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 - sheepherder

Pages: 1 2 [3] 4 5
31
Builds / Re: The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 30, 2020, 05:06:40 pm »
What level are you? And what difficulty?
Did you get a chance to craft a hammer or find a decent one?

I don't remember having much trouble in depA. I think I even did the mutants, or maybe not, don't remember.
In the mutie area, the one through which you go plant the explosive, use a crowbar to open up vents and get to the dogs roaming the corridors. Then kill the lone mutie in the SW room and then destroy the turret. Engage the muties in the Souther room first, and kite them towards the Western end of the map. But do not use Flashbangs until you lure them there, as the noise from flashbangs will attract the muties from the SE room.

Before engaging the muties, you can set off an explosion in the corridors. Once you do, enter stealth and wait in a corner somewhere. The muties and the dogs which are with them in the room will come check it out. The muties will go back to the room if they don't spot you, but the dogs will remain. Kill the dogs while they are out of sight of the muties.

Also, make sure you have a taser.

32
Yeah, that sounds about right. Because I don't use grenades, some fights tend to last longer than they would with grenades, so the psi cost of TM abilities add up to quite a lot. I guess with grenades TM does fit in well into multi-psi school builds.

33
Builds / Re: unarmed (not fist) build check
« on: December 28, 2020, 07:11:32 pm »
Nail Bombs are a very good way to quickly get stacks of TfB with melee weapons which normally do not proc bleed and is especially good with light weapons (attack many times per turn) and spears (Swipe a pack of bleeding enemies).They don't work so good against crabs tho.

34
Sure, dual/tri school Psychosis work quite good, but it's not so much the increase of psi cost of having two schools innervated, but rather that both Contraction and LTI cost a lot and will be cast basically every time they go off CD, thus draining a lot of psi.
imo TM in general doesn't generally mesh all that well with other psi schools in pure-psi Psychosis builds. A considerable drain on psi/reserves for an extra cast or two when the damage output of Psychosis is already good enough as it is.

35
The crit chance spec is a cool idea. There's not much else a TC Psychosis+SI build would need from spec points here.
Keep in mind though, that there can't be two Filter type attachments on a headband. In this case, instead of Filter: Neural Overload, a Stable Neural Amplifier would also work for a +90%-ish crit damage.

As for adding TM here, imo it'd be hard to make it work. Contraction is 50 psi points, LTI is 35. More with Psychosis. So to keep the psi costs manageable, the build would need to use a multipsi headband with a muffler, which would lose one of the offensive attachments and provide lesser bonuses to crit chance or crit damage. It's not really necessary though, TC alone would work with the damage crits can output. The loss of MP does make my hearth ache a little  :'(

And you have a point - it's not a build min-maxed for optimal damage output, but min-maxed for a theme I chose. I love mobile builds which get to do lots of actions per turn  ;D

36
I didn't have the patience for EMP spam  :D Instead I hid and sneaked past the mechanical menace like a cowardly Though Controller that I am.

37
Builds / Re: unarmed (not fist) build check
« on: December 28, 2020, 03:04:14 pm »
I'd say keep 7 AGI for Fancy Footwork and drop Will to 3. I imagine you mainly want Force User for Force Emissions psi cost reduction? Well, since you only have one psi school in this build, a muffled PK headband will take care of that. The damage loss from lower Will will be negated by having higher STR, which increases base damage and Force Emissions damage.

And crits are fucking insane on Unarmed. A bit of a lottery, sure, but it's a 4ap weapon and by stacking a ton of different modifiers, even with a crit chance of ~55% and meh base damage, the damage output per turn is still extremely high. Not knife/sword levels of high, but close.

