Underrail Forum

Underrail => General => Topic started by: Fenix on January 09, 2018, 04:24:44 pm

Title: Combat gloves quick question
Post by: Fenix on January 09, 2018, 04:24:44 pm
I asked myself what's the difference between them.
Looks like this

Quote
Spiked <material> Gloves
Title: Re: Combat gloves quick question
Post by: Fenix on January 10, 2018, 05:56:28 pm
Don't know where the rest of my post  :o but the question was -

Look like spiked combat gloves inflict damage in two separate instances, so that damage should go through resistance/trashhold twice, which is not good, right?

Can someone explain this moment, and what combat gloves are better - spiked or reinforced?
Title: Re: Combat gloves quick question
Post by: Yonaiker on January 10, 2018, 06:23:23 pm
Spiked gloves goes smoothly with Dex builds and expertise since it increases both damage instances, I think it also works with spiked boots but I can't confirm it, the small damage instance is also subjected to the enemy's resistances/threshold but still it kicks in.

Reinforced only increases its base damage, in my experience they fit better in metal gloves for strength characters for the 10% stackable bonus damage.
Title: Re: Combat gloves quick question
Post by: Fenix on January 10, 2018, 10:54:05 pm
No Expertise, crit-focused, Str 7 - reinforced gloves did quick job on everything, so far only Burrower Warrior take a few turns, hunchback mutants to 1-1.5 turns.
Title: Re: Combat gloves quick question
Post by: destroyor on January 10, 2018, 11:23:41 pm
Right now blade is the king of combat gloves and spike is no where near the power of a bladed gloves.
Title: Re: Combat gloves quick question
Post by: Fenix on January 10, 2018, 11:27:34 pm
You mean Taste For Blood?
I don't have it.
Title: Re: Combat gloves quick question
Post by: destroyor on January 11, 2018, 03:05:37 am
I'm going to list some numbers using the highest possible crafting components for Infused ancient rathound leather combat gloves:

by itself:
Damage: 11-18

Reinforced
Damage: 13-22
This is a 18% ~ 22% increase in damage for every hit.

Spiked
Damage: 15-24
base: 11-18
spike: 4-6
Just loaded a game and tested spiked gloves - it seems to be bug at the moment; the "Secondary hit that deals small amount of Mechanical damage" never seems to trigger.

Bladed
Damage: 11-18
35% chance to inflict a bleeding wound that deals additional 189% damage over 3 turns

If your char attack at 5AP per punch you will attack 10 times per turn. At 35% that means roughly 3 ~ 4 bleeding attack; 189% damage over 3 turns = 63% per turn. This means you will not get any extra damage the first turn. You will get 3 ~ 4 times 63% for the next three turn, which equal 3 ~ 4  times (6.93-11.34) = 3 ~ 4 times (6-11) = 18-33 (min) or 24-44 (max)
This is a 63% ~ 144% increase in damage per turn after the first turn for three turns.
If you factor in the global increase in damage from taste of blood the damage difference (at max stack = 50% increase to melee damage!) is even more ridiculous.
Title: Re: Combat gloves quick question
Post by: Fenix on January 11, 2018, 02:15:26 pm
The point is, I don't see what enemies need that?
Usually I eliminate target for 1 turn, except Burrower Warriors, sometimes new mutants that throw barrels, and of course bladelings.
Title: Re: Combat gloves quick question
Post by: Ploluap on January 11, 2018, 04:11:48 pm
Bugmypostgetserasedifiwritemorethanaword

It
Title: Re: Combat gloves quick question
Post by: Fenix on January 17, 2018, 01:42:01 pm
So, epeli, do spiked gloves bugged?
They should inflict damage in two separate hits right?
Title: Re: Combat gloves quick question
Post by: Fenix on January 17, 2018, 07:37:37 pm
Someone itt wrote he hasn't seen two separate hits, I just didn't checked yet.
Title: Re: Combat gloves quick question
Post by: destroyor on January 17, 2018, 11:39:43 pm
So, epeli, do spiked gloves bugged?
They should inflict damage in two separate hits right?

Bugged how?
That's how they worked last I checked. Reinforced gloves have increased damage on the primary hit, while spikes add a weak secondary hit (that benefits from expertise and such)

Well just loaded my game up and tested - a hit from spiked combat gloves DOES NOT produce a weak secondary hit. Would you test this in game and let me know if it's my game or?
Title: Re: Combat gloves quick question
Post by: Ploluap on January 18, 2018, 12:00:12 pm
Bugmypostgetserasedifiwritemorethanaword

It

Ah, the forum software is a buggy piece of junk. It cuts posts off at special characters like accent marks (I'm guessing you were trying to use one there in place of normal apostrophe). Try to avoid any fancy special characters and things'll work.

Thanks ! Maybe because my keyboard is azerty so...

I was just trying to say that bleeding gloves could be useful, apart for taste for blood and vile weaponry which are already great, if you stun or incapacitate the target. Then you can stop punching it and let it bleed to death.
Title: Re: Combat gloves quick question
Post by: Dieusama on March 06, 2018, 09:56:47 pm
I'm at Silent Isle, the new mega psi beetle is fucking retarded bullshit.

Can't sneak because of shee number of ennemies + strange feeling building faster than Hard (I think ?)

I managed to kill every critters but Broderick died because the IA have no sense of self preservation. So i'm stuck on the Island.

Retarded. Bullshit.
Title: Re: Combat gloves quick question
Post by: MirddinEmris on March 07, 2018, 03:10:14 am
If you didn't read the description of the Dominating difficulty, devs there specifically said they they don't even know that this one can be completed. It was a difficulty that was made for people who like insane challenges, for whom hard isn't that hard anymore. Kinda stupid to whine about the fact that you can't complete this area same way you did in the Hard, and doubly so to do that in threads that don't have anything to do with that.