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Messages - Mindless

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16
http://underrail.info.tm/build/?FAUHCAMMAwcAAG4AAG5uS0sAQWk8PAA8AAAAAAAAMiYBImvCgA84NUwwS8KF378
This build needs to be optimized. I see no Elemental Bolts feat - one of the most important feats. Why 5 STR? Concussive shots can be removed. Consider taking Temporal Manipulation school for cooldown mod and haste.
Feats you want to take - Strafe, Ambush(very good in Expansion, almost too good), Sprint, Nimble, Pack Rat

17
Builds / Re: Machetes and You!
« on: July 24, 2019, 07:14:36 pm »
Also, are parry and riposte worth investing 2 feats? Does it work only on front atacks or all directions? What about monster melee atacks? Also i don't quiet remember many melee humanoids in original game.
Not worth, but if you are playing easy-normal difficulties you could try for yourself. Picking Uncanny Dodge feat will give you more advantage. I have tested such kind of "tradeoff" yesterday on domi difficulty. Only essential sword feats are - Flurry and Onslaught.

P.S. There is unique sword, that you _can_ obtain in the expansion, which will give you 2 more riposte per turn, so you can change your mind based on this info.

18
Builds / Re: Spear + Temporal Manipulation build
« on: July 24, 2019, 07:10:05 pm »
Glad to see your comment about mines, i really don't get how you can avoid dying this way early on.
You really don't need to worry about mines SO much. You can detect them with goggles(and "detection" food), shield from them wih shield emitter, avoid MOST of the damage with high evasion, blast clothes.
So as you can see, there are several ways to deal with them.
About high/low CON - your HP really means nothing for most of the difficult fights, you need to rely on your shield emitter(It would be like 5x of your HP pool) and your mobility.

19
Builds / Re: Machetes and You!
« on: July 24, 2019, 12:59:34 pm »
What about stealth? Isn't it glass cannon?
You will invest these point in the stealth of course. No stealth play is usually for more experienced guys.
Playing with similar(but with TM, of course) build on domi without problem for now.

20
Builds / Re: Machetes and You!
« on: July 24, 2019, 12:46:15 pm »
this is just my theorycrafted not tested build so im open to suggestions in minmaxing it, im uncertain if i really want uncanny dodge and fancy footwork, if expansions raises skill requirements for end game crafting/locks/hacking, or if its even viable with such low hp and no stealth (i dont really like stealth, maybe i should give it another try tho...)

 http://underrail.info.tm/build/?HgcOCAMDBQYALQDCoMKgwqAAXjYAAHB4NGpwAAAAAAAAWiQ5McKMAFzCmRLCjQZLwo4TQcKzFnjinJAI4rKIBeKyiQLfvw
It's almost okay. Just replace weaponsmith spec with something better(crit power for ex) and lower all crafting skills.

21
Builds / Re: Spear + Temporal Manipulation build
« on: July 24, 2019, 10:13:47 am »
Okay interesting.

I have two questions if you don't mind :

- how do you deal with traps ? Especially acid blob traps and early on landmines.
Just avoid it oO With good goggles you can find any mine. Alternatively, you can detonate them with grenades.

- i see everyone sharing 3 con psi builds nowadays, can you really not bother at all with health ? i usually play 6-7 con builds without psi so i'm really surprised about this.
Health is not important. All other stats will give you more advantage.

Ps : i think your last link is wrong, it's the same build posted twice.
Thanks, fixed.

22
Builds / Re: Spear + Temporal Manipulation build
« on: July 24, 2019, 07:17:01 am »
Nice post, thank you for the overall feedback.

Since you're maxing throw i think fatal throw could also be nice, but may require a bit more dex to be more effective and cost efficient.
That's right but, I only pick Fatal Throw only for melee knives combo. And utility slots for spearguy usually occupied by grenades and cloaking device. Just have no room for throwing knives.

23
Builds / Spear + Temporal Manipulation build
« on: July 23, 2019, 08:15:31 am »
Spear is a new DLC melee weapon class, which has several interesting features and an entirely new mechanic(Spear Throw). Played with the first build(at the end of the guide) all Expansion content on the highest difficulty.

Strong Points:
Spear Throw - very high ranged attack which inherits almost all melee bonuses, so you could incapacitate the enemy with the lucky spear throw.
Good armor-piercing
Best blocking system - can be easily buffed up 100% chances.
reliable AOE attack (Spear Sweep) - Try using this attack with Electroshock Generator
All spear feats are pretty nice

Weak Points:
Low damage per action point values compared to other melee weapons
need DEX and STR investment
no melee action point reduction from high DEX
high mobility is a must - you need to throw and retrieve your spears all the time
Unique Spears variety and quality are pretty bad

There are two main paths to build your spear guy - going either STR(classic) or DEX. Each way have their cons and pros.
STR: more damage, carry capacity.
DEX: more crit chance, initiative, skills bonuses(at least Throwing and Lockpicking).

