build, a feat that forces one to play under a sliver of health for greatly enhanced crit chance, however we aren’t some punny glassy cannon, because our our incredible defences and actual maximum amount of health points (more than 600 HP at full health), we can play around each encounter differently, as we can simply “overheal” past the threshold where Survival Instincts is active to survive tough encounters.

Finally add the incredible damage spikes that Pneumatic hammers add to leather gloves, more than enough to make hilariously big holes in everything that moves.
Preparations

I will continue mentioning what I consider to be the most optimal feats, equipment and skills to make the best out of the core idea of this build.

PSI – Psionics are a welcome addition to any build, and here is no different, Temporal manipulation ignores the AP penalty to movement points to become incredibly mobile and make our cooldowns expire at light speed. Additionally, Psychokinesis offers incredible choke holding potential, stuns and damage at affordable investments, all with just 3 WILL !

Gear- The new update brought us a neat little item we use to its fullest, one could say it was made for Heavyweight Synergy, and that’s the Iron Head helmet, boasting incredible 50 AP it will drastically increase out damage output, while being considerably sturdy.
For the main armor, nothing but tungsten, using study vests for general use and galvanic vests when preparing for shock bolts (as resisting electric damage helps at resisting the stun as well)

For belts there is only one real chose and that’s the Doctor Pouch, more medications mean more punches, it's proven math, see ?.

There is a honorable mention however, if you do get the chance to get the Master Demolitionist belt, it allows for very very powerful “fuck you and your friends” button in the form of as much as 6 grenades exploding all at once at your feet, using it and surviving literally unscathed *demands* you to use a 4 plate reinforced metal armor, otherwise some damage can slip in, depending on how high quality the materials are, it can be chip damage or literally 0. Incredibly fun to use (Only for the DOMINATING DIFFICULTY)

For boots We switch between reinforced tungsten boots (for caltrop immunity) and Infused Ancient Rathound boots, these give a fixed 20% critical damage bonus for unarmed and fist weapon attacks, you cant have enough of that.

Weapons- Combat leather gloves with pneumatic hammer add on are all what’s needed, however The Claw is a very powerful unique because of its scaling bio damage split, small as it may seem, that fraction can crit as well as be modified by the crit bonus, on top of applying bleed and contamination stacks, and being buffed moderately by Cave Ear poison, not to be missed.

The build https://underrail.info/build/?Hg4IAwkDAwYAUADCoCMAAFBLAB5paTJLaQDCoAB4AABkK2IIMSYGEsKHwog8S1VOVAcqwrbin4QB4qmYBOKrpQrfvw

As always feedback is appreciated

Video on this one soon

17
Topic

18
Suggestions / Capareces Usable as components for Metal Armor
« on: August 01, 2021, 01:09:43 am »
Replacing the slot of aditional metal plates

19
Bugs / Armor penalty maximum cap and display
« on: August 01, 2021, 01:07:24 am »
This one can be considered both a bug report and a suggestion.

1) When using Heavyweight, your armor penalty is added as Critical Damage Bonus, however i noticed that when using different 4 plate-reinforced tungsten metal armor with all the different vests, the displayed critical bonus is unchanged, as if there was a hidden cap to how much Armor Penalty one can attain

2) with this in hand, i don't see why the DISPLAYED armor penalty under the combat sheet window is locked at 95%, so i suggest for it to be uncapped and displayed fully

20
Suggestions / Chemical Blob Traps suggestions
« on: July 26, 2021, 12:52:23 am »
Incendiary traps leave tiles of fires around them when triggered, this would help at negating darkness penalty and making them a bit better at triggering Ambush.

22
Suggestions / Eviscerate CD buff
« on: April 26, 2021, 03:19:49 am »
Killing with Eviscerate refreshes it cooldown by 1 per turn

23
Suggestions / Glove you can load bullets into
« on: April 14, 2021, 01:49:00 am »


Bring a gun to a fistfight !

24
Suggestions / More and fitting Tattoo bonuses
« on: April 14, 2021, 01:41:37 am »
I feel the Balor eye tattoo detection bonus is not really fitting with his character and what makes him different, with he being a big burly dude with half a house on a sledgehammer handle and all.

Additionally, i was thinking of giving unique encounters and events a tattoo as well, like the Black Crawler fight, surviving X native assaults, drinking 20 mushroom brews and dropping your wallet elsewhere, Monolith visions, Motion binges, life in the underrail is too colorful not to immortalize some more bits in you  ;D

25
Builds / PSI borg / nimble can PK puncher
« on: March 18, 2021, 02:36:34 am »
Slow. Fragile, Weak, Boring
These are the things this build is not.

