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Messages - ringring

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16
Builds / Re: Buck Rogers
« on: September 02, 2021, 01:31:11 am »
damn bro!  kinna curious what your stats are like.  So do vtubers tend to mod their save files instead of doing another playthrough to experiment with different builds?  Seems kind of tempting to abuse that..

17
Builds / Re: Natasha Blowminov
« on: September 01, 2021, 08:45:11 am »

18
Builds / Re: Buck Rogers
« on: September 01, 2021, 08:26:08 am »

19
Builds / Re: Help with battlemage build
« on: September 01, 2021, 07:57:42 am »
looks good, I see what your trying to do and it works beautifully.  Taking juggernaut later gives a much more significant boost to hp than it does when you are low level, it works as one of those early game feats you can take later in the game that scale with your level.

Just one question though, why did you take taste for blood?  You were saying that weaponsmith would be a good pick and I agree with you, but why something that relies on bleed when you don't have any bleed equipment?

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Builds / Re: Buck Rogers
« on: September 01, 2021, 07:38:25 am »
>If you add a Circular Wave Amplifier addon it can add up to 200% crit damage,

thats a good point, i hadn't thought of that

>and with a Smart Module

pretty sure you can only install either a smart module or a wave amplifier, not both.

>and smart goggles

or maybe seeker goggles

>plus Critical Power and Practical Physicist and High-Technicalities on top,

yeah thats a pretty nasty crit bonus.

>an electroshock pistol Aimed Shot

I'm not 100% sure aimed shot works on energy pistols, i think it does but I'm not sure because it says 'single target' which is misleading with an electroshock pistol.

>should surely deal a lot of damage which is not hit as hard by the damage reduction per bounce. I'm not very experienced with them though so I couldn't say how much damage exactly and if it would still be able to OHKO most NPCs (only played with laser and plasma when I did an epistol build, but the same components apply).

yeah, thats not bad.  i didn't start out with crit fishing in mind, only as an afterthought, but it looks like this might work well for that too.

21
Builds / Re: Buck Rogers
« on: September 01, 2021, 04:33:56 am »
I wasn't sure if I should take the last two non veteran feats at level 22 and 24 and was thinking of taking 2 of these instead

>grenadier (could in theory take this much sooner where it will give a better advantage)
>3 pointer (fully specced gives 74% chance to crit!)
>hypertoxicity (this would go great with split spare)

22
Builds / Re: Buck Rogers
« on: September 01, 2021, 04:24:37 am »
I don't know if I can find anything by Buck Rogers, but here is the Daffy Duck parody "Duck Dodgers":

https://www.youtube.com/watch?v=ukTuKnIZCUU

>Mercantile 105 effective skill ALWAYS. Special Merchandise is too good to pass up, and the reduced buy price stops scaling around 100 skill (money is really fucking easy to get in this game though, so it's more about higher quality components).

Yeah, the Foundry Shop is really good plus it always seems to have napalm c which is hard to find.  Thats why i left some points free and was talking about maybe downgrading some of craft skills to the minimum for 150 quality components with accessories.

>You don't need all your crafting skills so high (in fact it's a waste) unless you plan to not use All In or abuse specced Disassemble for free repairs; but even so, dropping crafting points and putting them into Pickpocketing not only lets you not invest as much there, it also nets you a lot of other positives (prevent Prof kidnapping, sometimes steal keycards so you don't have to use hacking, free money and - more importantly - drugs, etc). Mechanics and biology are the biggest sins here since nothing you'll be using needs it so high

For the crafting, see above

Also thats not really why I take disassemble, I do it on crafting builds because I love crafting.  Its a quality of life feat that also makes me rich.  Its just personal preference, but if you were going to go in on psi you could swap it out for tranquility or psychosis.

>You want some Stealth, somewhere around 60 base. Just stealth gear alone isn't going to cut it until the late game. And your initiative isn't high enough that you can always get the first turn.

Stealth's optional, but putting more than 20-40 points in it feels like a waste.  Carrying sneaking boots and a sneaking outfit usually works better, though it can leave you vulnerable.

>Constitution 5 but not taking Fast Metabolism; I recommend dropping it to 3 and putting into Willpower (bit more psi damage) or Intelligence (less skill points into crafting & mercantile and more High-Technicalities damage) instead.

