Author Topic: DOMINATING Laser Pistol Critical Build: 7 shots/rd., 5+ dead, not a scientist ;)  (Read 34867 times)

DerivativeZero

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This build focusses around the insane critical damage of a Laser Pistol coupled with its low AP cost. Using Temporal Manipulation PSI, the build can shoot 7 times per round (70 AP) at level 20, doing roughly 500 energy damage per shot. When fully built, at level 26, it does close to 650 damage per critical hit, with 74% critical hit chance (both damage and critical chance can be even higher, see below). The laser pistol has a tight spread, so your damage will reliably be close to the average, a huge boon.

Counter-intuitively, this build has DEX 14, PER 11, CON 9 and everything else 3, incl. INT. This guy is not a scientist and probably only barely finds the on-switch on the pistol. With high INT, Laser Pistols (and Plasma Pistols) can get much higher critical damage, but I would rather delete 5 critters per round instead of overkilling 2 or 3. Even at DOMINATING, few enemies have more than 600 hp, so this is a sweet spot damage-wise. For bosses, you have to shoot more than once, yes.

Playstyle is to sneak into groups and attack from stealth/blindsiding. Setting up traps and tazer for opportunist does not hurt, especially early/mid-game, when your laser pistol damage is nowhere near that high. Before being able to one-shot easily, throwing nets, traps, force field and the tazer are your friend, for big groups grenades and flashbangs. Thematically, this fits nicely into a stealthy assassin playstyle (I wish Styg would remove the PER -2 on the brown robe, it really hurts on this build). Once you start speccing into Critical Power, the whole crowd control is no longer necessary, but with PER 11 you want to be sneaking close to your enemies.

The build is smoothly playable throughout the game, with rough edges in Depot A. You should get Elwood's laser pistol before even starting Tanner's first outpost missions so you can maximize your play time with a laser pistol.

Abilities: 3/10/3/9/9/3/3, +DEX+DEX+PER+DEX+DEX+PER

Feats (in order, feats in brackets not necessary): Survival Instincts (5 specializations into critical chance, after speccing Critical Power), Aimed Shot, PSI Empathy, Recklessness, Kneecap Shot, Ambush, (Grenadier), Psychotemporal Acceleration, Sharpshooter, Critical Power (10 specializations ASAP), Blindsiding, Opportunist, (Execute), (Nimble), Pack Rathound, Srcutinous, PER+2, (Trigger Happy)

Skills: Max Guns, max Stealth, max Electro (should be 115 or so with house bonus, I think), around 80 Lockpick, 100+ Hacking (see destroyor's guide on the necessary thresholds); in the beginning some throwing (30, more if you like your nets and 'nades), rush Psychokinesis (25 for force field, then after Depot A to 45 for Imprint), rush Temporal (to 35 for Temp. Dilation from Ethan in order to get the Psychotemp. Acceleration feat at  level 10; this is easy to muck up in leveling, as this will happen in Depot A, and you need the PSI ability to select the feat; post Depot A, increase to 55 for Haste from Doc in Rail Crossing), After Depot A rush Mercantile for CoreTech shop stuff; you need some Biology for Gas Grenades, Tailoring later for the +10 Critical Chance Infused Rathound Leather, Chemistry for Grenades.

Ally with Core Tech as you will absolutely need high quality gear for laser pistol and goggles.

A note on low INT: I played many builds (including laser pistol) with high INT for better crafting and the QoL of Premeditation. I did not miss it here. You will be able to craft stuff later than usual (but you will have Elwood's laser pistol from level 3 on!), will need to make use of the house bonus and you will need other sources of stun than a free Electrokinesis, sometimes at the expense of AP. This is no problem. Later on, you will not need any crowd control as few groups are bigger than five or six people, and chances are, you will have killed them all in the first round after exiting stealth.

Gear: Laser Pistol (Q150ish for 20-27 damage, but don't bother once you are in the Q140ies, important is the Circular Wave Amplifier, which in the Q140ies translates into 280%+, this is sufficient but take more if you can get it), Critical Goggles (Q160 gives you +20% critical chance, Q140ish around 18%, which is good enough for me), Infused Rathound Leather (for maximal critical chance +10%), Tabis for movement and stealth.

Critical chance: 7 (Recklessnes) 30/35 (Survival Instinct, +5 Spec.) 7 (Scrutinous) 20 (Goggles) 10 (Infused Rathound Leather) 6 (Gun) = 85% (Focus Stim gets you a perfect 100%)

Critical damage: 20-27 base damage endgame, PER 13, Gun 160 (Eff.282) = 59-80 damage. With 288% Circular Wave Amplifier this translates into 972% critical damage bonus (includes Sharpshooter and fully specced Critical Power) and an average damage of 69.5 becomes an average critical hit of 745. With Blindsiding and Opportunist you are at 1043 energy damage. With 7 shots in an accelerated round, you deal an expected amount of 6244 energy damage per round (expected damage = mix of hits and crits).

With a critical chance of 85% and 7 shots, this build translates into 595 critical hits out of 700 hits (in 100 rounds of this sort) and likely killing 5 out of 7 enemies. You are really closer to 6 out of 7, but let's play it conservatively with our calculations.

