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

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= Intro
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== Intro ==
  
This is an example user-provided build.
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The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful.
  
Add some explanation here.
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We use crafting extensively for the additional versatility and actually good items. Vendor items are
  
= Base attributes
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TODO: Add some explanation here.
  
== Non-crafting subtype
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== Final stats ==
  
A non-crafting build can increase Strength for the Full Auto feat, and use a [[Sniper Rifle]] as sidearm. The character type can put few more points into [[Agility]].
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{{Character Infobox
 +
| name      = Shishak
 +
| type      = generic
 +
| portrait  = Rups_l.png
 +
| background = Seacave.png
 +
| health    = 300
 +
| shield    = 1800
 +
| image      = Lunatic Pyromaniac.png
 +
|
 +
|Abilities section:
 +
| abilities    =
 +
|
 +
|Combat stats section:
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| level        = 20
 +
| damage        = 24-75
 +
| movepoints    = 47
 +
| detection    = 176
 +
|
 +
|Base abilities section:
 +
| strength      = 3
 +
| dexterity    = 15
 +
| agility      = 6
 +
| constitution  = 3
 +
| perception    = 8
 +
| will          = 3
 +
| intelligence  = 7
 +
|
 +
|Skills section:
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| guns          = 110 (147)
 +
| throwing      = 55 (106)
 +
| crossbows    =
 +
| melee        =
 +
|
 +
| dodge        = 77 (90)
 +
| evasion      = 79 (99)
 +
| stealth      = 79 (131)
 +
| hacking      = 70 (95)
 +
| lockpicking  = 44 (93)
 +
| pickpocketing =
 +
| traps        =
 +
|
 +
| mechanics    = 84 (105)
 +
| electronics  = 88 (110)
 +
| chemistry    = 55 (69)
 +
| biology      = 0 (8)
 +
| tailoring    = 77 (96)
 +
|
 +
| thoughtctrl  =
 +
| psychokinesis =
 +
| metathermics  =
 +
|
 +
| persuasion    = 0
 +
| intimidation  = 0
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| mercantile    = 0 or 105 (for all shop inventory)
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|}}
  
Benefits of crafting are many, but this build is feasible, and definitely so for non-DOMINATING difficulty levels. See below, and use [[Intelligence]] as the additional dump stat.
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== Base attributes discussion ==
This page doesn't focus on the non-crafting subtype.
 
  
== Canonical crafting build
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# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwitches|Eel Sandwitch]] for combat. See below for the the attribute's importance.
 +
# [[Intelligence]]: Either start at '''6''' for the Eel Sandwitch variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above.
  
# Dump stats: [[Strength]], [[Constitution]], [[Will]
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== Feats to avoid ==
# [[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 Sandwitch]] variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above.
 
# [[Perception]]: While modifies the [[Guns]] skill heavily, due to heavy Dexterity expenditure can't increase up to '''10'''. A value of '''8''' is canonical.
 
  
== Non-important feats
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These feats look beneficial, but only superficially. There are too many good feats to use one of these.
 
 
These feats superficially look beneficial but are a waste of a feat. There are too many good feats to waste one upon 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.
 
# [[Aimed Shot]]: The critical damage increase for all [[SMG]] types is low as well. Also the single-shot damage is very low.
# [[Rapid Fire]]: We're focusing on burst fire AP cost. See below.
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# [[Rapid Fire]], [[Point Shot]]: We're focusing on burst fire AP cost.
# [[Point Shot]]: Reasons as per above two feats.
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# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge types on the DOMINATING difficulty, but [[Nimble]] works too.
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but [[Nimble]] works too.
 
  
== Important feats
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== Important feats ==
  
# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity,
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# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. This feat and 16 Dexterity allows for 3 bursts per turn (before additional modifiers). This is without [[Adrenaline Shot]] which itself is heavily recommended.
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.
 
# [[Commando]]: Allows for 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.
  
(todo, ad nauseam).
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== Level-up development ==
 +
 
 +
TODO
 +
 
 +
== Caveats and considerations ==
 +
 
 +
TODO
 +
 
 +
Mention Burst accuracy falloff.
 +
 
 +
== Gameplay ==
 +
 
 +
TODO
 +
 
 +
Mention rushing Mk4 frags.
 +
 
 +
== Crafting ==
 +
 
 +
TODO

Revision as of 11:15, 20 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
300
1800

Lunatic Pyromaniac.png

Description
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 Sandwitch 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: The critical damage increase for all SMG types is low as well. Also the single-shot damage is very low.
  2. Rapid Fire, Point Shot: We're focusing on burst fire AP cost.
  3. Suppressive Fire: Debatable. May help with kiting HP-sponge types 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. This feat and 16 Dexterity allows for 3 bursts per turn (before additional modifiers). This is without 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.

Level-up development

TODO

Caveats and considerations

TODO

Mention Burst accuracy falloff.

Gameplay

TODO

Mention rushing Mk4 frags.

Crafting

TODO