Hey guys, I'm back with the first half of what will likely be my final update (it's taking me longer to write than expected). As a result, I'm going to try to add a lot of information here in case anybody ever wants to try to push further (which I believe is possible). Perhaps that will be me in the expansion, but not for now I think. Anyway, inspired by the discussion here, I performed a lot of Assault Rifle-based testing and obtained a lot of data since my previous post on this thread. I've completed my most recent run fairly quickly, largely as a result of the unexpectedly promising testing data.
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TESTING
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As already stated, I believe the Tchort Fight is the sole gatekeeper of the run. There are other difficult areas but I think they are strictly easier than the Tchort Fight in terms of virtually every requirement: raw health, raw damage, stealthing/sustained survivability without saveload checkpoints.
I mainly tested by repeatedly reloading my reference save files at Tchort Fight, using Cheat Engine to modify my skill numbers, and attempting to complete the fight. This is very easy to do if you have a Level-up pending, as you can freely manipulate the value in the Skills screen up or down and iteratively search for those exact numbers in memory. You can set the numbers to anything you want (you can have "impossible" totals that don't sum up to what you should be able to have at your Level).
GUNS
Through my testing I was able to confirm that, among other things, it is possible to kill Tchort Tentacles with far less gun skill than I thought. I only tested down to the range of Guns 55-59 because I initially believed that that would be the lowest relevant skill level, but at this point I'm not so sure. In any event, my testing revealed that this range is/was sufficient to kill tentacles in a "reasonable" amount of time with comparable-skill-level crafted guns. I am defining "reasonable" as fast enough to kill 3 tentacles (with tanks blown + mutagen puzzle) and have them all simultaneously dead for a minimum of 7 additional turns (it seems that Tchort Tentacles take 20 turns to respawn!!). Dealing 600-700 damage (maybe more) against tentacles in a single burst (with various relevant buffs) is no longer probable but it is still absolutely possible and moreover that is actually far more damage than what is needed. You do not even need to be point blank range for this much damage (I was several squares away) to achieve this.
HEALTH
I now believe that TheAverageGortsby is correct that a Regenerative Vest with Black Cloth is the optimal chest armor for lowest-possible-level Tchort Fight. Even at extremely low-skill crafting there is almost no downside because your Maximum HP will be so low that the absolute healing number is still a huge proportion of your health pool...the most relevant part is that you receive sustained healing (10 increments) without having to break stealth *and* those incremenets are guaranteed to not be wasted (since they only trigger belopw 70% HP).
I didn't thoroughly test whether low levels will run into trouble with respect to stealth instant-detection-threshold (since they can only make low-stealth Regenerative Vests) but I am fairly sure that Rathound Regalia will not be sufficient for characters with ~90 HP or lower and I am not sure low levels can afford to put points into Constitution.
STEALTH
I confirmed that with Stealth in the range of ~120 (not counting cloaking device) you can still pretty easily stay undiscovered during the entire tank-blowing-phase of the Tchort Fight and that is really not a high number at all considering that gear can trivially provide more than half of that number. At 120 stealth though, I think a cloaker is necessary to avoid heading towards extreme RNG (I didn't bother to wait for perfect RNG) and, as mentioned, I neglected to verify the exact instant-detection-threshold so that is something to test for lower level runs.
TACTICS
Although Cheat Engine was extremely helpful to confirm certain projected skill numbers, I also found it equally helpful to load and reload my unmodified Level 10 Tchort Fight save files and complete the fight multiple times. What I found is that not only was my Level 10 Tchort Fight strategy repeatable but it can actually be further optimized and leverage saveloads for relative-easy-to-obtain RNG that is extremely beneficial. Crucially, it is possible to get RNG such that the two following things are true:
1. *ALL* Tchortlings travel to the North-East-most Mutagen Tank (if it is the last one blown up) and leave the West side of the map completely clear for Tentacle killing by using the shack (and are not close enough to aggro even from 9 round AR bursts)
2. *ALL* Tchortlings *remain* grouped in that North-East-most Mutagen Tank even *after* killing the three Tentacles, resulting in the situation that you can literally (in combat) walk right up to Tchort and take free shots on him without any interference for 7+ turns (until Tentacles respawn).
