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Topics - ShoggothWhisperer

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16
The bladed claw cannot be used to perform crippling strike, despite combo only working with fist weapons and unarmed. Either combo shouldn’t work with the bladed claw, or crippling strike should work with the claw.

17
Suggestions / New Weapon Suggestion: Clubs
« on: May 20, 2021, 01:19:16 am »
I was recently doing a playthrough focused around riot armor with shields, and realised that there really aren’t a lot of good melee options to use with shields. Most knife and fist weapon builds don’t have enough strength or want mobility and evasion, swords and spears make shields redundant with parry and spear guard, and sledgehammers can’t use shields. To remedy this and to add a third category of blunt melee weapons, I propose adding clubs.

Features:
Blunt one handed melee weapon with low strength requirement (5-6 str) that do not benefit from dex ap reduction. Damage Increased by 9% for every point in Strength above 7 (117% bonus damage at 20 Strength).
Base 15 ap cost, tight damage spread (12-14 q15, 22-26 q70, 40-47 q160 when crafted with steel plates), base 80% critical damage bonus, and a base 5% crit chance with steel plates.
Has an inherent 25% chance to daze targets with each attack.
Crowbars and the Rolling Pin benefit from club feats.

Crafting:
 4 component slots: Metal Plates, Metal Plates/ Spikes (optional) , Power Module (optional) , Energy Core (optional).
Crafting with 2 metal plates creates a reinforced club that deals bonus damage similar to reinforced combat gloves, while crafting with spikes deals additional damage similar to spiked combat gloves, and changes the weapon name to mace. The power module slot allows an electroshock generator to be added to the club.

Feats:
Benefits from Crippling Strike, Bone Breaker, and Heavyweight.

New Feat: Staccato Rhythm-Each successful club attack lowers the ap cost of further club attacks by one, and increases damage of club attacks by 5%. Stacks 5 times, stacks last for 3 turns. Requires: 8 Strength, 6 Dexterity, Melee 30.

New Feat: Hobble- Perform a melee attack with a club that deals normal damage, reduces a target's movement points to zero for 3 turns, and reduces a target's dodge and evasion by 50%. Only works on living targets (that have knees). Cooldown: 4 turns.
Requires: 9 Strength, Melee 40.

New Feat: Debilitator- Whenever you apply a non bleed debuff (crippled, expose weakness, dazed, hobbled, infected wound, incapacitated,stunned, broken ribs, inhibited) to a target using a club, apply a stack of debilitated, which increases all damage taken by 10%. Lasts 3 turns, and stacks up to 5 times.
Requires: 5 Intelligence, Melee 60, Feat:Crippling Strike

New Feat: Bludgeon-Your club attacks ignore mechanical damage threshold and mechanical damage resistance based on your level, up to 15 DT and 30% DR. (.5 DT and 1% DR ignored per level)
Requires: 10 Strength

New Feat: Disorient-Perform a melee attack with a club that deals normal damage and prevents the target from invoking psionic abilities for 3 turns. Only works on targets with exposed heads. Cooldown: 4 turns.
Requires: 7 Strength, Melee 50, Biology 50

Unique Clubs:

Morningstar- 30-35 damage, 15 ap, 5% crit chance, 100% crit damage bonus, 5 Minimal Strength. Incurs 125% mechanical damage resistance and threshold, 30% chance to inflict a bleeding wound that deals 100% damage over the next 3 turns. Found on a dead man in the lost vault dungeon.

Ennervator-20-25 mechanical damage, 15 ap, 2% crit chance, 75% crit damage bonus, 6 minimal strength. 50% chance on hit to create an EMP grenade blast centered on the player with the effects of a standard emp grenade. Crafted by using the strange power cell in the power module slot of a club, requires 120 effective Electronics skill to craft, and has fixed stats.

Rusty Pipe-13-16 mechanical damage, 15 ap, 3% crit chance, 80% crit damage bonus. Stater club weapon, found in the under passages between SGS and GMS in a barrel.

Plasma Mace-20-30 mechanical damage, 20-30 energy damage, and 20-30 heat damage, 20 ap, 5% crit chance, 100% crit damage, 6 minimal strength. 200 energy, uses 20 energy with every attack, loses energy and heat damage when unpowered. Found in Fetid Marsh at the entrance to Viridescent Quarry.

18
In the Core City Sewers, the smoke effects are present before he dies. I know it just got fixed where his corpse would stop showing up early, but they forgot to remove the smoke effects.