If you're interested, here's the build I've played. https://underrail.info/build/?Hg0MBwMDAwUAPADCoCgAwqAAAAAAF3UPLWYAwqAAegAAVSsmMWkgE8KoBgdLEgNDPMKHwqnCtuKdjQrip74F378

And a video of it in action against Apogee: https://www.youtube.com/watch?v=YDR43ASOrVU

38
I wouldn't call it a meme build. It's an optimized build focusing on NO, lack of grenade feats aside.
I wanted to make NO specialist and had two options: Psychosis+SI or Tranquility. Psychosis would have less consistent damage output due to 65% crit chance, with spikes in damage whenever Mania and/or LoC came off CD. Psychosis would also not use Høddurform, as the +40% critical damage bonus from the other staff is better than the +25% from Høddurform. It would, eventually, have a bigger damage output than the Tranquility version, but would also lack the mobility and abilities from TM, such as LTI or Stasis.
Tranquility on the other hand, has a more even damage output, more mobility and can use Høddurform, which I really wanted to make use of. It also has a cool darkness effect.

Also, the damage bonuses from Filter, Cerebral Trauma and its spec and Høddurform are additive with each other  :'(

39
Builds / Re: unarmed (not fist) build check
« on: December 28, 2020, 02:20:30 pm »
Unarmed wants high Strength, because the bonus from STR is multiplicative for unarmed, unlike for other weapons. So even at 5% per point of STR, it's very powerful. High STR also works great with Corporeal Projection, making Force Emission more powerful.

Wrestling applies Tackled, which procs the +15% damage bonus of Opportunist. Worth taking.

Taste for Blood also works very well. Even if Unarmed doesn't proc bleed on its own without boots, you can use Nail Bombs for bleeding wounds or just use Taste for Blood as a killstreak feat of sorts.

Bone Breaker and Critical Power are also good, but I dunno if you want crits.

Are the feats in order? If they are, how will you put 3spec points into Blitz at lvl 30?
I've played an unarmed build recently. It was a glass cannon and more crit focused, but had absolutely no problem against Tchort. The only real issue it had was fighting Nagas, Dreads and Psi Crabs.

40
Builds / Rapid Fire Brain Damage - Though Control specialist on Dominating
« on: December 27, 2020, 01:17:51 pm »
I fucking love the new psi system. Previously psi was fun but had like two builds total: SI+Psychosis and some Tranquility build. Both played the same too, lol. Now, each school can be made into a build on its own. Psi is still No.1!

I’ve already made a post about the TM specialist and this here is a Neural Overload focused Tranquility build. It’s not a solo school build, instead it also has TM for Contraction, LTI and Stasis.

Only used grenades against the few fights against robots and the mushroom root. Otherwise, no damage dealing grenades, traps or smoke-bombs used past depA. Not even during the Beast fight. Did all the robot-free optional content.

NO doesn’t mean no

Neural Overload (NO) is an interesting ability. Relatively interesting, that is. If you just grab it on a multi-psi school build - it’s a mediocre, single target, damage dealing spell from a psi school mostly known for its disables and CC. And to use Neural Overload as an AoE you’ll need Locust of Control (LoC), but with a cooldown of a whopping 15 turns, LoC is essentially a once per combat ability.

Brain Power

But if you decide to make build focusing on Neural Overload specialist build, you’ll notice several of its unique features. Namely:

  • Lowest base AP cost of all spammable psi abilities - it costs 18 AP to cast NO once. For example, Cryokinesis and Temporal Distortion both cost 20 AP while Electrokinesis costs 35 AP. With Tranquility NO AP cost is down to 13 AP.
  • Large amount of damage bonuses. Excluding Critical damage bonus, NO can gain bonus damage from 5 sources:
    • Magnifying Neuroscopic Filter: Neural Overload - ~50% damage bonus at 160 quality.
    • Cerebral Trauma - 20% bonus and another 20% from spec points.
    • Høddurform, a unique staff - 25% bonus and a portion of damage dealt is reapplied as a DoT effect.
    • Mental Breakdown - applies a penalty to the targets Resolve and doubles the damage of the next NO cast on the target.
    • Target’s Intelligence - varies greatly. Granted, there’s no way to alter a target’s Intelligence score but it generally provides a bonus to damage against humans.
  • Its damage completely ignores Electrical DR and DT, allowing to easily damage heavily armored foes. So unlike for example Cryokinesis, which must go through mechanical and cold DR/DT, NO will not have a portion of its damage removed due to targets resistances.
Low AP cost and lots of non-crit damage bonuses means that it can work really well as a Tranquility buid. Also - no crits, no need to fish for blood for Focus Stims.
Hard to calculate the damage per cast, but you can check out how the build plays in action in the video at the end of the post.