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Level 6 Run
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The target level for this run was largely based on the testing data I had available. Through testing I determined that Level 6 could obtain Gun Skill 60 without sacrificing access to Chem/Bio Skill 60 or Interloper. Interloper Feat+optimal gear allows for a successful mutagen-tank-blowing phase of the Tchort fight and I also knew from testing that Gun Skill 60 could *easily* provide enough damage per second to complete the Tentacle/Eye Killing phase of the Tchort Fight. Levels below 6 lose access to Full Auto (a massive 22% raw damage increase Feat) and I was concerned that I couldn't properly/fully test a Level 5 scenario (I don't know how to remove Feats from a Save File) even though I observed that 55 Gun Skill alone shouldn't be a showstopper (though harder).
From previous runs, I knew that so long as stealthing the mutagen tanks and killing Tentacles in a few turns each is possible, the entire rest of the run should be possible because everything combat-related is essentially strictly easier than these two tasks.
I have now completed Dominating at Level 6 using:
Str: 7
Dex: 3
Agi: 7
Con: 3
Per: 10
Will: 3
Int: 8
Feats:
Echoing Soliloquy (No reason not to get this right? However, it should be noted that Eye of Tchort stacks extremely fast that there's not much difference...it seems to stack even faster at lower Character levels but I'm not certain)
Gun Nut (It's very possible, though I'm not 100% certain, that Recklessness is better/easier and should be in this slot. I thought Gun Nut was the least risky choice assuming perfect RNG.)
Opportunist
Suppressive Fire
Interloper
Full-Auto
Skills:
Guns 40 (60)
Stealth 40 (122 with just highest-stealth gear and skills, with cloaking device effective 162...For this run I did not hesitate to use Jumping Bean+Adrenaline for all the "challenging" parts...for all stealthing I used Rathound Regalia because 10% movement speed +25 stealth with Interloper...for Tchort Fight I only switchen to Regenerative Vest for the Killing Tentacle/Eye Phase)
Traps 40 (39) (I used 6 EMP traps during Arke Fight and a couple crawler poison traps for Tchort Fight, but never got too fancy here, used plain old bear traps virtually everywhere else)
Mechanics 40 (53) (60 with House)
Electronics 40 (53) (60 with House)
Chemistry 40 (53) (60 with House)
Biology 40 (53) (60 with House)
Tailoring 40 (53) (60 with House)
I crafted (with House):
- 9mm Smart Muzzled Hornet 14-45, +32% special attacks + second copy with +30% special attack (2 guns are necessary for Arke and Tchort Fight to avoid needing to use a damaged weapon or repairing midfight somehow)...I also absolutely could not find better smart modules (skill required 45 was the best without going over 60, even though I waited 10 shop cycles before taking the elevator and checking EVERY shop)
- Efficient High Frequency Shield Emitter 597 Capacity, Conversion Rate 8.9, 10% dissipation, 5/16/66/98/126
- Regenerative Overcoat 24% / 5 Mechanical, 15% Armor Penalty, Stealth Increased by 22, 29 Health for 5 Energy every turn when below 70% HP, 50 Energy capacity
Noncrafted:
- Biohazard Boots. I hadn't used these before but they make the final room of Mushroom Forest a lot easier since you don't lose perception or ability to do full bursts while wearing them yet they fully stack with CAU armor.
- Purchased from Oculus store:
- +13% Critical Hit Chance Seeker Night Vision goggles (87 energy capacity, turning on costs 9, consumes 3 energy every 5 seconds), I mostly used these since I think they are better but got the second pair below just in case.
- +27% Special Attacks Smart Night Vision goggles (79 energy capacity, turning on costs 9, consumes 3 energy every 5 seconds)
- +22% movement speed/30 stealth Ninja Tabis. I probably could buy better if extremely patient or get better by killing all CoreTech Runners but I was pretty confident based on my tests that these would be "good enough". I wore these Ninja Tabis for the entire Tchort fight and I'm not sure that anything crafted would be better. The stealth is critical for mutagen-tank-blowing Phase and the movement points are critical for the Killing Tentacle/Eye Phase.
