Hello folks.
I updated my build. As Destroyor said on a previous post, energy pistols are like paladins in medieval games and struggle through many statistics.
I find a way which works and doesn't need to abuse drugs to improve PER.
HOW THE BUILD WORKS :
The build is simple. He relies on crits and crafted energy pistol in main hand and electroshock pistol in second hand.
The aim is to be at max crit which will destroy easily.
THE BUILD :
https://underrail.info/build/?HgMMAwkGAwoZVwDCoAAAwqBMPB4AbsKgF0FuAC0ARi0ANmIowqMWAsKaWllLJTErwodRPsKzwoUp4qe-CuK0lAXfvgBuild with Opportunist which is greats Vs Paranoia (low 3 PER, I prefer Paranoia)
https://underrail.info/build/?HgMMAwkGAwrCoFcAAAAAwqBMPB4AbsKgF0FuAC0ARi0ANmLCoxYCwppaWUslMSvCh1E-wrPChSkm4qe-CuK0lAXfvgWHY THESE STATS ?
STR 3 : you don't need Steadfast aim, crit increase is based on AP, you want to reduce AP / shot
DEX : 8 --> 14 If we had plenty points we should max DEX but we need other things. At level 1, your dex will be 8 and you pump at level 4 and 8
AGI : 3 you have no points available, 6 for sprint is too much, hope good tabi boots, crowd control (nades are for that)
CON : 9 Survival AND Survival instincts for +30% crit necessary to always crit
PER : 6
This is were you can orient the build between PER and INT. Sharpshooter (which takes 2 feats with aim shot) and scrutinous tend to go for 11 PER and have a good guns skill. I think it is suboptimal on this build and think the way is to go versatility DEX.
BUT:
Ambush is very good on this build to REMOVE ENEMY EVASION to hit otherwise you can go 3 PER, full DEX and versatility but beginning is harder.
and
Point Shot is a very good skill.
I made a choice which is a trade-off to go 6 PER and take Ambush and Opportunist which works very well on a alpha strike from the shadow with electro-shock pistol and fails rarely with ambush
On my different depot-A tries, Ambush secures my "loss" rate and reload times. That is why I go PER6 on this build.
Both of these needs 6 PER and you don't need to go further.
INT : 8 at the beginning and 10 at level 16 for SPECIALIST.
SKILLS :
Melee MAX (versatility for Guns & Energy pistols)
Stealth MAX
Electronics MAX
GUNS: 25 only useful for Point Shot and High Technicalities, so it is not a great investment ( you don't need to go 75 for sharpshooter for example).
Mechanics and Tailoring about 110 for good armor
Other points are well rounded. You can dump persuasion if you need points elsewhere (throwing or TM for example)
PERKS :
Dumped Polymath : you don't need it
You focus on CRITS :
Hit chance: Versatility, Ambush
Crit Chance : SI, Ambush, Recklessness
Crit Range : Practical Physicist Critical power, specialist (to increase crits further in specialties after versatilty)
Damage : High Technicalities, Blindsiding
Number of shots : point shot, +2 DEX, Fatal Throw
Utility : Grenadier, Three pointer
If you don't like paranoia, you can take premeditation, future orientation.
ITEMS :
Commando Belt is useful because you are a great thrower too (nades and knives)
https://underrail.info/build/?HgMMAwkGAwoZVwDCoAAAwqBMPB4AbsKgF0FuAC0ARi0ANmIowqMWAsKaWllLJTErwodRPsKzwoUp4qe-CuK0lAXfvg