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Messages - Anka

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31
Bugs / Re: Applying expose weakness in stasis?
« on: August 04, 2021, 02:44:06 am »
Less volatile, but Tackled from dogs applies as well

32
Bugs / Wonky LOS issue
« on: August 01, 2021, 11:01:56 pm »
They having a direct LoS on you while in the shack looks wrong


33
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

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Topic

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

36
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

37
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.

38
"being 70+ hours game that isn't all that replayable content-wise"

bots are getting real dumb these days

39
Nope, it can be blocked by block feats/riot gear, his pneumatic punch is just THAT good

40
General / Re: Crystal Mainframe vision requirement
« on: June 15, 2021, 04:18:57 am »
For each of the visions you need 80~100 effective skill on a psi school, regardless of will

41
Bugs / Re: cannot start seek acid hunter mission
« on: June 08, 2021, 10:41:05 pm »
Did you talk with the faceless west of Foundry after reading the phone memos?

42
Builds / Re: Strength of a Time Monk
« on: May 23, 2021, 12:16:11 pm »
How high are we talking here? With 7 you get neat goodies like Force User, Stoicism, and the + AP/MP veteran feats,  while its kind of true that with Specced Corporeal Proyection and high STR emission scales way more than with WILL, there are some good will feats for monks

43
Defferent bleed procc sources stack with each other,  so a blade add-on on metal armor (additional blades will just increase the bleed damage and not chance %) will work nicelly with knifes, theres also bear traps, cryokinetic orb and nail bombs, for weapons, there the Ripper Glove and the Native knife, the bleed % of weapons is however static.

45
Suggestions / Eviscerate CD buff
« on: April 26, 2021, 03:19:49 am »
Killing with Eviscerate refreshes it cooldown by 1 per turn

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