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Underrail: The Incline Awakens

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?
Depends on what type of character you've made. Post your build.
 
Joined
Jan 24, 2020
Messages
16
i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?
Depends on what type of character you've made. Post your build.

forgot to say i'm gonna also start over for sure. but i'll leave it on the same difficulty if the expansion will help me get a bit more over leveled by the last third, but if they balanced it i'll be a scrub and turn it to easy :)
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
I just beat the game a few hours ago. I decided to turn mistakes into miracles and got psi for my 6 Will. It worked out really well with psychokinesis. The force wall, extra stun, and punch damage were all pretty big. Since my guy couldn't handle much damage, they saved me a lot of trouble. At some point I also found the powerfist which put all my penetration worries to rest. It had to be fixed constantly though, and there were a few times I was legitimately worried I would run out of electronic repair devices. I also remember being warned about critical hits but they were never an issue. I got sprint and wrestling before the last fight. It took a while but I eventually got him down.

I still don't like the way the game does initiative, but it stopped being an issue (for me) at some point after I killed Carnifex. Persuasion was mildly useful, though still not worth the points I put into it. Evasive maneuvers was garbage. Even working off a ton of movement points I would still get hit like it wasn't even on. Uncanny dodge was pretty useful though.

My stats right after I beat the boss looked like this:
LV 23

STR: 7 (9)
DEX: 10
AGI: 10
CON: 6 (7)
PER: 3
WILL: 6
INT: 3

Throw: 85 (128)
Melee: 125 (188)
Dodge: 125 (188)
Evasion: 125 (188)
Stealth: 105 (183)
Lock: 80 (125)
Pickpocket: 90 (135)
Traps: 65 (106)
Psychokinesis: 100 (116)
Persuasion: 100 (116)

Echoing Soliloquy
Hunter
Nimble
Paranoia
Psi Empathy
Sprint
Sure step
Dirty kick
Lightning punches
Deflection
Fancy footwork
Uncanny dodge
Wrestling
Evasive Maneuvers
Blitz
Combo

Coretech respirator
Rathound regalia
Power fist
The Claw
Pig leather tabi boots
Doctor pouch
Efficient High Freq shield (142)

I liked the story and all, but some of the fetch quests in that last area were a real pain. I also wasn't very fond the DMPC showing up to magically make me do whatever the developer wanted to have happen. The mutagen recombination was pretty fun at least, and it was a legitimately comfy atmosphere. I'll probably give the expansion a try at some point in the future. My favorite fights were the long ones with lots of enemies, and I heard the expansion has these. But that's enough Underrail for now.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?

It depends on what you're stuck on.
If you use stealth, you can use grenade distractions and electronic doors to bypass most enemies. If you find Expedition enemies too hard, you can roll with the pirates and fight Black Eels and Protectorate.

If you massacre the Black Eel station, do they get hostile in Junkyard? Stealthed through it.

Same question for protectorate, guessing the stations along the see are fine but killing the warehouse makes them hostile.
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?

It depends on what you're stuck on.
If you use stealth, you can use grenade distractions and electronic doors to bypass most enemies. If you find Expedition enemies too hard, you can roll with the pirates and fight Black Eels and Protectorate.

If you massacre the Black Eel station, do they get hostile in Junkyard? Stealthed through it.

Same question for protectorate, guessing the stations along the see are fine but killing the warehouse makes them hostile.

No idea, rolled with intellectuals. Everything I know about pirate questline is from wikia.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
With pistols that is definitely a risk you take. It's what makes a pistol build so awesomely difficult to play. I've done them before and I sooooo want to do them again but I have to try a pure psionic next.

I was mulling over an AR or Pistol build ... and your post made me decide to go for a pistol build.

Now I just need to activate my autism and find a satisfying build.

Bad bad idea.

Only 4 level in: Gunslinger -> Aimed Shot -> Recklessness -> Grenadier.

I managed to save Newton at the cost of all my ammo.
D518048D99D75E62A2CA62EC2816BFF745B93757


Also I've managed to kill the bandits but now I'm really out of ammo.
64AB3DD76DFC1682DADA8063EB4597E460E0A396

The lesson learned it that for a Pistol build Traps are 100% required on Dominating which sadly I wanted to avoid.

Honestly I'm out of money, I sold everything I could sell and ... I will restart.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
With pistols that is definitely a risk you take. It's what makes a pistol build so awesomely difficult to play. I've done them before and I sooooo want to do them again but I have to try a pure psionic next.

I was mulling over an AR or Pistol build ... and your post made me decide to go for a pistol build.

Now I just need to activate my autism and find a satisfying build.

Bad bad idea.