I will use the classic version of Spear build with the addition of high AGI and new Psi school - Temporal Manipulation for more mobility, action points, and utility.
Starting stats: 10/5/10/3/3/3/6. +1 DEX on lvl 8, and +1 AGI on lvl 24, put all other stats points into STR.

Skills:
*Melee: MAX
*Throwing: MAX, used for Spear Throwing, Nets and grenades precision.
*Evasion: MAX, but can be sacrificed for some urgent needs. The primary defense against AOE attacks and ranged enemies. Will be modified by Nimble(+15%), Jumping Bean(+25%) and Adrenaline Shot(30%).
*Stealth: 50-60 is enough for comfort play. Keep in mind that effective value will be much higher due to the high AGI and all items with stealth bonuses(including Cloaking Device).
*Hacking: 84 is more than enough(in case DC checks will become higher). You want to have 100 effective hacking for some content in the Black Sea. This value will be further modified by INT, Huxkey(+15), new DLC armor(+10), Electronics synergy, Underpie(+3) and new INT medicine(+2 INT).
*Lockpicking: 80 is more than enough(in case DC checks will become higher). This value will be further modified by INT, Jackknife(+7), Huxkey(+15), new DLC armor(+10), Mechanics synergy, Underpie(+3) or DEX food(+1-2 DEX).
*Mechanics: 90-100. 90 is you want to craft spear with house bonus(+15%) and +2 INT item and don't want to rely on random metal plates from the DC. 164Q is max metal plate quality you can find before DC. So there is no reason to go higher than 131 effective mechanics. I bought 155Q metal plate in Foundry, so I could comfortably craft my spear without INT medicine.
*Electronics: 110-120. 105 effective electronics for EMP Grenade Mk III, 135 - Plasma Grenade Mk III, as high as you want for Shield Emmiter(for top energy shield Emitter with best secondary modulator, but can be easily tuned with your skill), ~150 - for best Energy Edge Emitter or Electroshock Generator for your spear(before DC).
*Biology: 63/95. 63 For crafting all important medicines before DC with all possible bonuses(house, +2 INT medicine and Underpie). 95 if you want to go into Supersoldier Drug crafting in DC.
You will use Jumping Bean, Adrenaline and Focus Stim all the time, so 50 effective skill is the must.
*Tailoring: ~100. I advise investing in tailoring up to 50 effective skill for advanced repair kits crafting and then stop before you will have some spare skill points, good leathers, overcoats, and Super Steel Plates. High lvl leather armor crafting is very expensive, keep in mind. You could buy some high lvl(up to 2310/2310) tabi boots in top shops and loot good enough armors or use Rathound Regalia which is even better choice. Investing in tailoring is luxury.
For the Infused one's armors look into Cave Hopper(extra AGI, movement points and speed), Rathound(extra crit chance) or Siphoner/Greater Siphoner(extra evasion/dodge). For the tabi use either ninja(+stealth, pretty easy to find and craft), Cave Hopper(-Sprint cooldown, extra AGI) or Siphoner(+dodge/evasion and slow immunity).
*Temporal Manipulation: 55/70. You need 25 for Limited Temporal Increment(cooldown reduction), 55 for "Haste" psi ability, 70 for Stasis which isn't must, but good to have. I advise you to not to take the Psi Empathy ability at first and invest in this school after some time. Spear build is pretty comfort to play in the beginning areas thanks to the blocking and spear throw even without it.
*Mercantile: 80. Main reason - special merchandise from shops and some money management(in higher difficulties you will have some troubles with money, because of recent selling rates changes). 105 is max which needed for Efreitor Hanna's shop, 100 - for Expansion shop with Supersoldier Drug. 95 - for another Expansion shop with medicine components. Can be buffed by Undepire(+3) and +2 INT medicine.
*Persuasion(optional): you could invest some points into Persuasion. You want to have 80 effective value for all important Black Sea values. Can be modified by Tchortist Noble Robe (+1 Will) or Heartbreaker Serpent armor(+10), Heartbreaker Serpent tabi boots(+10), Mercantile Synergy.
*Chemistry(optional): 112 effective chemistry is required for crafting Frag Grenades Mk V. Completely optional cuz now we have Plasma Grenades which are related to Electronics. God to have if you will go into critical grenades route.
Crafting skills are usually tuned by the components you could find. So if you don't have top lvl components there is no reason to invest in the corresponding skill heavily(Electronics is an exception) and better to lvl up something else. First of all, you want to craft a good spear. You can skip electro modification(you won't have much money to keep it in shape), then lvl up biology(up to 50 effective after completing Depot A), and lvl up mechanics, electronics, tailoring for 50 effective skill, so you could transform items into repair kits.