Fast Metabolism is a quality of life feat, its good because it fills your psi completely with one booster, (unless you have neurology or meditation) and helps you heal more health off a single hypo but its not really necessary.

Also, taking Con 3 is a trap option.  You'll spend the whole game save scrubbing and reloading, especially on the harder enemies.

>Recklessness and Scrutinous aren't very worth it unless you're stacking crit chance (Survival Instincts/Ambush/etc, they require too much investment). Going with the previous point, I'd advice getting Tranquility instead (getting hit as 3 Con usually means instant death on Dominating if you're planning to play on that, so abuse Line of Sight). Tranq comboes with what you're doing since it looks like you want to hybridize a lot instead of maximizing damage for one thing. Scrutinous' feat slot should go to Practical Phycisist.

I don't like cheesing crits because I feel like its a bit of an exploit.  Its also hard to maintain the number of conditions you need to get near guaranteed crits, but a 20% chance or so to crit is fine for crit fishing.  Its generally more important to get crits than it is to increase crit damage.  Plus reckless and scrutinous both fit the character. 

>Decomissioner not worth it, take Critical Power instead (for Aimed Shot). You will use a electroshock pistol which already deals with mass bots handily, if not switching to a plasma pistol for single targets which outright OHKO's Naga Protectors if you build them right. It also comes so late that it's not very worth it

I took Decomissioner because it fit with the theme of him being a science guy and fighting evil robots, plus it helps towards the endgame with all the strongman and naga robots.  I'm not 100% sure why I took aimed shot, now that I think about it.  I guess for the chemical pistols?  Maybe Plasma Pistols?  At any rate taking reckless and scrutinous quadruples my average crit damage, while taking practical physicist only adds 25%. (though it is multiplicative)  Critical Power does nothing on Electroshock Pistols, because their crit damage bonus is 100 percent, and critical power only adds damage if the crit damage bonus is over 100 percent.  I also have psychostatic electricity, which ups my crit bonus by 5 for each hit of electrokinesis. 

>Be aware you will rely on your chem pistol a lot. Energy pistols are very limited vs crowds in my experience and you want to use them sparingly/as a one-shotting tool (seems like you're gearing towards that, with incendiary for organics and electroshock for bots). You'll likely switch to acid when facing too many robots

Switching to acid for robots might not be a bad idea.

>Cryo Orb costs more AP and Psi Points iirc, so use your Premed on that first THEN Thermodinamicity'd Pyrokinesis if you want to have as much AP as possible. If you want the MP reduction to stick however, do it as you said, since fire removes most or all cold status effects

More psi points, but unless i plan on also using electrokinesis or force punch, not a big a deal.

>Be aware Disassemble only works on certain objects (mostly mechanical/electronic durability) and you can only use it to repair weapons for free if you max the specialization, which is 5 spec points. Future Orientation *might* be worth considering here

I don't really use it that way, though it is tempting.

>Stasis is great but some consider it too overpowered. It all depends on how much you're struggling; since it basically gives you a second alpha strike turn with no downside

Yeah, no idea how that works.  Never tried it, the TM is for haste, thats all.

I might have missed some things, but that's about all I can see right now. You only really perfect a build once you've played it at least once.

thanks for the advice!

23
Builds / Re: Help with a spear/shield build
« on: September 01, 2021, 02:48:03 am »
here is up to level 16.

https://underrail.info/build/?EAsGBAoDAwYADwBaAAAADw8AAA8PAAAAAAAADw9LAGNVwoLCr8KUBsKTwqvCgVLis44B378

from here you could go into throwing and equip throwing knives and become a spear chucker.  or you could go into psi, but if thats the case you might be better off taking some psi feats earlier, depending on how your run plays out.

24
Builds / Re: Help with a spear/shield build
« on: September 01, 2021, 01:55:08 am »
If you want to do spear and shield, you need iron grip, which is Strength 11.  Assuming you want to get the build off the ground quickly, you should probably take 10 strength and add a point at level 4.  I prefer juggernaut to conditioning, but thick skull is one of the best level 1 slots in the game, probably one of the better feats in the game as well.  Shield Arm ups your block from 30%-45%, and you can take it very early as well.  I'm guessing you want cheap shots and weaponsmith, hence the high int.