19
Builds / Master Demolitionist Belt Build-Surprisingly Not A Meme
« on: May 12, 2021, 10:57:58 pm »
Overview

With the release of the newest update, we have been graced with a new item to build around; the Master Demolitionist Belt.

While most may be dissuaded due to its penalties to movement speed, agility, and most importantly grenade ap cost, I saw its potential for massive area burst damage, and made a build around it. This guide is divided into two parts, with the first part being focused on obtaining the belt and the second part going over what the build can do.

Important Disclaimer

The Master Demolitionist Belt is not available every playthrough, due to it spawning in a randomly generated Core City Sewer fragment. Additionally, it drops from Master Demolitionist, who only spawns on Dominating. You may have to do multiple playthroughs to Core City to find the belt. With this in mind, Classic XP is the way to go, since it allows for quick leveling so you can save time early game if the fragment doesn’t spawn, and this build is built around that XP system. The fragment in question is a ladder next to the entrance to the Praetorian Security quest area, but it may be able to spawn elsewhere in the sewers.

Part 1: The Quest For The Belt

Level 14 build
https://underrail.info/build/?DgQNCgMDAwcAUABQAFBQMAAAAAwAUAUoAAAANwAAUCskLzkNIAZHBxLfvw

This build is your basic Dex focused time monk, and is mainly used to breeze through the early game and take on the Three Masters. Recommended factions are JJK and Procterate, but they aren’t required for the build. You can reach level 8-9 pre Depot A by following the gang warfare quest line, and can reach 14 quickly by doing the Oculus quests, Foundry quests, and JJK quests, which can all be completed fairly easily. You can also farm XP from the Coil Spiders in Zamans Lair and the caves below the Coretech warehouse, which give 800 and 1100 xp from the regular and greater spiders respectively. Speaking of Coil Spiders, get ready to fight through a gauntlet of them as you try to obtain the Power Fist, an essential item for beating the Masters. You can fight the Masters earlier than level 14 if you want to, but level 14 allows you to have enough stealth to consistently avoid being instantly detected by the Greater Coil Spiders that guard the power fist.

The Three Masters

The Three Masters are one of the most difficult encounters in Underrail, rivaling the quad nagas in difficulty. Each Master has 1.7k-2.3k hp and a Blast Suit to boot, making them some of the tankiest enemies around. Blaster has enough detection to instantly spot you with 150 effective stealth, and sports a high quality plasma pistol that hits for over 1k damage on its aimed shots. Time Master’s distortions are unavoidable damage that bypasses resistances, and he can dodge attacks even in the proximity suit with his Temporal Manipulation abilities. Demolitionist can intimidate you to neuter your damage output, and his super slams from his 2.3k health pool will turn any character to dust. The entire area is filled with napalm barrels which the Masters can easily wade through while you burn to death, and each Master carries MK 5 frag and HE grenades to detonate the barrels. To defeat this menace, you’re going to need to cheese them.

Recommend Gear

Power Fist (obtained from Hecate Research Outpost north of Foundry)
Black Balaclava (Constantine sells good quality)
Leather armor under 15% penalty, preferably with black cloth and soft foam padding
Ninja Tabis (Constantine sells good quality)
10+ adrenaline shots
10+ TNT charges
20+Beartraps

Strategy

First, set up a bear trap behind the closed door to the west in the starting room, and 2 bear traps behind the closed door to the east. Once you are ready to begin, detonate a TNT charge west of the entrance ladder and position yourself out of stealth and out of sight next to the boxes near the east door. When the charge detonates, the Masters will come and investigate, approaching the west entrance first. Since the trap is hidden behind the door, the masters don’t have time to detect them, and Blaster will walk into the trap at the west entrance. It is recommended to slow down game speed here, as by manually entering combat as soon as the trap springs you can trap the master for 3 rounds instead of 2. After the trap is sprung, the other Masters will slowly make their way to the other door on the east side to reach you, allowing you to beat up the trapped Master with the power fist. Make sure to leave enough mp to break line of sight, to avoid being attacked or affected by the Masters abilities. When the bear trap wears off, hit the Master until the multi-turn incapacitate effect from the Power Fist is applied, and then enter stealth and sneak to the other side of the room. The Masters will walk to the detonation location and then return to their original spots, allowing you to repeat the cycle until they are defeated. It usually takes about 3 cycles to kill a Master, so you may be at this for a while. Do not rely on stun effects to cheese them, as all of the Masters have the Thick Skull feat. In addition to the Master Demo belt, each Master drops 3 MK 5 frag and HE grenades regardless of player level, allowing early access to a large supply of powerful explosives. Now that we have the belt, the real build can begin.
Part 2: Cooking With Gas

