Having beaten the game on normal/oddity with smg+stealth
I plan to make an unarmed dex psi-monk for my second playthrough on hard/classic xp. It will be no gloves just fist + TM (70 cap) and Psychokinesis, aiming for a 4ap per hit build at 3 str 10 dex 10 agi 3 con 3 per 5 wil 6 int. Later on it will be 12 dex and either 7 int or 7 wil depending on your opinion.
Looking at the build of one named Ken Molinaro on youtube who's been playing with an unarmed time-monk. He never bothered maxing the dodge and evasion the same way you would normally max out important skills every level up. He is however playing on hard and that I believe he's still investing on them but not prioritizing them.
My first question is this:
Playing on Hard without stealth, obviously, I'd have to brute force my way on every encounters since no stealth investment won't allow me to avoid combat.
Is it essential that I max dodge and evasion every time I level up? To be complemented by dodge/evasion boosting items + nimble or can I make do without doing so and the excess skill points to be invested in other skills? From Ken Molinaro's youtube videos, he maximized avoiding damage by using fancy footwork to create distance against his enemies.
My second question:
Would it be alright, given that I will have points in dexterity and int, to safely invest enough points in lockpick and hacking so that the bonus skill value is at the amount of the maximum base skill allocatable instead of increasing the base skill to max? Basically I'll rely on higher-level haxxor and lockpicks in case I have trouble unlocking them.
My third question:
Despite playing on hard, I still wish to experience what I missed with my first playthrough since it was a no persuasion run. As such, with regard to min-maxing dodge/evasion and lockpick/hacking I plan to invest "excess" skill points in persuasion and crafting skills. Any thoughts on the ratio of persuasion per level that I should have? Is having persuasion at all still viable or a game-breaking waste on hard?
Anyway, this is an idea of the build that I have, it's kinda rough around the edges, I just level it at 12 as I frankly don't have a clue on what feats to get for the next levels, I haven't even placed packrathound in there.
http://underrail.info.tm/build/?DAMMCgMDBQcAFQBGRkYAPC0AAABGAAAOAEYARgAAACskTyggEyoSB9-_ (capped at level 12 atm, for easier consideration, I also think early-mid game build would be important to factor as it makes or breaks how the game would be)
Regarding certain feats, how is improved unarmed combat and cheapshots? Improved unarmed combat seems like a feat to have but seems to be overshadowed early on by the "must-have feats" and unarmed's crit chance of 5% seems low to benefit effectively from cheap shots.
I found my smg-stealth boring in a manner that there isn't a lot of feats to consider as the build is effective already from a select number of feats, after looking at a possible playthrough for this I was amazed with the amount of feats to consider.