Feats:
Important Feats: Sprint, Spear Throw, Fend, Impale, Cheap Shots, Spear Guardian, Expose Weakness, Critical Power, Sweep, Psycho-Temporal Acceleration
Optional but nice to have: Blitz, Nimble, Weaponsmith, Recklessness, Opportunist, Grenadier, Paranoia
Important Veteran Feats: Increased Agility -> Expert Sprint(13 AGi requirement)
With infused hopper tabis Sprint will have 5 turns cooldown(can be lowered by using Limited Temporal Increment further), which lasts 2 turns. Going into 13 AGI is completely optional, you could skip this route and instead pick 7 DEX with Grenadier+Three-Pointer which will be even better(Plasma grenades have very high damage values on crit), If It fits your playstyle.
Avoid taking Iron Grip feat. You will just get -15% damage with shield, limited mobility with no real use. Junk feat.

Specializations:
Important specializations: Spear Guardian, Spear Throw: Action Point Cost, Cheap Shots: Critical Damage or Critical Power.
Few words about specializations:
Spear Guardian - 100% blocking chances with the spear. So you could easily tank most melee enemies without any % lottery. High lvl spears will have ~40 blocking damage values and with Fend It's 100(yay!). Just do not try to block sledgehammer attacks...
Spear Throw: Action Point Cost - Spear Throw AP cost 25 -> 10. And you could throw 2 deadly spears with Limited Temporal Increment only for 25 AP(10+10+5). Spear Throw is very deadly, on crit it could even kill some boss in 1-throw.
Cheap Shots: Critical Damage or Critical Power - more crit damage.

Overall:
Picking the spear(new Rearm ability, just move it into the action bar, you will use it a lot; Alternatively, a spear can be picked out of combat just by moving onto it) after throwing cost no AP, so you want to have high mobility for running and picking your spears in the combat. You need to use goggles with night vision to throw your spear in the darkness with good to hit chances. Spear throwing damage is modified by the distance, so if you could throw a spear with 8 tile distance and good hit chances, do it. Spear Blocking is helping a lot at the beginning of the game and even more in the Depot A section (blocking Mutant heavy punches).
Also, keep in mind - to achieve blocking "stance" you need to either land successfully hit or to use Fend ability. Without it, you can't block. The spear can be even recovered from the water. Best belt to use is Doctor's Pouch(medicine consumption 10 AP -> 2 AP). Your main equipment: Motion Tracking Night Vision Goggles, leather armor/tactical vest, tabi boots, 2 spears, low+low or low+mid Shield Emitter, Doctor's Pouch and utility items at your discretion.

http://underrail.info.tm/build/?Hg4GCwMDAwYAwqAAwqAAwqA9VFAAAGTCggBfZAAAAEYAAFAkOcKVwpLClBLCkwZLwqxHK8KHADHCscKlJuKdjQris44C4rOiA9-_ - Spear build #1 (classic build + 13 AGI + Temporal Manipulation + Supersoldier Drug crafting, without Persuasion)
http://underrail.info.tm/build/?HhAHCAMDAwYAwqAAwqAAwqA4VEwAAGTCggA8ZAAAAEYvAE0kOcKVwpLClBLCkwZLwqw-K8KHFgDCtjEm4p2NCuKzjgLis6ID378 - Spear build #2 (classic build + 7 DEX + Temporal Manipulation + Persuasion + Crit Grenades)

P.S. I will add some video later. It's pretty spoilerish xD

24
General / Re: Expedition alpha testing
« on: September 27, 2018, 07:11:28 am »
I'm interested! Want to test new shotgun build.

25
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 20, 2018, 08:51:11 am »
Looks good and maybe it's just because of static images and play of light, but areas in previous update video("Environments Preview") way more atmospheric.
P.S. Count me in for Alpha.

26
Guys, I finally finished my psionic mini-guide for DOMINATING diff with some videos, so if you want, you can find it on steam guides section, with ENG/RUS version.  ;)
P.S. Thought about posting here, but it's pretty problematic with all videous and bilingual nature of the guide.

27
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 24, 2018, 12:09:49 pm »
That's weird, though. I don't use any weight info in those calculations. Does this hack modify any other numbers as well?
Epeli told me that I used dangerous version of "infinite weight" hack, with new version I have no troubles with Electrokinesis.


