Difference between revisions of "User:Sthalik/builds-smg"
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− | = Intro | + | == 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 == |
− | + | {{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: | ||
+ | | 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: | ||
+ | | 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 | ||
+ | | mercantile = 0 or 105 (for all shop inventory) | ||
+ | |}} | ||
− | + | == Base attributes discussion == | |
− | |||
− | + | # [[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. | ||
− | + | == Feats to avoid == | |
− | |||
− | |||
− | |||
− | + | These feats look beneficial, but only superficially. There are too many good feats to use one of these. | |
− | |||
− | These feats | ||
# [[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 | + | # [[Rapid Fire]], [[Point Shot]]: We're focusing on burst fire AP cost. |
− | + | # [[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 | + | == Important feats == |
− | # [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. | + | # [[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) | ||
# [[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. | ||
− | + | == 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 | |||||||||
| |||||||||
Description | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Base attributes discussion
- 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.
- 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.
- Aimed Shot: The critical damage increase for all SMG types is low as well. Also the single-shot damage is very low.
- Rapid Fire, Point Shot: We're focusing on burst fire AP cost.
- Suppressive Fire: Debatable. May help with kiting HP-sponge types on the DOMINATING difficulty, but Nimble works too.
Important feats
- 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.
- 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.
- 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