Sure. It's not optimal at all and I've been wasting points left and right, so would love thoughts. This is a rough representation of what I did - skill point distrib is rough, just to show the gist of it.
http://underrail.info.tm/build/?FAM...RfRi1fAAAAN1oAACsBJCYwwpFWAhFLwocpwprip74F378
Key points:
- Chem pistols & Cooked Shot at level 6. If you're lucky with merchants, mainly Fixer, you can take a good quality Fire pistol with you into Depot A, with predictably amazing results.
- Early/mid game, Aimed Shot + Crit Power, Ambush when possible, for reliable alpha shots. Follow up with a Cooked Shot and you can disable multiple enemies after killing one in your first round, and use Haste for maneuvring.
- Mid/late game you can rack up your crits. Around level 20, I had 40 laser pistol damage base then 400% Crit damage, with easily 50+% chance to trigger with Focus Stim and Chips and before Ambush. Also carry around all 3 chem pistols (seems to make Black Sea a lot quicker) and Electroshock, so you can keep rotating guns for your choice of fun.
- Minimal throwing / pickpocket / traps for Quick Tinkering and other early perks, enough hacking & lockpicking for everything you need. 50 Biology is all you need for Focus Stims, and then later 70 for Hypercerebrix if you like. I also had a 2k power energy shield.
One key question is DEX/PER/INT distribution. THC isn't actually super high with Energy weapons + 10PER, but you're nearly always immobilising enemies one way or another (Acid, Freeze, electroshock stun, or at least fire/panic) - so I actually think 8PER would have been fine. I originally pumped DEX, and the reduced AP for weapons really rocks (I don't even have to watch my AP with Haste & Adrenaline, I just fire a million shots every round), but now I believe High-Technicalities is actually crucial for a crit build to raise Laser Pistols' shitty base damage and reap that sweet multiplier on your 400% Crit damage. So I think 10 INT for sweet crafting bonus and then the rest on DEX might be the way to go.
If I were to do it again, probably Recklessness comes earlier, as does High-Technicalities. Still not sure if Practical Physicist is worth it but that's an option to.
Edit: At level 22, it seems my guy has 28% Crit Chance before any additives (so would be 45% with Stims & Chips before Ambush), and.... 722% Crit Damage.