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.