Old Script:
Code: [Select]
[ENABLE]
//aobscan(aob_weightless,DD 58 44 8B 88 84 00 00 00 ?? ?? FF)
aobscan(aob_weightless,DD 58 44 8B 88 88 00 00 00 ?? ?? FF)
aobscan(aob_lift,DD 47 44 DD 5A 04 8B DA B9)
registersymbol(aob_weightless)
registersymbol(aob_lift)
alloc(noweight1,1024)
label(noweight2)
label(returnhere)
label(returnhere2)
alloc(inv,4)
alloc(wh2,4)

inv:
dd 1

wh2:
dd 1


noweight1:
fild qword ptr [inv]
fstp qword ptr [eax+44]
fld qword ptr [eax+44]
// Original
fstp qword ptr [eax+44]
mov ecx,[eax+00000088]
jmp returnhere


noweight2:
fild qword ptr [wh2]
fstp qword ptr [edi+44]
// Original
fld qword ptr [edi+44]
fstp qword ptr [edx+04]
jmp returnhere2


aob_weightless:
jmp noweight1
nop
nop
nop
nop
returnhere:

aob_lift:
jmp noweight2
nop
returnhere2:
 
 
[DISABLE]
aob_weightless:
db DD 58 44 8B 88 88 00 00 00
aob_lift:
db DD 47 44 DD 5A 04
unregistersymbol(aob_weightless)
unregistersymbol(aob_lift)
dealloc(inv)
dealloc(wh2)
dealloc(noweight1)
//fstp qword ptr [eax+44]
//mov ecx,[eax+00000084]
//Alt: db DD 58 44 8B 88 84 00 00 00 -- ?? ?? FF
//
//fld qword ptr [edi+44]
//fstp qword ptr [edx+04]
//Alt: db DD 47 44 DD 5A 04 - 8B DA B9

New Script:
Code: [Select]
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

aobscan(__injectCarryWeight,F2 0F 10 40 44 F2 0F 2C C0) // should be unique

label(injectCarryWeight)
registersymbol(injectCarryWeight)

__injectCarryWeight:
injectCarryWeight:
db 90 90 90 90 90


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
injectCarryWeight:
  db F2 0F 10 40 44
unregistersymbol(injectCarryWeight)


{
// ORIGINAL CODE - INJECTION POINT: 0A124A6B

0A124A47: E8 14 A4 C3 54        -  call mscorlib.ni.dll+30EE60
0A124A4C: 85 C0                 -  test eax,eax
0A124A4E: 75 D6                 -  jne 0A124A26
0A124A50: C7 45 E8 00 00 00 00  -  mov [ebp-18],00000000
0A124A57: C7 45 EC FC 00 00 00  -  mov [ebp-14],000000FC
0A124A5E: 68 87 4A 12 0A        -  push 0A124A87
0A124A63: EB 00                 -  jmp 0A124A65
0A124A65: 58                    -  pop eax
0A124A66: FF E0                 -  jmp eax
0A124A68: 8B 45 C0              -  mov eax,[ebp-40]
// ---------- INJECTING HERE ----------
0A124A6B: F2 0F 10 40 44        -  movsd xmm0,[eax+44]
// ---------- DONE INJECTING  ----------
0A124A70: F2 0F 2C C0           -  cvttsd2si eax,xmm0
0A124A74: 89 45 BC              -  mov [ebp-44],eax
0A124A77: DB 45 BC              -  fild dword ptr [ebp-44]
0A124A7A: 8B 45 C0              -  mov eax,[ebp-40]
0A124A7D: DD 58 44              -  fstp qword ptr [eax+44]
0A124A80: 8D 65 F8              -  lea esp,[ebp-08]
0A124A83: 5E                    -  pop esi
0A124A84: 5F                    -  pop edi
0A124A85: 5D                    -  pop ebp
0A124A86: C3                    -  ret
}

P.S. Btw, We need spoiler tag =]

28
Bugs / [1.0.3.20] Wounded Man random encounter bug
« on: January 19, 2018, 08:15:12 am »
Wounded Man doesn't respond correctly in dialogue after healing him. So talked to him three times and he died with _full health_. Encountered this bug in my several runs.
And another thing - encounter will fade away completely(with Wounded Man, Lurker body, etc) if you revisit area several times even if you talked to Wounded Man.

29
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 16, 2018, 07:27:22 pm »
Can you upload your save for me to check out?
Okay, I got it - It's clearly CE Unlimited Weight hack problem(even without items), tried with/without it on Lunatics, but here is my save anyway.
https://www.dropbox.com/s/7bwsc4hc4pa6d18/StygSave.7z?dl=0


30
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 15, 2018, 06:57:04 pm »
In English: Value was either too large or too small for an Int32.


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