Author Topic: Dwarf Fortress  (Read 4651 times)

Fenix

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Dwarf Fortress
« on: August 05, 2019, 01:11:18 am »
http://underrail.info.tm/build/?Hg4MBgMDAwUAAADCoAAAwptzAEYAc3MAc3MAwqAAwqAAAAAxOStpGMKowocGB0sDVCYSQsKpwrYN4qe-BeKpmAXitqAF378

OK, it's fragile mobile fortress. But your main mean of defence will be mobility, and armor mostly for Heavyweight critical bonus damage, you shouldn't be tanking damage really with your 100-200 hp.
You want metal armor as heavy as possible, with blades to proc Vile Weaponry, and 95% armor penalty.
The main trick here is that Movement Points you get from Psycho-temporal Contraction (PtC) does not affected by your armor penalty, so between Sprint and PtC you will be as mobile as that skinny dude in leather armor (but not really).
So, you get 30 MP from Sprint for 2 turns, and who knows how much from PtC with skillpoints pumped in Temporal Manipulations for 3 turns. Given the damage output of this Mobile Fortress, with its 200% crit damage bonus, it will be enough to eliminate most of the threats for that time.

Things I'm not sure about - Vile Weaponry or maybe Crippling Strike? VW takes time to proc, but it's good against sturdy enemies like crabs which could be annoying on Domination, CS could be useful against melee sledghammerers (and on Arena) or against some enemies that use AR. Well, in my opinion Vile Weaponry looks more useful, especially we already have Bone Breaker for bosses.
Or you could take Trigger Happy and forget about those two above.

Also not sure in specialization points allocations - how good is math-wise Improved Unarmed Combat Damage, but bear in mind this feat increase your base damage afaik, which is further increased by Heavy Punch, Crippling Strike and the like.
And what difference is between putting points in Cheap ShotCritical Damage and Critical Power.

Skillpoint allocation is very approximate, do as you think it will be more useful.
« Last Edit: August 16, 2019, 02:29:17 pm by Fenix »

MirddinEmris

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Re: Mobile Fortress
« Reply #1 on: August 05, 2019, 01:20:52 am »
Wrestling is better than Heavy Punch imo. Vile Weaponry is great, highly recommend, but you need some source of bleed for it. If you go unarmed, you will need to put serrated blades on an armor and perhaps that slot should be taken by another plate. Taste for blood i would also try to take, since it procs from kills not only bleed.

Since you want a mobile fortress, invest into Sprint specialization. Full 5 points and you gonna run like a wind
« Last Edit: August 05, 2019, 01:23:16 am by MirddinEmris »

Fenix

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Re: Mobile Fortress
« Reply #2 on: August 05, 2019, 02:19:16 am »
In my experience, Wrestling is useful in early-midgame, later on it's not much of a use, because you either control enemies with pneumatic strike, or outright eliminate them. Small bonus - Six is affacted by it.
Tungsten armor is fine without 4th metal plate, you won't use it as armor that much anyway.

If there will be not enough movement, then yes, Sprint is best candidate.
It's all depends on empirical experience.

ciox

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Re: Mobile Fortress
« Reply #3 on: August 05, 2019, 11:29:28 am »
Interesting build, what is the suggest weapon for this, is it a specific type of gloves or literally just full bare hands unarmed?

Fenix

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Re: Mobile Fortress
« Reply #4 on: August 05, 2019, 11:38:34 am »
Yep, just bare hands fro 6 Ap per attack.
I tried to fit in Lightning Punches but saw it makes absolutely no sense, and 6 AP is a good cost anyway, fast enough to lay small army in 2-3 turns.
Of course nothing stops you from using occasional metal gloves punches, also I'm not sure they will be more powerful then bare hand's strike.
« Last Edit: August 05, 2019, 11:41:38 am by Fenix »

Fenix

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Re: Dwarf Fortress
« Reply #5 on: August 16, 2019, 02:32:23 pm »
OK, so, game came to the point where I need to distribute specialisation points.
What is the best way math-wise?
Puttig points in Crit Power? Cheap Shots?
I'll definitely fully spec in Heavyweight, because it's a like baseline of the build.

If someone have ideas, spill!

OK, so...
Given fully specced HW and fully specced CS, while having CP

95
*
1.5
=
142.5

142.5
*
1.5
=
213.75

100
*
1.5
=
150

100
+
142.5
+
213.75
+
100
+
150
=
796


Given fully specced HW, while also having CS, in case fully specced CP.

CP

95
*
1.5
=
142.5

142.5
*
3
=
427.5

50
*
3
=
150

100
+
50
+
150
+
142.5
+
427.5
=
870

Well, that's more or less clear.

But there is another option - to specialize in Improved Unarmed Combat, which will bring another +10% damage.

Then it's fully specced HW, CP 5/10 and IUC 5/5.

0.15
*
5
=
0.75


1.5
+
0.75
=
2.25


95
*
1.5
=
142.5


142.5
*
2.25
=
320.625


50
*
2.25
=
112.5


100
+
50
+
112.5
+
142.5
+
320.625
=
725.625

And here we need to count how much damage increase specced IUC can give us.
« Last Edit: August 16, 2019, 03:34:15 pm by Fenix »

Fenix

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Re: Dwarf Fortress
« Reply #6 on: September 01, 2019, 08:39:03 pm »
Quick note (in order to remind it to myself later) that scrap all the previous math - Heavyweight is using full metal armor penalty, which can be far above 95% armor penalty cap.
Also - I made a mistake, I though that PtC's MP bonus scales with TM skill rating, while it's PtD MP malus? that scales that way.