Difference between revisions of "User:Sthalik/builds-smg"

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| portrait  = Rups_l.png
 
| portrait  = Rups_l.png
 
| background = Seacave.png
 
| background = Seacave.png
| health    = 42
+
| health    = DOMINATING
 
| shield    = 1800
 
| shield    = 1800
 
| image      = Lunatic Pyromaniac.png
 
| image      = Lunatic Pyromaniac.png
|
 
 
|Abilities section:
 
|Abilities section:
| abilities    = [[Spec Ops]]; [[Ambush]]; [[Sprint]]; [[Expertise]]; [[Commando]]; [[Grenadier]]; [[Critical Power]]; [[Power Management]]
+
| abilities    = <nowiki/>
|
+
# [[Spec Ops]] and [[Commando]] for bursts
 +
# [[Ambush]] for massive damage
 +
# One-shot [[Critical Power]] sidearm
 +
# [[Grenadier]] and [[Spec Ops]] synergy
 +
# Heavy crafting <br/>
 +
 
 
|Combat stats section:
 
|Combat stats section:
 
| level        = 20
 
| level        = 20
Line 39: Line 43:
 
| guns          = 110 (147)
 
| guns          = 110 (147)
 
| throwing      = 55 (106)
 
| throwing      = 55 (106)
 +
| crossbows    =
 +
| melee        =
 
|
 
|
 
| dodge        = 77 (90)
 
| dodge        = 77 (90)
Line 45: Line 51:
 
| hacking      = 70 (95)
 
| hacking      = 70 (95)
 
| lockpicking  = 44 (93)
 
| lockpicking  = 44 (93)
 +
| pickpocketing =
 +
| traps        =
 
|
 
|
 
| mechanics    = 84 (105)
 
| mechanics    = 84 (105)
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| tailoring    = 77 (96)
 
| tailoring    = 77 (96)
 
|
 
|
| mercantile    = 0 or 105
+
| thoughtctrl  =
 +
| psychokinesis =
 +
| metathermics  =
 +
|
 +
| persuasion    = 0
 +
| intimidation  = 0
 +
| mercantile    = 0 or 105 (for all shop inventory)
 
|}}
 
|}}
  
== Base attribute consideration ==
+
== Base attributes discussion ==
  
# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwich|Eel Sandwiches]] for combat. See below for the the attribute's importance.
+
# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwitch|Eel Sandwitches]] for combat. See below for the the attribute's importance.
# [[Intelligence]]: Either start at '''6''' for the Eel Sandwich variation, or '''7''' and end up with '''16''' [[Dexterity]] as per above.
+
# [[Intelligence]]: Either start at '''6''' for the [[[Eel Sandwitch]] variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above.
  
 
== Feats to avoid ==
 
== Feats to avoid ==
Line 64: Line 78:
 
These feats look beneficial, but only superficially. There are too many good feats to use one of these.
 
These feats look beneficial, but only superficially. There are too many good feats to use one of these.
  
# [[Aimed Shot]]: The critical damage increase for all [[SMG]] types is low as well. Also the single-shot damage is very low. Only good when using a proper sidearm. See below for item discussion.
+
# [[Aimed Shot]]: It's only used for a [[Plasma Pistol]] sidearm with [[Critical Power]]. Postpone till late-mid game.
# [[Rapid Fire]], [[Point Shot]]: We're focusing on burst fire AP cost. Better take more crafting feats.
+
# [[Rapid Fire]]: We're focusing on burst fire AP cost. See below.
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge types on the DOMINATING difficulty, but [[Nimble]] has more all-around benefits.
+
# [[Point Shot]]: Reasons as per above two feats.
 +
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but [[Nimble]] works too.
  
== Feats discussion ==
+
== Important feats ==
  
These feats are important:
+
# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before [[Adrenaline Shot]] which itself is heavily recommended.
 
+
# [[Commando]]: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot to 2x single-shot. This feat and 16 Dexterity allows for 3 bursts per turn (before additional modifiers). This is without [[Adrenaline Shot]] which itself is heavily recommended before opening up.
 
# [[Commando]]: This late-mid-game feat provides yet another burst per turn, provided any enemy died during aforementioned three bursts.
 