I tweaked your build just a little, lowering dex to 5 and int to 5.  If you take str at level 4 and int at level 8, you can take iron grip and cheap shots at those levels.  After that you can put 1 point in aji every 4 levels until you reach level 20, so you can get sweep.  Its a long wait but its probably worth it, though if you wanted to ditch sweep and put your points elsewhere that could work too.  If you don't take weaponsmith or cheap shots, you can dump your int a bit too.

I made a build guide up to level 12, hopefully its what your going for.

https://underrail.info/build/?DAsGBAoDAwYADwBGAAAADw8AAA8PAAAAAAAADw9GAGNVwoLCr8KUBsKTwqvfvw

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Builds / Re: Help with battlemage build
« on: September 01, 2021, 01:16:06 am »
Would you be willing to use a spear instead of a sword?

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Builds / Re: Help with chemical pistol build
« on: September 01, 2021, 01:06:34 am »
i think the classic rookie mistake is not knowing how a builds going to play out until you reach near the level cap.  you don't think about what a slog it will be carrying a bunch of feats that don't go off until way later in the game.  You really need to think about the early and mid game especially. 

A lot of people take some sort of gimmick armor not thinking about how well it will actually protect you, or build their build around a gimmick like having to eat food all the time, popping adrenaline during every fight, constantly being at below 30% health for the crit bonus from survival instincts, ect  People also tend to spread their skill points too thin and forget that many quests are skill-locked, or that workbenches require (at least) 50 mercantile and 30 persuasion.  New players also tend to take a lot of quality of life feats, which are a neat little circumstantial bonus that doesn't really help optimize your build, but help you through a particular area or problem you are having.  These are good on your first playthrough, but when you come back to the game you might want to ditch them for something that synergizes better with your build.  Maxing one stat at the expense of all others is another common rookie mistake, it makes for a miserable playthrough and often doesn't pay off until very late in the game.


27
Builds / Re: Help with chemical pistol build
« on: September 01, 2021, 12:18:59 am »
you don't need dex to go past 11 if you have the advanced catylyzing belt, which is pretty easy to get once you finish the core city oligarch quest line.  that will take you to 16 AP per shot, and let you put more points in other stats like perception.  You could try to go for 4 shots per turn (12) but you are capped at 10 dex to start and won't get there until you are near veteran levels.  Also you are going to be using cooked shot as your bread and butter with a chem pistol build, which is +50% ap. 

28
Builds / Re: Help with battlemage build
« on: September 01, 2021, 12:10:49 am »
Yeah, I thought you might be set on Metal Armor.

The problem with armor sloping is that once you stack the penalties for helmets, boots, and armor, the penalty is usually really high.  This goes double if you reinforce your armor and boots with more metal.  Since you are relying on armor for protection, the strongest armor will have a 95% armor penalty, and cut by 35%, that isn't really much of a reduction.

Weaponsmith is really good, but with such a high con its kind of a shame not to take survival instincts.  I'm not really into crit fishing all that much, but weaponsmith is good for more reliable crits while survival instincts is good if you plan on getting beat up a lot and have a lot of health.  I think stoicism is kind of crap, but you have it stacked with conditioning, so if you have enough little bites into damage like the 5% from a lifting belt, ect. it can add up.  (Though I think each one is applied multiplicitively)  I think juggernaut is generally better than conditioning if you have a high con and plan on being a tin can, but you can always take both.  Fast Metabolism is generally a quality of life feat, its neat but not really worth a feat slot when there are so many better things you can take.

Maybe you could spec into crossbow?  It'd fit into your medieval theme.  If you take special tactics you can use 2 special bolts per turn, but with your perception so low.. i dunno.

30
Builds / Re: Help with battlemage build
« on: August 31, 2021, 08:15:10 am »
You build is pretty good, but I think a sword and board fighter with riot gear would fit the profile better.

Equipment
Riot Armor w/ Shield + Kevlar / Aluminum
Energy Sword

https://underrail.info/build/?HgoHAwoDBwYAAADCoAAAAAAAAADCh3gAVngAAMKgAERLTytVwoJjwozCjsKZwqvCi8KNKj0uP2TCth9i378

I figure you could swap out a few feats depending on the style you are going for.  (Brutality, Cheap Shots & Dirty Kick for a more 'dirty fighter' type, Recklessness and Weapon Smith for more crit fishing, expose weakness and shield bash if you want more attack options, guard and conditioning for toughness, temperance and bodybuilding or monster slayer and fight response if you want more veteran feats ect.)

I mostly took tranquility and meditate to make casting easier.

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