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Messages - epeli

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1
General / Re: Two questions
« on: November 17, 2017, 09:12:56 AM »
Neurovisual Disruption is pretty good, even if you don't use it for any complicated stealth tricks like destroyor suggested.

It basically removes the target from combat for 2 turns since they can't see you - they just wander around aimlessly, checking out noises and wondering WTF is going on. Try it out, it's fun. And yeah, that -5 perception for the next 3 turns makes it extra useful against ranged attackers. The drop of precision and damage is quite significant, same as Cave Ear Poison.

2
General / Re: What use is the "Recharge Object" function?
« on: November 06, 2017, 02:41:04 PM »
It's for recharging large objects in the game world, like vehicles and large field machinery, rather than items in your inventory. It was added in the latest patch in preparation for things to come. It doesn't have any use in the current version of the base game.

3
General / Re: feedback about my last build
« on: November 04, 2017, 12:57:09 PM »
No, that was just to buff crossbows.
On hit effects are normally completely separated from the main attack unless tooltips clearly indicate that they inherit or modify the main attack damage (eg. acid/incendiary pistol on hit effects or JHP/W2C round effects)

4
General / Re: Advanced components on traps?
« on: November 04, 2017, 12:52:52 PM »
Styg said at some point that he isn't planning to add new ways to trigger/arm traps. Not sure if that's still the final word, but quick tinkered trap chokepoints are really strong as is.

5
General / Re: feedback about my last build
« on: November 02, 2017, 01:18:43 PM »
To complete the theorycrafting, could I ask you about typical endgame Cyclon/Zephyr damage?

http://www.underrail.com/wiki/index.php?title=Crossbow_Parts:_Cyclon
http://www.underrail.com/wiki/index.php?title=Crossbow_Parts:_Zephyr

Most dynamic components have quality scaling tables on their wiki pages, at this point only firearms and melee weapons are missing. Gotta get all their formulas and figure out where to put all that info. Maybe on blueprint pages. I'll get to it eventually.

edit:
Quote
which multipliers applies to the elemental damage.
Nooothing! Well, that used to be the case for the longest time. Crit multiplier applies nowadays. And Elemental Bolts too.

6
General / Re: Does recklessness works w/ bare fist?
« on: November 02, 2017, 01:13:05 PM »
Yup, both the bonus and malus.

7
General / Re: feedback about my last build
« on: November 01, 2017, 08:47:02 PM »
Ahh yes, you were factoring in average damage increase from crits with all kinds of bonuses and perfect aligment of the stars. :) Makes sense in that case.

That base damage assumption is indeed the biggest error, otherwise your theorycrafting looks valid. The formula spits out 500-something if we plug in a more realistic mCALIB value.
7.62mm Steel Cat with quality 150 frame would have considerably less damage, but I wouldn't even rely on getting one. You only find that kind of quality in the endgame and loot is not endless, so it's down to luck. Shop running can get you pretty much any weapon part at quality 120 or even 130 if you're persistent. Damage for those qualities would be somewhere around 14-41.

8
General / Re: feedback about my last build
« on: November 01, 2017, 01:53:06 PM »
have no clue about the exact formulas
Generally speaking outgoing damage modifier stacking is something like baseDamage*skillMod*strMod*passiveMods*critMod*specialMod (Unless the melee weapon str modifier is added to skill modifier, I'm not sure about that) before modifiers on the target. Does not include weird things like Expertise which gets added after everything else and, by the way, is excellent with typical fast-firing SMG builds.

The raw base damage of SMGs is always inferior to assault rifles, but by how much depends on the caliber and model. There isn't a single formula here, every part combination is unique.
Essentially all dynamic weapons have damage potential that is derived from their main component quality (eg. 16 + 1.3*level) and damage spread (eg. 0.66 - 1.33) that is applied to the potential to form the actual damage range of the weapon. Things get complicated with firearms because usually the damage spread comes from the barrel, but sometimes it's also defined in the frame, or even in the blueprint, and then you've also got damage spread modifiers all over the place...

Practical example - endgame quality Steel Cats have slightly better upper damage spread than Hornets of same quality and caliber, but the Hornets have around 50% better lower damage spread. Overall SMG damage per shot is much weaker than assault rifles, because SMGs are lower caliber overall. Assault rifles also have way better range.
The strength of SMGs is better damage/AP ratio even before dex bonus and feats. Builds focused on SMGs have the potential to surpass assault rifles in damage per turn at the cost of expending way more ammo. Silenced SMGs are pretty useful as well and I like how SMGs have better control over how to apply their damage, ie. more weaker bursts per turn, less aoe-with-missed-burst-shots tricks and overkills.

Also seconding what Hazard said above.

9
In that case, I endorse this mysterious product/service and hope everyone who has a desire to know more will enquire about it!

And if anyone wants to hypothetically discuss these hypothetical feats that some unknown person told to you, this should be a safe place to do so.

As far as I can tell, the Datamining special ability and Styg's Wrath debuff have three matching categories:
1. Harmless: Names and icons of mundane things. As long as they're not related to any secret stuff.
2. Gray area: Details of game mechanics. They're always subject to change styg probably nerfs everything before the players get them. I shouldn't leak them because of my position, but if someone else was post what they found in the current live version...
3. Dangerous: Spoiling secrets or plot, especially before they're even in the game.

10
Oh ho! The Great Cheater who struggles for weeks to change one feat has information on feats. :)

Well, I don't doubt it. Anyone could find these things easily. Just keep in mind you're working with data from 2016. Psst... you could leak your findings publicly without any repercussions if you're brave. It's not like it matters what you say, Styg might get a little grumpy at most! Post the psychosis thing too since it's on topic.
I really wanted to explain the temporal feats. My agenda is getting information (and new releases) to the people, but I've gone too deep under the rails. They're watching me!

11
General / Re: Underrail and frontend moddability
« on: October 25, 2017, 01:50:12 PM »
Now I've made a fool of myself and made Styg look bad too! I remember when he used to (over)zealously delete spambot posts around the clock. Maybe he should let his co-devs moderate the forum, I know some of them lurk here all the time.

12
General / Re: Underrail and frontend moddability
« on: October 24, 2017, 10:54:23 AM »
Maybe it was deleted? Lately these temporal disturbances have been getting out of hand - I recently saw somebody casually talking about future features like they had been in the game for ages. I blame Ethan.

13
General / Re: Underrail and frontend moddability
« on: October 24, 2017, 08:42:10 AM »
Or maybe it's Styg getting dumber!

Seriously though, lately he's been too busy to keep up with the forums. And when nobody bothers reporting the spambot posts, this happens! It's not even he first time spambots have attracted more attention than real flesh and blood posters:
http://underrail.com/forums/index.php?topic=3083.0 original post
http://underrail.com/forums/index.php?topic=3156.0 spambot copy

On the other hand, this is good for the unlucky OPs whose threads were originally missed. Our very own specialty Spambot Reposting Service, not even any of the big gaming forums have features like this! :P

14
Development Log / Re: Dev Log #55: Global Map
« on: October 24, 2017, 08:33:56 AM »
are the rooms on the map only revealed once they're discovered?

Yes, of course. Same for all the details in the rooms and the transitions between them.

15
Bugs / Re: Housing - Items lost when ordering new shelves
« on: October 23, 2017, 06:26:53 PM »
Ouch, that's a nasty situation. Never trust movers with your valuables! And now I feel bad because I knew about this bug but never remembered to report it...

Someone should be able to fix your save tomorrow if you zip it up, upload it somewhere and post a link here or PM it to PhrygianDominant. The saves are in your Documents\My Games\Underrail\Saves\

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