Final Build
https://underrail.info/build/?HgQQCgMDAwcAwqAAwqAowqB4WgAAAFdXWgZiAAAARgAAcCskLzkNIAZHBxJIPkFRT8KzE8KH378
Specialization is 1 Expose Weakness duration, 1 Blitz AP, 10 Three Pointer, and 3 Fatal Throw AP.

General Information

The strategy of this build is to get up in the enemies face, blow your load, and then finish off the remaining enemies with a flurry of blows. The big damage comes mainly from the belt detonation, with the base damage values listed below:
2160-5760 damage with Plasma MK3
1122-7584 damage with Frag MK5
1140-3780 damage with HE MK5
All detonations are assuming 6 grenades, with either minimum damage or max damage with all critical hits. As I have discovered from testing, frag grenade shrapnel is only reduced by evasion, and not by explosion resistance. MK5 frag detonations will kill you whether or not you're wearing a Blast Suit, and are thus not recommended to be used with the belt. You should normally be carrying 5 grenades for detonation, and use your 6th utility slot for throwing knives/throwing nets to activate Fatal Throw or immobilize enemies. Three Pointer with maximum specialization gives you an 85% crit chance at max level, so you will frequently be dealing 2k+damage per detonation before resistances. Explosion damage is greatly reduced by evasion, so use Dirty Kick or a net to stun or immobilize enemies and lower their evasion to zero. Expose Weakness also lowers resistances and thresholds, so you can combine both to obliterate bosses in a single blast. This build also comes with massive AP, and under ideal circumstances you can obtain 137 AP to work with, which should be more than enough to handle any encounter. AP breakdown:

(27-7)fatalthrow+22blitz+25vit powder+20contraction+50base=137 ap=28 4ap punches, 10ap belt detonation and 15ap stasis, 115 ap next turn with fatal throw kill.

Gear Overview

Dealing 5k+ explosive damage centered on yourself sounds great on paper, but in practice will usually result in complete disintegration without the proper equipment. To avoid turning into a splatter on the sidewalk, this build uses high evasion and blast cloth to reduce explosive damage. Evasion lowers explosive damage by evasion/400 and caps at 85% reduction, so while wearing Cave Hopper Leather armor with a Blast Overcoat and 20% penalty you will evade 57% of explosive damage. Additionally, Bakst Cloth reduces damage taken from explosions, so we will be using a Blast Overcoat and Blast Balaclava to reduce explosive damage. Q103 Blast Cloth provides 66% explosive damage reduction in leather armor and 34% reduction on balaclavas and tabi boots, so you don’t need super high quality Blast Cloth to make the build functional. From testing it appears that the clothier feat doesn’t affect Blast Cloth damage reduction, since with the feat the reduction on leather armor should be 75% with the Q103 cloth according to the wiki. The wiki also states that damage reduction maxed out at 75% for leather armor at Q120, but I was unable to verify this during testing due to not being able to find high quality Blast Cloth. I am also unsure if there is a cap on Blast Cloth Damage reduction, since I threw a MK 3 plasma grenade at the feet of a character with 0 evasion and 94% blast resistance and it reduced damage by 90%. For the purposes of damage reduction, evasion is applied first, and then armor bonuses reduce the remaining damage. You will take a small amount of damage from each blast, but it likely won’t send you under 85% health. Infused Greater Siphoner Leather is the best armor generally due to the evasion boost, low armor penalty, and resistances to heat and energy damage, but Infused Cave Hopper Leather armor is good if you want to focus more on mobility. Blast cloth adds a 15% penalty to armor, which prevents you from obtaining the Nimble feat boost to evasion, but will keep you under the lightning punches threshold while wearing most leather armors. It should go without saying that you should turn off your shield during detonations, since the blast will tear it apart regardless of frequency.