I have played a lot of different builds on dominating, but I find this one extremely satisfying to play. I wanted to share it because I sometimes read on the forums how people say laser pistols suck. They don't. Not at all.

I had a lot of fun with this build, let me know if you have questions or comments.
« Last Edit: December 03, 2019, 01:26:02 pm by DerivativeZero »

DerivativeZero

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Bonus mini-guide: How to get Elwood's laser pistol before starting the game.

Buy 5 lockpicks, 5 bear traps, 4 grenades from the 200 SGS credits. Go kill the Lurkers in Blaine's map. Two close to the stairs (east of it) can be killed with a grenade. Hide from the onrushing two others. Kill the sledge guy in the north east or sneak past him to the map exit north east. On this map, there is a guy with a good tactical vest in the middle (grenades and bear traps to kill). East of him, in a locked area (lockpick 10) is a guy with an assault rifle. Same strategy to kill. Beware, a knife lurker in the North east will be attracted from the noise, so kite those two south if you can. Having gotten all this loot, if you still have the damage potential, kill two rathounds and one alpha rathound through the gate in the north of this map. This room (lockpick 15) contains a crossbow and a riot armor (seems fixed). Go back to SGS, buy an omni-tool and use the boat to Junkyard to sell all this stuff for charons. Buy some bear traps and grenades. Go to the casino and kill Elwood (he can be lured into a bear trap in the middle casino hallway, through which he comes alone regularly when going from room to room). Then get Kohlmeyer's mission and sneak into the rathound caves on the harbor map. Set up lots of traps at the entry to stop the rathounds, once they bunch up, 'nade them (might require some trying as your sneak is likely quite low and they easily spot you while trapping the place). Once done, emerge in Kohlmeyer's old backyard, stealth, open the door and retreat. Put a bear trap in the entry way, then open the fight with a grenade. This lures the guy with Kohlmeyer's knife into the bear trap, where you can finish him off. Apart from the knife, he always has 230 something charons in his chest, a lot of money at this point in the game. Return the knife (unless you play a knife build, then this should hold you for a while) for the experience reward. Buy an EMP grenade and go into Elwood's home in the back alley. You need lockpicking 35 effective (so this only works for high DEX people) to open the vent. I never managed at this low level to sneak past the three sentry bots (on DOMINATING). But using the vents, you can sneak past them to Elwood's living room. Throw a first grenade into the room to trigger all mines, close the door and wait for the plasma sentry to cool down. Then throw an EMP in the room and use the two rounds of downtime to open the chest near the bed and get your very first laser pistol (I read somewhere it can also be a plasma pistol, in which case you are screwed), leave the room. If you are still good on stuff, with the pistol you might want to try and kill some of the robots, but in essence you are done.

You have your laser pistol, some good party money, should have gotten to level 3 in the process and can now start the game for real, using a laser pistol to retake the outposts for Tanner.

(This strategy also works great for knife builds and for high INT chemical people, as the money will allow you to craft your first acid pistol quite early. On difficulties lower than Dominating, you can also try and get Milton's laser pistol near SGS, but I found that the critters on DOMINATING are too hard to sneak past, especially on the Psi Goliath beetle map past the Pig Caves.)

Kiruha

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Should be a really strong build, I think that electroshock pistol will be useful as second weapon (versus tight groups and bots). Nearly 100 percent crit chance overweights the loss of crafting feats (also no ambush = no problems in illuminated areas). And yes, when you have a laser pistol with Circular Wave emitter and  fully specced critical power, damage bonus from various INT crafting feats will be meaningless, also you have 14 per - even more damage.

Is it annoying too keep low health to trigger SI ?

DerivativeZero

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Thanks for the comments, Kiruha!

I played a non-SI build using Electroshock Pistol and Electro-Feats/-PSI in Tesla Armor (she was called Storm, a thematic build, and she looked like a Superhero in that weird armor). The thing about E-shock pistol is, you manage to kill yourself easily if you don't stand far away (or at least I did without 100% Electricity protection). So I'm kind of not a fan of that pistol. It's immensely satisfying when it crits though, but on a SI build it sounds dangerous. Also, you get about three shots per round, and what I like about laser pistol is you can recalibrate during your round. All these builds with high damage and very few attacks aren't somehow my thing.

I don't know about S.I. builds in general. It helps if you know the meta (where the traps are etc.) but I never managed to pull off satisfying non S.I. builds in the sense that even at full health, there is always a number of enemies who can kill you easily, stun you etc. As I can't bring myself to grind for some 95% resist armor set (and find them slow and ugly on top of it), I find stealth and active defense more appealing. Your hitpoints don't matter for this then.

cypherusuh

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That mini guide is pretty damn useful. I never noticed that the XP is enough to get 35 lockpick that early. Is it classic?

Bruno

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Very well-formulated guide, thumbs up.