Only 4 level in: Gunslinger -> Aimed Shot -> Recklessness -> Grenadier.

I managed to save Newton at the cost of all my ammo.
D518048D99D75E62A2CA62EC2816BFF745B93757


Also I've managed to kill the bandits but now I'm really out of ammo.
64AB3DD76DFC1682DADA8063EB4597E460E0A396

The lesson learned it that for a Pistol build Traps are 100% required on Dominating which sadly I wanted to avoid.

Honestly I'm out of money, I sold everything I could sell and ... I will restart.
You don't need traps. And don't use firearm pistols that early, they're trash up until you can get a rapid reloader so post dep A. Hence the shitty early game. Get either one of the laser pistols from junkyard. Use mk2 frags on the bandits.
I built my pistols with SI so you might want to try that.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?
Depends on what type of character you've made. Post your build.

forgot to say i'm gonna also start over for sure. but i'll leave it on the same difficulty if the expansion will help me get a bit more over leveled by the last third, but if they balanced it i'll be a scrub and turn it to easy :)
I'd not say the expansion is that balanced, on classic you level way too fast due to enemy numbers. On oddity it's fine. Also, it's definitely biased towards full psi, so just use that build Goromorg posted and you'll have an easy time.

i got 40 hours into underrail before being too weak as piss to continue through anywhere. maybe i should've done some build research

with the addition of the expansion can you get leveled up more mid-game to make it easier in the last third?

It depends on what you're stuck on.
If you use stealth, you can use grenade distractions and electronic doors to bypass most enemies. If you find Expedition enemies too hard, you can roll with the pirates and fight Black Eels and Protectorate.

If you massacre the Black Eel station, do they get hostile in Junkyard? Stealthed through it.

Same question for protectorate, guessing the stations along the see are fine but killing the warehouse makes them hostile.
No idea what happens if you kill them loudly, but silent kills are ok, won't even turn the shops on the rig hostile.
 

Comte

Guest
With pistols that is definitely a risk you take. It's what makes a pistol build so awesomely difficult to play. I've done them before and I sooooo want to do them again but I have to try a pure psionic next.

I was mulling over an AR or Pistol build ... and your post made me decide to go for a pistol build.

Now I just need to activate my autism and find a satisfying build.

Bad bad idea.

Only 4 level in: Gunslinger -> Aimed Shot -> Recklessness -> Grenadier.

I managed to save Newton at the cost of all my ammo.
D518048D99D75E62A2CA62EC2816BFF745B93757


Also I've managed to kill the bandits but now I'm really out of ammo.
64AB3DD76DFC1682DADA8063EB4597E460E0A396

The lesson learned it that for a Pistol build Traps are 100% required on Dominating which sadly I wanted to avoid.

Honestly I'm out of money, I sold everything I could sell and ... I will restart.

Dude ran out of cash in my pistol build as well. Had to set it aside.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Some videos from the pistol build. No infused rat armor and scrutinous yet. So missing +15% crit chance.
Lunatic mall in one go. most of the video is AI spazzing out at chokepoints when enemies don't have a clear path to me

And Fort Apogee. messy


Pistols are alright. I think their intended gimmick is that they can do most special attacks. However, since pistols don't have any built in mechanics to enhance that, TM psi becomes mandatory.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
You don't need traps. And don't use firearm pistols that early, they're trash up until you can get a rapid reloader so post dep A. Hence the shitty early game. Get either one of the laser pistols from junkyard. Use mk2 frags on the bandits.
I built my pistols with SI so you might want to try that.

Well, I've restarted my build and I can tell you right now that the traps are the most efficient way to get kills in the beginning of the game. Probably even something around lvl 8 or 10.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
You don't need traps. And don't use firearm pistols that early, they're trash up until you can get a rapid reloader so post dep A. Hence the shitty early game. Get either one of the laser pistols from junkyard. Use mk2 frags on the bandits.
I built my pistols with SI so you might want to try that.

Well, I've restarted my build and I can tell you right now that the traps are the most efficient way to get kills in the beginning of the game. Probably even something around lvl 8 or 10.
How early in the game do you mean? All the way up to 8-10?

If you mean explosive traps, than I'd argue frag grenades are better as a crutch until the pistols pick up the pace - they oneshot lurkers in the first two underpassage areas and most bandits in GSM and the skill investment isn't wasted once I stop using damage dealing grenades and only use utility throwing flashbangs, nets, etc.
Bear traps are very useful in a couple situations very early game (Count Ratula at lvl 1 or Vilmer at ~lvl 3, lurkers if you want to be safe) but fall off as soon as I can craft a tazer which can be as early lvl 3.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
Styg Please explain this crap.