Recommended Gear

Weapons:
Leather gloves with spikes(blades if using taste for blood) and pneumatic hammer(natives have q160+ snake leather for gloves)
Knife Thrower Gloves(7ap knives for fatal throw at 18dex)
Electroshock gloves(build struggles against robots high mechanical dt)
Armor:
Blast Balaclava
Infused Greater Siphoner Leather Armor with Blast Overcoat and Soft Foam Padding
Master Demolitionist Belt
Any Tabi Boots(I prefer Ninja Tabis or Infused Sea Wyrm Tabis)
Energy Shield Emitter(Low/Low for melee, High/High for snipers)

Optional Feats

Clothier-Taste For Blood/Opportunist: Clothier may not work with blast cloth, so Taste For Blood provides a damage boost instead. I don’t like the feat that much since it’s useless against robots, but it does rack up quickly with the amount of attacks you can dish out. You can also use vile weaponry with it to boost damage against a single target, but I find that most of the time targets die before getting more than a single stack of bleed. This build stuns, incapacitates, and immobilizes fairly often, so Opportunist is a nice 25% damage boost.

Expertise, Uncanny Dodge-Recklessness, Critical Power: This is for if you want to focus more on crits and free up 40 skill points from dodge, but focusing on crits isn’t really worth it without Focus stims and Survival Instincts, especially since throwing knives and grenades aren’t affected by critical power or most crit chance boosting effects.

Sprint-Pack Rathound: Plasma Grenades weigh .2 each and standard grenades weigh .3 each, so you may have difficulty managing weight with this build. This sacrifices some mobility for convenience, and can help carry around the bear traps and TNT needed to kill the masters early game.

Conclusion
This is a fun variant of the standard time monk if you like to live dangerously. The biggest challenge you will face with this build is finding good quality blast cloth, as while testing I could only find max q103 from the institute of Tchort after checking every merchant in the game. Despite its drawbacks, the Master Demolitionist Belt is a viable weapon that can give throwing builds some much needed burst damage.

20
General / Your Thoughts On New Lost Vault Dungeon?
« on: February 28, 2021, 12:03:49 am »
Recently started a new playthrough using the newly buffed pistols and went through the new Lost Vault dungeon. I wanted to share my thoughts on it and see if I missed anything. I went through the dungeon twice, once with a pistol build at level 15 on Dominating and once with an existing Strength Spear build on Dominating at Level 26.

Contents:
The vault itself is a flooded room filled with cargo containers and shelves that you hop across like agility checks. Notably, hopping across does not break stealth. The north side and the eastern side don't require any skill checks to traverse, although to loot some of the shelves you will need 8-10 dexterity. You can hop across some of the gaps during combat, but you cannot hop across the gap leading to/from the central area during combat. There is a plasma turret on the central pillar when going across this route, but you can easily take care of it by hiding behind the 2 crates stacked on top of one another. Melee users can hop across the gap to attack it directly. On the north wall are some rooms guarded by 2 plasma sentries, with one in stationary cannon form and another patrolling and entering/exiting the form whenever it turns around. The eastern room is an armory and contains several locked weapons lockers ranging from 75-90 lockpicking. Most importantly, the room contains 2 Mk 4 HE and frag grenades, 2 MK 2 plasma Grenades, and 2 MK 3 EMP grenades. There is an industrial bot in the room to the east of the armory guarding a corpse with a tac vest and a pistol, so you can skip it without losing much. There is an island in the northwest corner where you can use dex to snag some items from shelves.

The other 2 areas in the dungeon are the south supply room and kitchen and the west toxic storage area. The southern area requires 11 agility to enter, which is kind of annoying, but you can get +8 agility with white dude/all in, super solider drug, a cave hopper steak, and cave hopper leather armor and boots. The Kitchen has some food items and the supply room has some extra components. The west toxic storage area requires 11 strength to access by pushing aside a crate, and has 2 plasma sentries and a industrial bot in the northwestern room. You can get +8 strength with vitality powder, Rathound regalia, Power fist, and junkyard surprise/super solider drug. The only thing of note here is a fair amount of toxic waste, so you aren't missing out on much if you skip this portion.

Your reward for completing the dungeon is some components that range from q100-135. Most of the components are paddings, armor plates, cloths, and various electronic components.

Final Thoughts:
I think this is a cool and unique dungeon, and I like the various mechanics introduced within. I think its a little annoying that half of the dungeon is locked behind pretty demanding skill checks, but you can get about 70% of the components without going into the skill check areas. If you are considering running a build with tactical/riot armor, then this is a great place to go to get decent quality materials post depot A.