Some information, from having played many times (on Hard, Oddity):
-Underpassages, in the locked area with the rathounds and the alpha rathound on the second map, there can be a set of riot gear, but it is not guaranteed.
-Elwoods locker can contain either laser, plasma or electroshock pistol, I have seen them all. If you really want to bother with reloading you can probably reroll the chance by saving before you climb down to the basement.
-Give Old Jonas his watch back for free, and he will sell you batteries (ammo) at a decent price.

harperfan7

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Anybody saying energy pistols suck has no idea what they're talking about.  Easily the best weapon.
*eurobeat intensifies*

DerivativeZero

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@ cypherusuh, yes, Classic. I have no idea about Oddity, played it only in my Pacifist Run and that one wasn't trying to get a weapon early ;) Problem with 35 Effective early is you need DEX very high. I'm glad you find the mini-guide useful, it seems like information that was in the forum in various places. I enjoy playing the beginning of Underrail immensely, where money is tight, you can really screw up easily and everything is like a puzzle: you can really predictably do most of the stuff in the guide despite RNG and character build. Reminds me of SubterminalOptimization's approach to the game.

@ Bruno, thanks! Ok, I was lucky I guess on the RNG (the tac vest of the guy is also everything from DR1 to DR7, at least what I've seen, with DR7 making GMS close to trivial). The type of loot you'll get in those rooms will probably also have a bearing how long you can keep going, down there, if you need to restock grenades and bear traps. A pistol build at that point potentially doesn't really have a good pistol unless they go Persuasion for the .44 in the armory. (I find triggering Jack's FedEx quest can give better pistols but it's one more grenade to waste early on the ambush guys and potenially luring rathounds to block the tunnel entrance, so mixed bag).

@ harperfan7: Yes, that was my impression, too. Which created the big dissonance with offhand remarks by some people here and on Steam/Reddit. I think the Circular Wave Amplifier/Critical Power+Specializations thing is key, but maxing Critical Chance with S.I. and Speccing Critical Power makes so many builds really shine (I was thinking of posting a similar guide for acid pistol. I played both a non-critical and a critical build, and while both are so incredibly fun and viable, the damage increase through Crit-Power is useful even on that base crit. damage 100% pistol, of course, in conjunction with Sharpshooter only).

cypherusuh

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Anybody saying energy pistols suck has no idea what they're talking about.  Easily the best weapon.
The only weapon choice when you want someone dead, really dead.

JJWonderTard

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I am brand new to the game and I am following this guide as well as I can. I didnt get laser pistol till lvl 5 but other than that im following it well. But I am confused on what Q150-140 means exactly I couldnt really figure it out on my own. But other than that this guide has been super easy to understand for my first serious playthrough.


TheAverageGortsby

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I am confused on what Q150-140 means exactly I couldnt really figure it out on my own.
Component quality.  Most pieces required to make gear will have a quality value, that you can see on the information window for the component.  Higher quality is (almost always) better, in that it will have stronger effects; however, higher quality also requires higher skill to craft with.  q150 means quality 150.  Quality is only applicable to components, not to finished gear.  The finished gear has no quality value associated with it.

Phyriel

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At what level does this build really come online? - im atm level 9 going into depot A and I must say I'm getting horribly molested,managed to kill some humans and dogs on first map but mutants and acid dogs are just no go, can't kill even 1 dog with full round of point blank shooting, got laser pistol from elwood hause at level 3 from your mini-guide but even following build to the latter so far it really hits like wet noodle (talking 19-20 dmg and 40+ crits but also miss a lot like 30 % of times). The only thing that carries me so far is spamming traps and granades - grenadier is probably the most important perk so far for me so I dunno.

Either this build should be called "end game only laser pistol build" or I've done something wrong? At what level should I craft a better pistol?

TheAverageGortsby

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At what level does this build really come online? - im atm level 9 going into depot A and I must say I'm getting horribly molested
OP does say it has some rough edges around Depot A.  That is, after all, generally the winnowing grounds for most builds.

You don't need to be doing the Depot at level 9.  Even if you're playing Oddity mode, you can absolutely get one more level before you need to deal with the depot proper.  If you're on Classic mode, level 12 isn't too much trouble and even level 13 is possible without any significant grinding.  I would encourage you to go pick up another level if you're having such a hard time.  And make sure, if you aren't doing this already, that you equip some sort of acid resistant armor, like Mutated Dog leather or Siphoner leather.  It makes a world of difference on those mutant  + dog maps.

Sat

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The build as many builds based on critical will shine from level 14 with critical power.
If you have a good smgs, you should use it (more damaging per ap) with a lot of molotovs, flasbangs, and grenades. I used laser only for bots before completing depot a.
Quick tinkering would be missing for me. It is useful at any level and helps to block enemies on a door.
It is also important to have enough hacking for disrupting plasma turret (55-60 needed?).

Phyriel

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Yeah I'll need to grind few more levels, thanks for tip on armor, I only played on normal classic prior to this using pure psion but got bored early in Core City (whole Psion feels like cheating at times and not using all the weapons, gadgets etc feels bad for first playthrough even tho its recommended).

I have hard time deciding when to invest in crafting - around what level / progress you generally begin to craft gas granades, incendiary etc? I assume crafting pistol with crit thingy is pure late game correct?