There is something wrong with Psi Beetles and Bear Traps.

Basically this thing happens when I bait a Psi Beetle into a trap:
1) If I'm in the visual field of the beetle then it will trigger the first trap it encounters.
2) If I'm hidden or outside of the beetle's visual field then the beetle will crossover the first trap it encounters (which will simply disappear) and it will trigger the next trap in its way.

This crap made me lose 2xtraps per Beetle in the next building. Weird bug.
7493D002048BF65C5771C888C75636EAD15E958D

Bonus:

Mobs literally on fire don't give Ambush bonus :)
 
Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
You don't need traps. And don't use firearm pistols that early, they're trash up until you can get a rapid reloader so post dep A. Hence the shitty early game. Get either one of the laser pistols from junkyard. Use mk2 frags on the bandits.
I built my pistols with SI so you might want to try that.

Well, I've restarted my build and I can tell you right now that the traps are the most efficient way to get kills in the beginning of the game. Probably even something around lvl 8 or 10.
How early in the game do you mean? All the way up to 8-10?

If you mean explosive traps, than I'd argue frag grenades are better as a crutch until the pistols pick up the pace - they oneshot lurkers in the first two underpassage areas and most bandits in GSM and the skill investment isn't wasted once I stop using damage dealing grenades and only use utility throwing flashbangs, nets, etc.
Bear traps are very useful in a couple situations very early game (Count Ratula at lvl 1 or Vilmer at ~lvl 3, lurkers if you want to be safe) but fall off as soon as I can craft a tazer which can be as early lvl 3.

Bear Traps + Opportunist = Profit for builds with multiple attacks.

Imho it's the best combination for early game (or at least the safest and cheapest way to advance). I could save Newton and remain with ammo. On Dominating.

In fact my build looks like this:

12160898135309EF2688225E017F00D115006079


64BD83A9609E9BAE1CC14AE1EFA80FF4A386C4BC


4FA88166F972E492D6B20A72FAC5639DC06C3D7B

What should I choose between Kneecap Shot, Grenadier or Quick Tinkering?
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
Some videos from the pistol build. No infused rat armor and scrutinous yet. So missing +15% crit chance.
Lunatic mall in one go. most of the video is AI spazzing out at chokepoints when enemies don't have a clear path to me

And Fort Apogee. messy


Pistols are alright. I think their intended gimmick is that they can do most special attacks. However, since pistols don't have any built in mechanics to enhance that, TM psi becomes mandatory.


Please post your build.

I think you went with Survival Instincts while I want to go with Grenadier + Ambush :)

Edit: Also I want to go with Smart Rapid Falchion and no Psi shit except Contraction.

I know. I'm just curious if it works.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
You don't need traps. And don't use firearm pistols that early, they're trash up until you can get a rapid reloader so post dep A. Hence the shitty early game. Get either one of the laser pistols from junkyard. Use mk2 frags on the bandits.
I built my pistols with SI so you might want to try that.

Well, I've restarted my build and I can tell you right now that the traps are the most efficient way to get kills in the beginning of the game. Probably even something around lvl 8 or 10.
How early in the game do you mean? All the way up to 8-10?

If you mean explosive traps, than I'd argue frag grenades are better as a crutch until the pistols pick up the pace - they oneshot lurkers in the first two underpassage areas and most bandits in GSM and the skill investment isn't wasted once I stop using damage dealing grenades and only use utility throwing flashbangs, nets, etc.
Bear traps are very useful in a couple situations very early game (Count Ratula at lvl 1 or Vilmer at ~lvl 3, lurkers if you want to be safe) but fall off as soon as I can craft a tazer which can be as early lvl 3.

Bear Traps + Opportunist = Profit for builds with multiple attacks.

Imho it's the best combination for early game (or at least the safest and cheapest way to advance). I could save Newton and remain with ammo. On Dominating.

In fact my build looks like this:

12160898135309EF2688225E017F00D115006079


64BD83A9609E9BAE1CC14AE1EFA80FF4A386C4BC


4FA88166F972E492D6B20A72FAC5639DC06C3D7B

What should I choose between Kneecap Shot, Grenadier or Quick Tinkering?
For bettles use a tazer and a laser pistol, they have high mechanical dr/dt but not much defenses vs. energy. There's two pistols you can get in Junktown. One you can steal from a locker in the tech shop (I think it's guaranteed to spawn), another in Elwoods basements, in a footlocker in the room with the plasma sentry.

