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Messages - KnifegaF

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1
Bugs / Re: Lunatics do not use their spells in real-time mode
« on: April 15, 2022, 04:40:15 pm »
Yeah it’s the same reason you don’t see deathstalkers use their sting in real-time

2
Bugs / Re: Lunatics do not use their spells in real-time mode
« on: April 15, 2022, 04:22:09 pm »
That applies to everything, not just lunatics

3
Focus stim doesn’t work. Psycho static might but it’s just a guess that it doesn’t based on how much T.knives get the shaft

4
Builds / Re: Weak as hell early game PSI on dominating?
« on: March 29, 2022, 02:39:42 am »
You have really low will for being pure psi. With those crafting stats I imagine you don't have a great headband. Low crit chance as well without SI and focus stim which is a pretty big piece of being a psycho focused psi build.

5
Rathound doesn't increase crit and I'm fairly certain Death's grin doesn't either. Willing to put money on psychostatic not working for T knives

6
... dump 60 points in TM and have infinite contraction due to PTA and FO...
I think you cant have infinite contraction without Stasis. And the actual effect of PtC + LTI are not powerful due to their high psi cost and PtC's reversing mechanism.

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PtC has 3 turns duration and 5 turns cooldown with PtA and FO. FTI has 2 turns cooldown with FO.

Lets say you cast PtC at 1st turn, then you will lose contraction buff at the end of 3rd turn. If you always cast LTI whenever you can (at 1st, 3rd, 5th, 7th, 9th, ... turn), then you can cast PtC at 4th/7th turn, and lose contraction buff at the end of 6th/9th turn.

The problem is 10th turn, PtC still has 1 turn cooldown but you already lose contraction buff.

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And the actual average AP/Turn in this 10 turns is not as high as 20 AP/Turn.

Every end of contraction buff will trigger a random roll (60% chance with 60 TM) that may gives yourself a PtD debuff, and its power (AP and MP) is slightly weaker than your PtA's power but has a longer duration.

Another problem is psi cost. 3 PtC and 5 LTI cost 3*50 + 5*35 = 325 psi points. So you need at least 3 psi boosters (100+75*3 = 325), and that means 30 AP.

Expect Average AP/Turn = (20*3*3 - 60%*20*(3*2+1) -  10*3) / 10 = (180-84-30) / 10 = 6.6

And this 6.6 AP/Turn cost 2 feats, 60 skill points, a lot of psi boosters and 2 psi slots.

Even if we pretend headbands and tranquility aren’t a thing your numbers are still off. The prominence of 3 will TM speaks for itself.

Edit: I did forget that Mex didn’t include stasis in the post which is always dumb to me since it gives you so much for so little. Even without it many builds will only need two cycles of contraction

7
Half the camp has PTSD. The other half see’s it as a tremendous sign of disrespect since you are cosplaying as the man who killed their friends and family.

8
Suggestions / Re: Psi headband component idea - Psionic Bank
« on: February 22, 2022, 04:12:52 pm »
That's the thing, you can use both it and mufflers.
Guess it’s slightly better for a melee TM hybrid. Still kinda meh though. With other melee hybrids and pure psi more damage would be better. For range you would be using goggles

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Suggestions / Re: Psi headband component idea - Psionic Bank
« on: February 22, 2022, 02:22:24 pm »
I don’t see why you use this over mufflers

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No worries, just glad to know I don’t have to reshoot

11
Great breakdown, thank you for uploading.

You are probably already aware, but there may be some issues with your microphone, I'm hearing a lot of audio from the left and little from the right.

I didn’t actually know that. Do you know about where or is it throughout?

12
Bugs / Dehumanizer not getting double stacks
« on: February 18, 2022, 01:07:18 pm »
Haven’t seen myself but I’ve heard multiple people say that Dehumanizer is bugged and will only get one stack of taste for blood at a time

13
Builds / Re: Advice on a Stealth Sniper + Temporal Manipulation Build
« on: February 16, 2022, 05:56:59 pm »
No problem. You still want to dump will to 3 on TM hybrids since effect TM really doesn’t matter much for the spells you should primarily be using. LTI and stasis are unaffected and contraction just means you’ll have less of a chance of getting hit with withdrawal. NVG goggles be it smart or seeker should be a priority. In darkness your hit chance can be reduced by ~30% which is huge any build but particularly snipers where you need your big damage CDs to land do they can snow ball into more damage with shooting spree.

Also take note that learning psi spells goes by base investment not effective so that’s another reason why you don’t need/want to go more than 3 will most of the time for TM hybrids.

The electronics being that low can be done but the smart modules you’ll be able to use will be pretty bad quality that low. Either glad I could help. Have fun

14
Builds / Re: Advice on a Stealth Sniper + Temporal Manipulation Build
« on: February 16, 2022, 03:13:33 pm »
Viable sure but it’s pretty all over the place and could be optimized greatly. You take a lot of QoL feats before core damaging feats. Lots of QoL feats that really aren’t worth the feat slot in general. 7 will is way too high if all you are using psi for is TM, it can be left at 3. I also don’t understand why your WILL is that high if you just left TM at 60. 70 for stasis or max it for less chance to be hit with the debuff after contraction. Low electronics means bad goggles and you can’t use smart module for your sniper. PER is quite low for a sniper build.

Hacking and LP are a little too high considering there are boosts that can get you the extra bit you need but that’s getting nitpicky. I am just trying to find you more skill points by doing that though. You want at least 50 bio for focus stim. Continuum ripple is bad for your build and you should get cooked shot. Also I don’t have experience with Chem pistols but from the description it sounds like gunslinger only works with firearm pistols. I can keep going but again if you are just playing hard or normal this will work, you just are going to give yourself a harder time with some of these choices.

15
Bugs / Help menu no longer in keybindings
« on: February 14, 2022, 01:15:22 pm »
I played the non-experimental version of the game and saw that you could change the keybindings for the help menu from F1. The most recent version of the experimental branch does not allow for this

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