 
# [[Sprint]]: Necessary despite lack of direct combat utility. See section below.
 
# [[Sprint]]: Necessary despite lack of direct combat utility. See section below.
 
# [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
 
# [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
# [[Ambush]]: TODO
 
  
TODO
+
== Caveats ==
  
== Level-up development ==
+
.
  
TODO
+
== Optional features ==
  
== Skill discussion ==
+
.
  
TODO
+
=== Stealth ===
  
Mention non-essentials like stealth, throwing.
+
.
  
== Item discussion ==
+
=== Throwing ===
  
TODO
+
.
  
Mention smart goggles/attachment.
+
Explain [[Grenadier]].
  
Mention Plasma Pistol with insane crit damage + Aimed Shot + Critical Power.
+
Explain [[Spec Ops]] synergy.
  
Mention that armor penalty must be very low (15-20).
+
Explain usage for long range.
  
== Caveats and considerations ==
+
.
  
TODO
+
=== Sidearm ===
  
Mention rushing Mk4 frags for Depot A.
+
Explain Amplified [[Critical Power]] [[Plasma Pistol]]
  
== Gameplay style ==
+
.
  
Mention Burst accuracy falloff, hence run and gun.
+
=== Weaknesses ===
  
Mention Grenadier & utility 'nades.
+
SMG at long distance, melee/xbow shield penetration etc.
  
Mention napalm grenades as OP.
+
== Crafting ==
 +
 
 +
== Build strengths ==
 +
 
 +
.
  
== Crafting ==
+
== Level-up development order ==
  
TODO
+
Feats, [[Expertise]], [[Pack Rathound]], [[Power Management]], [[Sprint]], [[Ambush]]
  
Mention electronics.
+
.

Latest revision as of 06:12, 21 February 2018

Intro

The build works on the DOMINATING difficulty. SMG builds are as of Feb 2018 one of the most powerful.

We use crafting extensively for the additional versatility and actually good items. Vendor items are

TODO: Add some explanation here.

Final stats

Shishak

Seacave.png Rups l.png
DOMINATING
1800

Lunatic Pyromaniac.png

Description
Abilities
  1. Spec Ops and Commando for bursts
  2. Ambush for massive damage
  3. One-shot Critical Power sidearm
  4. Grenadier and Spec Ops synergy
  5. Heavy crafting

Combat Stats
Combat Stats Level: 20
Damage: 24-75
Movement Points: 47
Detection: 176
Base Abilities Strength: 3
Dexterity: 15
Agility: 6
Constitution: 3
Perception: 8
Will: 3
Intelligence: 7
Skills Guns: 110 (147)
Throwing: 55 (106)
Dodge: 77 (90)
Evasion: 79 (99)
Stealth: 79 (131)
Hacking: 70 (95)
Lockpicking: 44 (93)
Mechanics: 84 (105)
Electronics: 88 (110)
Chemistry: 55 (69)
Biology: 0 (8)
Tailoring: 77 (96)
Persuasion: 0
Intimidation: 0
Mercantile: 0 or 105 (for all shop inventory)

Base attributes discussion

  1. Dexterity: Put 10 at character creation. Either level up to 15 and use Eel Sandwitches for combat. See below for the the attribute's importance.
  2. Intelligence: Either start at 6 for the [[[Eel Sandwitch]] variation, or 7 and end up with 16 [[[Dexterity]]] as per above.

Feats to avoid

These feats look beneficial, but only superficially. There are too many good feats to use one of these.

  1. Aimed Shot: It's only used for a Plasma Pistol sidearm with Critical Power. Postpone till late-mid game.
  2. Rapid Fire: We're focusing on burst fire AP cost. See below.
  3. Point Shot: Reasons as per above two feats.
  4. Suppressive Fire: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but Nimble works too.

Important feats

  1. Spec Ops: Lowers Burst cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before Adrenaline Shot which itself is heavily recommended.
  2. Commando: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
  3. Sprint: Necessary despite lack of direct combat utility. See section below.
  4. Expertise: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.

Caveats

.

Optional features

.

Stealth

.

Throwing

.

Explain Grenadier.

Explain Spec Ops synergy.

Explain usage for long range.

.

Sidearm

Explain Amplified Critical Power Plasma Pistol

.

Weaknesses

SMG at long distance, melee/xbow shield penetration etc.

Crafting

Build strengths

.

Level-up development order

Feats, Expertise, Pack Rathound, Power Management, Sprint, Ambush

.