Why snooping? There's only a few oddities behind perception that early in the game. There's also the hidden door in Junkyard, but it's, I think, 10 PER.
Kneecap is good throughout the game.
I don't use Grenadier as I see damage dealing grenades as a crutch to help builds going in the early game. It's useful, but not necessary later on.
Never liked Quick Tinkering, traps aren't my thing.

Here's my build, maybe that'll help. http://underrail.info.tm/build/?HgU...QEXHlvChyZLEVnCiAI6wrXCpFDinrsC4qC9BOKnvgnfvw
If you make it to Core City, join JKK, their armor is very good for pistols, excellent stopgap measure until infused rat.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
Why snooping? There's only a few oddities behind perception that early in the game. There's also the hidden door in Junkyard, but it's, I think, 10 PER.
Kneecap is good throughout the game.
I don't use Grenadier as I see damage dealing grenades as a crutch to help builds going in the early game. It's useful, but not necessary later on.
Never liked Quick Tinkering, traps aren't my thing.

I did not take Snooping - it's just mouse over effect. The only feats I have are Gunslinger, Opportunist and Recklessness.

I will take Aimed Shot because I want Sharpshooter at lvl 10.

This is the partial build until lvl 10: http://underrail.info.tm/build/?CgMKBAMMAwc8HgAAAAA8AAAAAAAAAAAAAAAANwAAABcmMQECK8KHM9-_

Here's my build, maybe that'll help. http://underrail.info.tm/build/?HgU...QEXHlvChyZLEVnCiAI6wrXCpFDinrsC4qC9BOKnvgnfvw
If you make it to Core City, join JKK, their armor is very good for pistols, excellent stopgap measure until infused rat.

Thanks. I have to look over it.

Edit:
One thing I can tell you is that 5 STR for Steadfast Aim was wasted. That feat is not great with 15 AP per shot pistols.
In fact your build is overkill for critical chance bonuses: Recklessness + Steadfast Aim + Survival Instincts + Ambush. It's simply too much.
 
Last edited:

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Why snooping? There's only a few oddities behind perception that early in the game. There's also the hidden door in Junkyard, but it's, I think, 10 PER.
Kneecap is good throughout the game.
I don't use Grenadier as I see damage dealing grenades as a crutch to help builds going in the early game. It's useful, but not necessary later on.
Never liked Quick Tinkering, traps aren't my thing.

I did not take Snooping - it's just mouse over effect. The only feats I have are Gunslinger, Opportunist and Recklessness.

I will take Aimed Shot because I want Sharpshooter at lvl 10.

This is the partial build until lvl 10: http://underrail.info.tm/build/?CgMKBAMMAwc8HgAAAAA8AAAAAAAAAAAAAAAANwAAABcmMQECK8KHM9-_

Here's my build, maybe that'll help. http://underrail.info.tm/build/?HgU...QEXHlvChyZLEVnCiAI6wrXCpFDinrsC4qC9BOKnvgnfvw
If you make it to Core City, join JKK, their armor is very good for pistols, excellent stopgap measure until infused rat.

Thanks. I have to look over it.

Edit:
One thing I can tell you is that 5 STR for Steadfast Aim was wasted.
In fact your build is overkill for critical chance bonuses: Recklessness + Steadfast Aim + Survival Instincts + Ambush. It's simply too much.
Sharpshooter isn't very good with pistols imo. I find myself moving too much to make use of its +crit dmg bonus. Nice alpha strike feat tho.

I forgot to mention, but I use smart goggles instead of +crit% goggles. So for consistent damage output I needed my crit chance to be as high as possible. It was either get steadfast aim bringing endgame crit% to 89%, or put those two points into PER and instead specialize into recklessness for the same effect. At lvl30, 2 points of PER is around +<5% total damage and +1-3% thc on most enemies. Meh. Especially when Juice stacks with food and lasts 15 min.
And yeah, ambush is a waste. I took it because I wanted to top off my crit chance. But it's too much effort to make it work when I can instead shoot or cc. Metabolism would have been better for QoLl. Doesn't really matter at that point.

Edit: Steadfast aim works off base AP (rapid reloader changes base AP), not modified. It's +8% crit chance.
You getting Execute? It's p. good in arena. Cryostasis helps with that. What Dex are you aiming for and why 4 agility?
If you plant to use hammerer, don't get Gun Nut, it's not worth it. Max damage is good enough as it is, it's min damage rolls you need to worry about and build around.
 
Last edited:

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Sheepherder
I think it should be possible to set up ambushes with telekinetic proxy, since it gives light (same as force field). But in general I'd say if you add psi to your build, that lowers the difficulty of the game noticeably, due to how overpowered it is.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
I think Ambush is great but maybe it's less useful with shorter range weapons (compared to, say, a crossbow). Here's some notable fights where you can activate Ambush.