Violent Thoughts

50 Base AP. Another 20 from Contraction. Plus 20 from Adrenaline. And to top it all off, 20 more from Blitz.
110 AP total. Divide it by 13 and you get 8 casts of NO. Plus one more from Premeditation. 9 Casts. Not baaad.

Remember that Metal Breakdown damage bonus? The one that doubles the damage dealt by NO? Use it with LoC on a group of enemies. Now pop them one by one with your double damage NO. And if there are any survivors left, there’s still the DoT from the Høddurform. Irresistible Acid damage which is based off the damage of the NO. Juicy.

Oh, and with the LoC spec, its CD is down to 10 turns. Less with liberal application of LTI.

There’s also an argument for putting 5 points into Tranquility spec. I know, I know, it’s a trash spec, but in this rare case it actually has a use. 5 points would reduce the cost of NO down to 12. With 110 AP this would allow us to cast NO 9 times. Eh, up to you if you want to use LoC more often or cast one more NO on Blitz turns.

Cross Continental Aneurysm Delivery Service

For a psi build, it’s also very mobile. 150 MP by endgame. Sprint with Infused Hopper Tabis and LTI means only ~1 turn will be spent not sprinting.
Contraction and Sprint means that you’ll still have MP to run around after using Blitz. So, not a sitting duck even after Blitz eats up all the MP.

Brain Drain

Robots scare me. Thankfully, there aren’t that many robots that I can't sneak past. The main weakness of this build really.

Video:


Faceless Commander: https://www.youtube.com/watch?v=JhbY-95FwmQ


The build:

https://underrail.info/build/?HgMDCgMDEAgAwosAAAAAwqAAAAAAL2EMLVLCoAAARgAARSQ5Kz8FKsKHwr3CiCFkV8K-I0fCt8Kmwp3inYIK4qGaBd-_
Empowered: Psi-School is trash here and it’s trash everywhere.

41
Builds / Re: Titan - MAX CON, throwing build on Dominating
« on: December 24, 2020, 04:29:49 pm »
Yell would have been quite good here. I don't remember why I didn't pick it.

And yeah, my heart ached every time I had to waste nades on random critters I encountered on my way. Or worse, when I had to waste toxic gas nades on crabs and whatnot.

42
Builds / Re: Titan - MAX CON, throwing build on Dominating
« on: December 20, 2020, 02:04:56 pm »
I've already played a build for each. But I don't think I'll be making a post about either of them, they weren't very interesting builds. Spear was a SI+TM build, while sword was a DEX crit build with TM. I recently tried a max STR sword with no crits at all, but didn't finish it.

43
Builds / Re: The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 19, 2020, 10:23:50 am »
The wiki is incorrect on this one. It's ~150 effective TM to reach 30% chance to backfire: https://i.imgur.com/5cz9aRc.jpg

44
Builds / Re: Titan - MAX CON, throwing build on Dominating
« on: December 18, 2020, 09:04:12 pm »
They bypass Damage Resistance and Damage Threshold, but not Damage Reduction, or Modifier or whatever it's called. It's the number in the parenthesis which can be found in the Combat Stats window, Defenses tab next to DR/DT of each damage type.

45
Builds / Re: The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 18, 2020, 05:33:18 pm »
It's quite well balanced now, imo. No longer just a 55 TM and 1 feat point investment. Needs constant LTI spam, Future Orientation, plus playing around the inevitable backfire. I really like the change.

Pages: 1 2 [3] 4 5