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General / Re: Pistoleer build
« on: August 03, 2015, 09:52:34 pm »
There are very few firearm, energy weapon feats. I just think energy weapons outclass firearms so taking their respective feats is a waste.
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No, not solve anything.
Just came in townmine\minetown, and that's all.
If you have Persuasion, you can... well, persuade major? )
So I'm afraid that I miss some quests that way.
I guess the high dex crit fishing approach would work as well if you like that. But wouldn't 4 shots (12 AP) require 17 dex?Yeah it would. Start off with 10 and add 1 every four levels. The last one comes from burgers which you will have to eat forever.
Yeah, electroshock pistol triple kills are the most powerful aspect of pistol crit builds. I like to use the ridiculous execute crit numbers for comparison because nothing else gets even close. It gives a rough idea how crazy the damage output of this thing can be. In any case, execute is a great tool against tough single enemies at any level.I don't know how close range execute is but I'm intrigued to try it with electroshock, but I have a sneaking suspicion it will kill you as well.
Survival Instincts actually fits by level 20, with 1 point to spare! You just have to drop dex to minimum required by your feats - 7. But like I said, getting >100% crit chance is overkill and requires sacrifices - less base points to spare and you'd be running around with low health. No point doing that when the first Aimed Shot often kills everything you want dead. I also prefer smart goggles over seeker goggles, because your on-demand crits from Aimed Shot are doing almost all the killing. Better boost its damage rather than unreliable crit chance boost for the occasional secondary shots. You also forgot to add the weapon's base crit chance to your calculation, so that's +5%.To me that's too many points. I don't want to rely on aimed shot too much because it spoils the purpose of the build for me. I view it as a crit fishing build so I want to play it as such. That means getting your crit chance as high as you can and attacking as often as possible, but that's obviously as subjective as it gets.
Certainly, this is one of those things that needs to be repeated.I'm actually not sure about Practical Physicist anymore. If you're Focused it comes out to additional 94% crit damage, without focus it's 56%. Both are nothing to sneeze at, but when you are dealing with numbers like 500-700 I'm not sure it's very important. If you're not going the survival instincts route I think it's a good idea to start with 10 dex raise dex until at least level 12. 14 dex allows you to shoot 3 electroshocks a turn. In the long run 16 dex with burgers allows you to shoot 4 shots per round.
The feats:
- Sharpshooter (+50% to your critical damage bonus)
- Practical Physicist (+25% critical damage bonus to crafted energy weapons)
- Critical Power (basically multiplies the part of your crit damage bonus that exceeds 100 by 2.5)
Get a high quality Circular Wave Amplifier and start crafting your energy weapon. You should see around 290% critical damage bonus on the weapon, depending on the exact quality of amplifier and your emitter type (plasma has 120% base crit bonus, others have 100%). Equip your new toy. Without Critical Power, you would have about 340% critical damage bonus at this point. Bam! Critical Power increases that to 700%. There you go, 8x crit damage.
I don't think so. Before Expertise existed, Smart goggle bonus was a godsend for SMGs to compensate their low per-bullet damage against armor thresholds, but Expertise pretty much doubled SMG damage output. Losing the inappropriate bonus won't be such a big deal for SMGs anymore.By hit I mean nerf. Let's just look at the numbers. Let's say you have 35% goggles and 35% mode. If the interaction is addictive than you lose 35%. If it's multiplicative you lose 47%. considering that 5mm aren't the only variety of SMG's and that expertise probably get's calculated before the mod then it's a serious chunk of damage.
I don't like to tell people how to play the game and pistolero has plenty of room for choices,
First - I would not take Grenadier and Mad Chemist, at least in early game.I dropped chemist. I was interested in chemical pistols but found them underwhelming.
Then you can consider about Sharpshooter, which require 10 Perception.Is it multiplicative or additive?
I don't know if it worth it or not, but I did that.
I can say that .44 Hammerer is my main weapon, with 7.62 Hammerer as secondary.I don't like the hammerer because it's so random. It can either make sweet love to you or it can rape you. That damage spread is insane.
I'm using firearms for now (and possible I'll use it till the endgame), but I don't pick feats which are specifically for them.
Instead, I picked Aimed Shot (guaranteed crit on first turn) and Practical Physicist (and Sharpshooter, Critical Power and Opportunist, Execute will be next).I didn't pick aimed shot because it seems wasteful in the long run.
Assalt rifles can reliably kill two targets per turn after level 14? Well, pistols can easily do 3 or even 6 (provided you have enough enemies around!). And on top of that they can deal up to 4k damage on a single hit - in case there's ever a tough boss fight.The former sounds very impressive, but the latter seems like an incredibly specific strength that probably doesn't come into play a lot.
The thing is, amplified energy weapons are stupidly powerful on a crit damage build. You can get up to about 8x crit damage and 105% crit chance with plasma pistols, slightly less with electroshock pistols. But going for such high crit chance is overkill and needs some sacrifices. Just getting all the crit damage bonuses and 50-60% crit chance is enough.taking survival instincts would require too many points. so realistically speaking it would go something like this for electroshock:
But you've got a point about assault rifles. They are very straightforward and powerful with all the new feats and gun parts. I suspect their damage will be lowered a bit and smart mods will be adjusted so their behavior matches their flavor text (they are meant to add bonus damage to "precision shots" only, which should include special bolts, but not include reduced precision attacks like burst)If that happens than SMG's are going to get hit much harder.