Tchort. Many tiles are considered dark, so just throw a flare at Tchort, and enjoy 100% crit chance.

The Faceless Commander. There's a few tiles near where you begin the fight that are considered dark.

Fort Apogee. Even thought it seems fully illuminated, there's dark tiles to ambush the two courtyard Dreadnoughts.

Nearly all of the Black Sea ruins, including all the areas where you fight Nagas.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
Why snooping? There's only a few oddities behind perception that early in the game. There's also the hidden door in Junkyard, but it's, I think, 10 PER.
Kneecap is good throughout the game.
I don't use Grenadier as I see damage dealing grenades as a crutch to help builds going in the early game. It's useful, but not necessary later on.
Never liked Quick Tinkering, traps aren't my thing.

I did not take Snooping - it's just mouse over effect. The only feats I have are Gunslinger, Opportunist and Recklessness.

I will take Aimed Shot because I want Sharpshooter at lvl 10.

This is the partial build until lvl 10: http://underrail.info.tm/build/?CgMKBAMMAwc8HgAAAAA8AAAAAAAAAAAAAAAANwAAABcmMQECK8KHM9-_

Here's my build, maybe that'll help. http://underrail.info.tm/build/?HgU...QEXHlvChyZLEVnCiAI6wrXCpFDinrsC4qC9BOKnvgnfvw
If you make it to Core City, join JKK, their armor is very good for pistols, excellent stopgap measure until infused rat.

Thanks. I have to look over it.

Edit:
One thing I can tell you is that 5 STR for Steadfast Aim was wasted.
In fact your build is overkill for critical chance bonuses: Recklessness + Steadfast Aim + Survival Instincts + Ambush. It's simply too much.
Sharpshooter isn't very good with pistols imo. I find myself moving too much to make use of its +crit dmg bonus. Nice alpha strike feat tho.

I forgot to mention, but I use smart goggles instead of +crit% goggles. So for consistent damage output I needed my crit chance to be as high as possible. It was either get steadfast aim bringing endgame crit% to 89%, or put those two points into PER and instead specialize into recklessness for the same effect. At lvl30, 2 points of PER is around +<5% total damage and +1-3% thc on most enemies. Meh. Especially when Juice stacks with food and lasts 15 min.
And yeah, ambush is a waste. I took it because I wanted to top off my crit chance. But it's too much effort to make it work when I can instead shoot or cc. Metabolism would have been better for QoLl. Doesn't really matter at that point.

Edit: Steadfast aim works off base AP (rapid reloader changes base AP), not modified. It's +8% crit chance.
You getting Execute? It's p. good in arena. Cryostasis helps with that. What Dex are you aiming for and why 4 agility?
If you plant to use hammerer, don't get Gun Nut, it's not worth it. Max damage is good enough as it is, it's min damage rolls you need to worry about and build around.

Well, we agree to disagree :)

1) I will go the Ambush route because I know Opportunist + Ambush + Molotov is a great combination.

At 100 Stealth -> Ambush will give you exactly 50% critical chance. Much more than any other feat. It's easy to reach 100 Stealth.

There are many other sources for critical chance: googles, armor, chips, etc.

2) I think at some point I will take Execute but I'm not looking forward to it.

On the other hand I will take Gun Nut because of INT 7.

3) Agility is 4 because I wanted to have 10Dex/10Per/7Int. I don't plan to increase Dex over 10 because it's enough.

50AP + Adrenaline + Max TContraction = 92 AP for 3 rounds

16AP -> 13 AP Rapid Rel -> 11 Dex bonus -> 8AP Gunslinger -> max 11 attacks per turn
20AP -> 16 AP Rapid Rel -> 13 Dex bonus -> 10AP Gunslinger -> max 9 attacks per turn
25AP -> 20 AP Rapid Rel -> 17 Dex bonus -> 14AP Gunslinger -> max 6 attacks per turn
32AP -> 26 AP Rapid Rel -> 22 Dex bonus -> 19AP Gunslinger -> max 4 attacks per turn
40AP -> 32 AP Rapid Rel -> 27 Dex bonus -> 24AP Gunslinger -> max 3 attacks per turn
I intend to go for Falchion 20AP and max critical damage. I just want to see if it's possible to get 9 criticals in one round.

4) Your build is going for max special attack damage while my plan is going for simple overall max damage (with criticals).

Honestly I want to challenge myself and that's why I will not abuse PSI (except for AP bonus) or use weapons above pistols.

On the other hand, I really don't know if a almost pure pistols firearms build can reach Tchort.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
The economy was nerfed on Dominating or I'm losing my mind?
 

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