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General / Re: anti-Carnifex cheese
« Last post by Fenix on November 18, 2017, 04:36:12 PM »
Killed Balor for one turn with ith help of Tazer.
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General / Re: feedback about my last build
« Last post by destroyor on November 18, 2017, 03:43:49 PM »
Without question - Conditioning

The others will depends on your build and play style, but in general:
Opportunist > Skinner > Power Management.
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General / Re: feedback about my last build
« Last post by lewis_cb on November 18, 2017, 12:49:55 PM »
Many thanks Destroyor.
Yes. I will soon try this out myself, to see if it would be doable to play it my way.
I already ditched 2 playthroughs midgame. I want to maximise the chances of completing the game this 3rd time.

I decided to make CON3->5 at the cost of PER12->10. I'd like to increase the survivability without dumping a skill for Evasion/Dodge.

Lastly, in your opinion, which 2 feats would you pick earlygame between Conditioning, Power Management, Skinner & Opportunist?
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General / Re: feedback about my last build
« Last post by destroyor on November 17, 2017, 10:44:10 PM »
On Skinner and crafting:

If you have Q114 Ancient Rathound leather and Q160 SS fiber, you would get Q196 Infused Ancient leather. At this point, it doesn't matter if you have Skinner or not as the quality of your infused leather is unaffected by Skinner. The quality is strictly based on your source materials.

Now on the next part: Infused Ancient Rathound leather armor:
You won't see any quality # on your leather armor. Your leather quality will determine various bonuses, for example:
With Skinner:
Q187 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 51%/25 Cold: 37%/15 All heat (and cold) damage taken reduced by 23%
Q196 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 53%/26 Cold: 38%/15 All heat (and cold) damage taken reduced by 24%
Without Skinner:
Q187 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 45%/21 Cold: 34%/13 All heat (and cold) damage taken reduced by 19%
Q196 Infused Ancient Rathound leather => leather armor = Resistances: Mechanical: 46%/22 Cold: 35%/13 All heat (and cold) damage taken reduced by 20%

@lewis_cb - theorycrafting is fun and all, but you should start and play a game for real so you'll see how some combo just won't work and/or work very poorly.
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General / Re: feedback about my last build
« Last post by lewis_cb on November 17, 2017, 06:14:45 PM »
Wait, both fist/knife and crossbow enemies suffer 125% damage resistance & treshold.
So if I could somehow achieve 60-80% mechanical resistance I would actually resist 75-95% of the dmg? metal armor for those combats? skinner?
Would I get near that by the time I get to the Arena? 35 AP ocassionally might not be that bad

Actually I would like to understand Skinner/crafting better:
If I had Q120 Ancient Rathound leather and Q160 fiber, would I get Q200 Infused Ancient leather? and need:
Tailoring:    0.8*120+0.8*160 = 224 ?
Mechanics:               0.2*160 = 32 ?

Then, would I get Q240 Infused Ancient armor (due to Skinner)?
I couldn't get it clear from Destroyor's encyclopedia.
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General / Re: Two questions
« Last post by Hazard on November 17, 2017, 05:05:13 PM »
Hm, I'd completely forgotten that Expertise doesn't affect energy/chemical guns. Seems kinda pointless, considering their general weakness and the fact that they wouldn't even benefit that much from the feat, compared to ARs and SMGs.
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General / Re: Two questions
« Last post by epeli 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.
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General / Re: feedback about my last build
« Last post by lewis_cb on November 17, 2017, 12:08:28 AM »
I checked the probability and you're right, I oversimplified it :( I'll be forced to drop some offensive stuff, damn, I'll think what to leave behind (or ditch it completely).
Thnx for the feedback, you rock !
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General / Re: Two questions
« Last post by Yonaiker on November 16, 2017, 11:34:10 PM »
Well that means throwing knives are most useful when tipped in poison rather using it as clean steel, a shame that particular ability I would dare to say is rather useless as it only fits certain playstyles instead of being an all-around ability, I hope it could get a proper rework in the future, the fact it reduces perception means it could be used against ranged enemies but as I said, I can hope...
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General / Re: Two questions
« Last post by destroyor on November 16, 2017, 11:27:52 PM »
See here:
http://underrail.com/forums/index.php?topic=3080.msg16190#msg16190

No, weapons are the things that go into your weapon slots. Throwing knives and grenades are combat utilities.

I think Recklessness is the only remaining old tooltip that still refers to "all weapons" ambiguously.

Expertise
Your non-critical crossbow, melee and bullet-based firearm attacks deal additional mechanical damage equal to your level, up to maximum 25 bonus damage.

So no, I don't think expertise works w/ throwing knives.

Neurovisual Disruption (ND) is not very useful for pure psi. In theory it's pretty powerful for psi sniper/xbow/knive hybrid, just use premediation, ND and you can snipe/cut-throat another victim after you enter combat. However it's not practical because:
- it only works on one single target and if you are fighting multiple enemies others can still see you.
- Npc with flare in their inventory will use them. (you lose all remaining AP + MP after using ND so you are fuck)
- psi sniper/xbow/knife hybrid have low will so your effective thought control would be low. If you have high will your other abilities will suffer. If you really want to sniper (cool down 3 turns)/cut throat (cool down 6 turns) a second time a far better method would be flash bang to restealth.
- if there's only one single enemy remaining yeah you could do this cool finishing move but it's often not necessary

Of course you can use locus of control w/ ND for second snipe/cut-throat (requirement 10 WIL(!)) but that's just not an optimal use of your ability points. I suppose pure psi can use this combo to get out of sticky situation ... but why do this when you can locus + enrage?
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