Author Topic: Optimal non-psi hammer build  (Read 168017 times)

Eidein

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Re: Optimal non-psi hammer build
« Reply #15 on: December 16, 2024, 03:48:11 am »
Mind giving me any clues for why this has 79 chemistry? I get that it goes to 90 with workbenches, 105 with hypercerebrix, but I can't see much use going beyond 45, given that your original post claims not to use hand grenades.

Corrosive acid from vuk maybe, but yeah I dont see much point going past even 0 lol.

harperfan7

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Re: Optimal non-psi hammer build
« Reply #16 on: December 16, 2024, 05:30:13 am »
With all bonuses added in, its 112 for mk5 nades.  This build has a lot of left-over skill points, so I figured why not. 
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haze1103

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Re: Optimal non-psi hammer build
« Reply #17 on: December 16, 2024, 12:31:27 pm »
I guess I'll finally try Nervosomnifer this playthrough instead
« Last Edit: December 16, 2024, 12:47:58 pm by haze1103 »
Psi-less Super Slam beat Dominating! for me

harperfan7

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Re: Optimal non-psi hammer build
« Reply #18 on: December 16, 2024, 10:23:30 pm »
>instead
it already can, though granted not in DC
seems I forgot to factor in the lurker knives; thats another +5 or so
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Kamkehsahlin

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Re: Optimal non-psi hammer build
« Reply #19 on: May 17, 2026, 05:51:00 pm »
I wanted to do a non-psi hammer build on my second run(Vet difficulty) and this looks great.  Unfortunately, I ran into a problem at level 4 picking Thick Skull.  How do I distribute my stats at the start?  I initially did 8/7/7/7/3/3/5.  But I needed a ton of Con for Thick Skull.  Do I just not use a sledge from the start?  Or do I reduce dex/agi by 1 each?  Not really sure what would be best.

Thanks for the help!

Edit: I did run 1 less Agi/Dex and 2 more Con.  Add 1 Con at 4, then Dex will be added at 8, and Agi at 20.  Str all other times.
« Last Edit: May 18, 2026, 10:41:35 pm by Kamkehsahlin »