Float like a zeppelin, sting like a F-15 Eagle with a fork taped to its front

I call it a PSI-borg, the concept is incredibly simple and severely underused, from what I've seen. The tldr is this,
We use;

All Armor Penalty reducing feats and wear super steel armor, becoming incredibly tanky and agile.

Tape metal blades into it, quickly triggering Taste for Blood and Vile Weaponry

Pneumatic module leather gloves for massive damage at low AP use.

Since we invest heavily in STR, we also grab Corporeal Projection, giving our punches 80~100 worth of mechanical flat damage that is further boosted by Vile Weaponry and Bone Breaker.

Stealth, to end 80% of encounters by the end of the second turn, maybe bringing out our inner crawler and using Blindsiding as well.

The former lets us start encounters on own terms and planning the fastest way to end them.

Fist weapons and unarmed damage enjoy being THE melee weapons that benefit the most from damage multipliers and boosters, all neatly stacking and delivering serious ass kicking…once you get most of the required feats, the early levels will be tough, armored enemies and robots being the greater blockades, but once sufficiently damage modifiers are obtained we become unstoppable.

Don’t fall for the pretension this is a glass cannon build, super armor's respectable mechanical resistance lets us mess up quite a bit without major damage spikes forcing reload loops into us.

While this build is not necessarily veteran-only, it does require some major planning, our main armor, is particularly expensive, and each time we make upgrade out gear it can costs + 6000 coins (3k per super steel plate) so it might need some serious budget-management in order to enjoy it as soon as Armor Slopping is made available AND twice specced.

As food, we use rat BBQ, and once the DLC is entered, Slampipe becomes an objective upgrade over it.
Will post videos of it soon, hope you like and enjoy it as I have, this is easily one of my favorites. Feedback is as always appreciated.

https://underrail.info/build/?Hg0IBwUDBAYAUADCoCjCoGQAAAAAX18URl8AwqAAAAAAWiskJghpQxIGRQc8EyBCA8KFwrZ8378

26
Suggestions / Various suggestions
« on: March 18, 2021, 01:54:37 am »
Some other unrelated suggestions I've been thinking as of late

- Seeger replenishes his coffee stock whenever you present him with a Lemurian folding screen computer
- Upon negotiation/razing, Grimm moves the brewing machine to his office, and offers some each time you give reports on your tasks
- candy/protein bar food item that increases movement points.

- now for something more complex; Upgrading of unique armor.

i was thinking it like this, unique armors come in categories available as craftable options (tactical vest, leather armor, metal (or metal-ish) armor), the former made with common crafting components like bolts of cloth and ballistic panels, so my suggestion is that common crafting components could be used to boost the stats of unique armors, in a balanced and relevant way for each type.

For example; if a unique tactical vest doesnt have an overcoat, let only panels be made available  to boost its protective capabilities, (with inferior scaling compared to ordinary crafted tactical vests, maybe),  a heavy armor that could reasonably be disassembled and reinforced with metal plates, or if a leather armor could be padded.

27
Suggestions / Lightning Punches Sugestion
« on: February 01, 2021, 12:53:28 am »
As of right now, if your total armor penalty is exactly 20 it wont activate, and when fully specced it will only become active with a max AP of 24, restricting the use use for a lot of armors whose penalty can be reduced to exactly those values, so i suggest LS to proc with the value described in the tooltip as well (20 + 1 per specialization point)

28
Bugs / Bugs
« on: January 31, 2021, 01:36:19 am »
A mutie in Depot A has the wrong name and sprite for its corpse.





Also some of the Ancient Rathounds in the Rathound King lair have the same issue.

29
Bugs / Aran does not have DOMINATING's HP boost
« on: December 20, 2020, 10:17:23 pm »
Topic




30
Suggestions / Various suggestions
« on: December 20, 2020, 08:38:27 pm »
While these don't have much in common i wanted to group them like this instead of making a thread for each

Crowbar: consider make it a light weapon (eligible for DEX AP use reduction) or giving a lower AP cost.


Hypertoxicity: i think hearing the devs mentioning that it could be very hard to fiddle with the activation order of some statuses, but i was thinking that changing this feat it so that it makes poison damages occurs at the start of a turn, plus the x2 DoT damage would be a nice modification.


Hunter: i think Throwing knives should be modified by this feat as well.

Pages: 1 [2] 3