User:Sthalik/builds-smg

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Revision as of 11:15, 20 February 2018 by Sthalik (talk | contribs) (save draft)
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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