Okay, I wanted to post the final, my own version of versality build but I cannot really complete it (on paper, don't see much point to post exactly what I ended up with) nor this build really needs
completion in order to work so I'll just leave the bulk of it here for any random new players who might stumble on this somehow. For the record - it's more than viable on DOMINATING.
Here it is:
https://underrail.info/build/?HgMQB...Cox0CF8KHw5JLUwYSQjzCs3jCnisawoXita4K4r2EBd-_
So, for those who unaware, the idea of these versality max dex builds is to take increaced melee effective skill value by dex and "rearrange" it to gun skill with 0.8 rate thanks to versatility feat which is more than enough. In return you have huge bonus to melee crit chance, great initiative (not that relevant for a stealth build but it's still an awesome benefit to have, for waterways encounters for example), minimum AP cost for firing a pistol or swinging a knife and plenty stats to spare without the need to invest in perception at all.
In this version once you get the key feats such as Versatility, Ambush, Bullet Time, Critical Power and craft some decent Rapid .44 Hammerer you can safely choose a spot to trigger ambush, throw a molotov/flare/other incendiary grenade and open fire with popping Bullet Time, Psycho-temporal Contraction and Adrenaline Rush. Then, when you have only 15 AP left and there're still enemies around you press Stasis in order to prolong Bullet Time and other buffs for one more turn and continue. After that if there're still enemies around you can use Vanishing Powder/Flashbang to re-stealth or simply continue the fight conventionally.
In the end I liked this build a lot due to its insane burst damage although it's similiar to sniper gameplay style only with arguably less output but with room for error. Thing is, after early game I've rarely used melee because it's not working with ambush obviously even though still allow to do silent kills (silenced 5mm pistols are so meh). So I'm not even sure about including all those melee feats: Cheap Shots, Vile Weaponry, Taste for Blood and even Expose Weakness which are all fairly useful throughout the whole game. But there aren't feats which can replace them and tangibly strengthen the build so you stuck with them anyway unless you wanna set of QoL feats instead which is entirely possible (same goes for interlooper replacement). So this is really up to you - a matter of preference. Take Execute for fun, as an example. Blindsiding also can be taken much earlier (as I did actually instead of TfB).
As for the skills - all basic threshholds are there and the spare points could be allocated in
- Pickpocketing(up to 50-120 effective)
- Traps(up to 95 effective)
- Chemistry(up to 112 effective)
- Bilogy(up to 50 effective for mass focus stim production)
- Persuation(up to 110 effective)
- Evasion
- more into Throwing.
Spare stat point is for Agility/Intelligence (lower crafting skill investments accordingly)/Strength. Standart gear for stealth glass cannon: Seeker Nighvision Googles, Infused Rathound Leather Armor, Tabi Boots, Fat H-M/H-H/M-M shield.