-Quest Reward from JKK:
+42 stealth cloaking device, 76 energy, turn on costs 21, consume 7.14 every 5 seconds
- Rathound Regalia (I don't believe it is possible to craft anything better than this for stealthing purposes not counting Regen Vest for Tchort Fight)
- Chemical Assault Unit Armor (I just kill the CAU members outside of the Free Drones base when it's "Go Time" and I don't care about burning Protectorate bridge)
- Standard +17 stealth balaclava (I could not craft better and didn't get the option to buy better)
- Bullet Belt (of course)
- W2C bullets for all the "major" fights in Deep Caverns (You need a fair amount at Level 6. I took the Faceless +300 and I also brought 350 W2C rounds with me from buying nonstop through the run, I finished Deep Caverns with 200 rounds left so I used ~450 across Mushroom Forest, Arke, Tchort Fight)
This run I used ChemicalAssaultUnit Armor only for MushroomForest. RathoundRegalia was used for early Tchort fight and almost everywhere else except early (before Core City main quests). I used Regenerative Overcoat in only one place: the post-mutagen-tanks Tentacle/Eye Kill Phase (you can switch armor inside the shack after first exiting stealth but before fighting tentacles).
Final experience bar (before boarding Train to North Underrail): 185147 / 6000
Notes of interest:
Overall
- I needed to save and load a lot more, even compared to Level 10, but I still didn't need to reload more than ~20-25 times at any given single place. There were a lot more places that I needed to reload ~10+ times though. Also, I skipped Carnifex, so these reloads were in mandatory/required spots, such as Hollow Earth TH44 manual stealthing or JKK Final Mission. I completed the Tchort Fight in under 30 minutes, with ~20 reloads and 6 total saves. I actually reloaded more on the first room of the JKK Final Mission than the Tchort Fight. Since I had already broken the Tchort Fight down to a science and a reproducible solution during all of my testing, I was pleased but not surprised that this was, relatively speaking, smooth and easy.
- I took significantly more time in Deep Caverns and on Tchort compared to my Level 14 and Level 16 runs but was not too much slower than my Level 10 run. The gatekeepers (Mushroom Forest, Arke Fight, Tchort Fight) are unchanged. All of Deep Caverns combined took on the order of ~6 hours. The Labyrinth is a joke and absurdly easy with Interloper even at Level 6 (and with practice dodging those linebacker worms trying to tackle you). I only needed to reload once during the *entire* drive shaft segment from starting at Caerus back to Caerus.
- The central theme to the *majority* of this run (everything outside of Mushroom Forest and Tchort) is again: Toxic Gas Grenades, Flashbangs, Molotov Cocktails, Bear Traps, and EMP Mines. If you can't Bear Trap enemies, flashbang them and/or EMP them as appropriate. If you can't flashbang or EMP them, burn them with molotovs. If you can't fight them at all, use precious Toxic Gas Grenades for a guaranteed kill.
- Toxic Gas Grenades should have their wiki entry updated to reflect the fact that they are in fact the single most broken single weapon in the game. You can use them to kill virtually any biological enemy in the game regardless of your level or skills, full stop. I think this was what was alluded to by destroyor when he said:
Emporiom could probably be cheese using toxic gas grenades.
But I did not really fully appreciate/understand that until now. Not only can I guarantee that Lunatic Mall can be cleared using toxic gas grenades, I can guarantee that literally all non-immune biological/humanoid enemies in the game can be killed by a Level 1 character on Dominating using these grenades. These grenades, so long as you have enough of them and no time pressures (I was buying Toxic Sludge like candy from every vendor from SGS to Blaine to Junkyard to University), will allow you to kill enemies without entering their line of sight or initiating combat. They work around corners, and just keep stacking damage regardless of whether enemies have 2000+ HP. The actual mechanism is very simple: continuously throw toxic gas grenades near your enemies (within 1 or 2 squares) but stay out of line of sight or quickly move away after throwing. However, I say that the wiki should be updated because the *implications* of this are absurd.