21
Bugs / Bug-No Exp awarded from completing Kill the Rathound King
« on: January 10, 2021, 01:46:18 am »
Recently encountered this bug in my latest playthrough. If you kill the Rathound king before completing the Burrower Emergency quest and go to turn in the quest, there is special dialogue when speaking to Edgar mentioning that you already met and killed the Rathound King. When the quest is completed in this manner, you are awarded he money and the option to gain the hunter feat, but do not receive the 3500 Exp you would when completing the quest normally. This bug happened for me on the classic exp system.

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Build Link- https://underrail.info/build/?HgUQAwMHAwlGPADCoAAAwqBQHgAAZGRQU2QAAADClwAAasKjASYeWcKaAlpLOinChSs_wofCsyox4qe-BeK1rgrfvw

Starting stats are: 5/10/3/3/7/3/9

 Do you like Energy Weapons? Do you want to deal MAXIMUM DAMAGE and wipe out hordes of devolved inbreds with a single well placed aimed shot? Do you like to suffer? If you answered yes to any of these questions, this build is for you. This build takes advantage of the dex ap reduction on light weapons combined with the versatility feat to allow you to get the most bang for your buck when using plasma and electroshock pistols. As a disclaimer, this build was tested on dominating, but this build should perform well on lower difficulties.

The Gear

Electroshock Pistol- This bad boy will be your primary weapon for most of the game. At 18 Dex it costs 21 ap to fire, which is reduced to 19 ap with super solider drug. With adrenaline, and temporal contraction, this lets you attack 4 (5 with SSD) times in a single turn with regular shots and point shot. With a high quality circle wave amplifier you can easily get over 500% critical damage, and when combined with a high quality smart module and high quality smart goggles you can get over 100% special attack damage bonus. An aimed shot from stealth usually does about 1500-2000 damage, and chains to nearby characters for 65% of previous damage, letting you easily clear most groups of enemies, in addition to often stunning the primary target if they somehow survive the initial attack. Be warned that the electricity can chain to you or nearby friendly characters, and has been the source of a fair amount of deaths in my playthrough of this build.

Plasma Pistol- This is where the big damage comes from in this build. At 18 DEX it costs 24 ap to fire the plasma pistol, which is lowered to 22 under the effects of super solider drug. With adrenaline and temporal contraction this lets you attack 4 times with regular attacks and point shot. The plasma pistol can easily reach over 600% crit damage and get the aforementioned 100% special attack damage bonus, letting you easily obliterate the tankiest of enemies. Under ideal circumstances, you can do 3500+ damage aimed shots and crits. Unfortunately, high quality plasma dischargers are extremely rare, as I have gone an entire playthrough without finding a 135+ plasma discharger, so you may have to use a weapon with sub-par components. The electroshock pistol already does plenty of damage, so the plasma pistol is mainly used to one shot bosses and deal with coil spiders.

Ti-Chrome Knife with energy edge emitter- Takes advantage of this builds high dex and melee to deal good damage without alerting enemies. You could swap out recklessness with cut-throat if you want to reduce an enemies evasion (more on that later) and have an easier time against human enemies, but its a matter of personal preference.

Armor- Smart Goggles are great for the special attack damage, Infused Rathound leather for the crit chance, and Ninja tabi boots to boost stealth. I recommend a low-low efficient energy shield, but this is more up to personal preference.

Psi-The only 2 psi abilities this build needs are temporal contraction and stasis, although you can use others if you feel like it. Temporal contraction acts like a second stackable adrenaline shot with bonus movement, while stasis effectively gives you a second turn to finish off any remaining enemies that survive your initial attacks.

The Cons of This Build

This build probably has one of the worst midgame experiences of any build out there. You will start to encounter some trouble in depot A, where on dominating you have a 65% chance to hit the mutant dogs. This build only needs 25 guns skill for feats, but I pumped it to 70 to have a decent chance to hit anything. Without full specialization points, it takes until about level 15 for high dex melee versatility to surpass 70 guns skill with 7 perception. Endgame, 18 dex with 10 specialization points in versatility equates to about maxed guns skill with 13 perception, but before then get used to seeing 49% accuracy on Ironhead bandits. Additionally, this build is a glass cannon, so 90% of the time if you miss your aimed shot your probably dead. This build also
has low movement points without high quality tabis, so don't expect to be able to outrun melee enemies. If luck is on your side, you can steamroll through tough encounters without taking damage. If you get unlucky, get ready to f5. You have been warned.

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