For example, just as a reference, I killed virtually every single member of Jacek's 1000+ HP gang, including Jacek, except the weak Psi guy in the back, while surgically avoiding damaging Hugo for even a single HP (he only has 90). Except for the last guy, I never entered combat and never fired a round.
After flashbang-stealthing, I also used Toxic Gas Grenades to kill Pulverizer in Arena without re-entering combat or using any traps. ~2200 HP? No problem.
Although I didn't test it and am not 100% certain, I'm very confident that (flashbang-stealth step aside) killing Carnifex would be trivial at Level 1 with this strategy.
- Based on this run, and in particular the Tchort Fight experience, I believe I was wrong to say a Level 4 run is not possible. I still believe that under Level 4 is likely impossible and I believe that Level 4 and Level 5 may not be possible but are *likely* possible as a run moves closer toward Tool-Assisted-level perfect RNG and sticking with an AR-style build.
- Stealth is insane, but stealth with stealth +movement tabis, rathound regalia, plentiful Adrenaline, and also plentiful Jumping Bean is so good that even at Lvl 6 I'm absolutely stunned at effectiveness. I cannot believe how effective it is even with a weak cloaking device and only 7 Agility. I didn't even bother with Agility Steak this time around at Lunatic Mall.
- I didn't even craft 100% optimal gear, especially for the Smart Modules I used, and I still didn't feel much gear-related pain. I possibly got lucky with some of my shop purchases, but that is definitely one of the reasons why I emphasize lower level runs start requiring more time investment and RNG. As crafting becomes weaker and weaker, the run depends more and more on finding perfect store-bought items for certain slots: balaclava, cloaking device, tabis, and goggles
- I knew I wasn't going for SuperSteel this run so I didn't have to worry about saving Charons so money wasn't an issue at all (as long as I made sure to sell all the guns that I did find).
Tchort Fight *and* Mushroom Forest *and* Arke Fight Consumables
- This run I made a ton more consumables and used them generously. I rarely waited for a buff to run out before refreshing it (it's rarely optimal Action Point-wise).
- Focus Stims - Crafted 12. Didn't need to do the old killing Coretech employees routine. Used 3-4 for each of Arke Fight and Tchort Fight.
- Regenerative Mixture - I still don't know how to get regenerative mixture except by killing Caerus Residential Vents guy "Gunter Vasilica" so I still did that. I only used one and it probably wasn't needed, for the Tchort Fight Phase 2.
- Aegis - I came prepared with a crafted stack of 9. Perhaps counterintuitively these didn't seem to be make much difference except slightly in Mushroom Forest final room.
- Iron Gut - I came to Deep Caverns with 12 and chugged these nonstop in Mushroom Forest final room encounters. I ended the run with 3 left.
- Jumping Bean - I crafted 12 and chugged them all the time to make stealthing or move/shooting/ducking easier. I used 6 of these. These things are amazing!
- Super Health Hypos - Since I'm friendly with Faceless I have 100% reliable Super Health Hypos to pair with Morphine (although I guess you only could ever really use 1?)
- Morphine - it's really only relevant for final hits on Tchort Eye if a tentacle comes back or if you're unlucky but want to keep going in the Mushroom Forest final room. The reason is the same for why Aegis isn't so good: the vast majority of tactics should be aimed at completely avoiding ever being in a position where an enemy can damage you.
- For Tchort Fight only I saveloaded for +2 Constitution -2 Dex (or something useless) Junkyard Surprise (this is definitely worth doing instead of just accepting a +1 constitution burger).
- Adrenaline Shot - I didn't end up using these vs. Tchort because with my current strategy there is no point at which it is optimal to wait out the debuff time...you want to burst every single possible turn and there should never be a situation where a few extra AP make the difference between survival/success or not. I did generously use Adrenaline in Mushroom Forest this time around because I strategically segmented the last room into several fights instead of one continuous (and extremely dangerous) fight.