hell bovine
Arcane
That's really old news. You sell for 1/4th of the normal price.The economy was nerfed on Dominating or I'm losing my mind?
That's really old news. You sell for 1/4th of the normal price.The economy was nerfed on Dominating or I'm losing my mind?
Adding psi to builds is a slippery slope too. At first I was only getting TM for contraction and increment, then psychokinesis for the force field, now I'm also getting metathermics for cryostasis. Before you know it, I'll be playing pure psi again.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.
Arena too, if you go into either of the corners behind pillars.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.
What do you mean by Opportunist + Ambush + Molotov? Opportunist does no get enabled by either ambush or molotovs.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.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.
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.
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.
What do you mean by Opportunist + Ambush + Molotov? Opportunist does no get enabled by either ambush or molotovs.
You plan on using a 7.62mm falcion for 10 AP attacks? I did some testing with a crafting save and CE by using pistol frames other than .44 hammerer and their damage was too low for my liking. You might run into trouble past Dep A. Gun Nut might help with that a little bit, but it's only an extra 5-10% total damage.
If you insist on using firearm pistol for the early game, then prepare to suffer . It's not going to be a challenge but a chore.
That's really old news. You sell for 1/4th of the normal price.The economy was nerfed on Dominating or I'm losing my mind?
The annoying thing is that from what I remeber the additional damage from special bullets (like the exploding .44) doesn't get multiplied by criticals. Even though pistols could really use such a damage boost.
Meanwhile my current cave wizard has reached the 1k mark now with neural overload crits.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.Please post build.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.Please post build.
edit: I just had a look at my wizard - level 23, 15 will, effective tc 266, neural overload is 125-200ish, with trance critical bonus is 330%. You can go higher, because I screwed up his specialization points and invested into critical chance from psychosis. Which is not worth it, because with psionic mania specialization and limited temporal increment (which should be renamed to cooldown mozarella) and future orientation you can just spam mania.
Oh, and with high enough mercantlie the pirate herbalist lady sells all the ingredients for trance. So much for the 'rarity of its ingredients' part.
No, they don't, because you can go with low intelligence on psychosis. Since all you need the aoe alpha strike, there is no point to worrying about mana regeneration. My current toon is max will, 9 con, 6 agi, 6 int, but I agree with Goromorg that survival instincts isn't worth it anymore, so you could as well go 7 agi & take paranoia. The reverse is also true, imo, you can go with high con on tranquility builds, because it's easy to lower the psi cost to rock bottom and therefore 6 int is enough.Never liked psychosis builds. They really suffer against stealthy enemies especially random ones you do not expect. Even with 9 con you can get downed in one round. Stealth Snipers are especially bad news. Even leaving on your shield 24/7 wont really save you. Tranquil Stealth can opt to get really high stealth and enough detection with paranoia and 100%+ googles that the chances of you getting discovered before the enemy are close to 0. Also has much higher initiative thanks to 7 agi.
No, they don't, because you can go with low intelligence on psychosis. Since all you need the aoe alpha strike, there is no point to worrying about mana regeneration. My current toon is max will, 9 con, 6 agi, 6 int, but I agree with Goromorg that survival instincts isn't worth it anymore, so you could as well go 7 agi & take paranoia. The reverse is also true, imo, you can go with high con on tranquility builds, because it's easy to lower the psi cost to rock bottom and therefore 6 int is enough.Never liked psychosis builds. They really suffer against stealthy enemies especially random ones you do not expect. Even with 9 con you can get downed in one round. Stealth Snipers are especially bad news. Even leaving on your shield 24/7 wont really save you. Tranquil Stealth can opt to get really high stealth and enough detection with paranoia and 100%+ googles that the chances of you getting discovered before the enemy are close to 0. Also has much higher initiative thanks to 7 agi.
Also, don't undestimate 9 con with conditioning and stoicism. My toon actually survived Carnifex winning the initiative. And one round is all it takes for a psi to turn the tide of battle. :D
Lol, my current psi doesn't even have metathermics, because I wanted a challenge. If a build doesn't work for you, this doesn't mean it sucks. E.g. you don't need to 'memorize' where the stealthers are. Most of the enemies (and this includes the entire lurker base) have a very simplistic ai: "I hear noise, I go investigate". Drop a tnt and they will all come over, making for a convient alpha strike.I have tried psychosis 3 times so I really do not need a lecture about it. Worst area for all of them was Lurker base and got also killed by a random mugger with electro knife in one round despite level 18 and 9 con. If you go cheese and memorized where all the stealthers are, especially snipers, it is probably not that big of a deal but I do not do that. If a build gets consistently fucked by a not so rare enemy type it sucks.
You can in general go lower intelligence but you will need a couple levels more for either crafting, stealth or have to leave PK, TM and/or Neuro at a low level none of which is really nice. Or leave out hacking/lockpicking but that means a lot less chances for good loot and less access easy access to areas/rooms. Or drop Mercantile/Persuasion but that sucks too. Also a lot of spells which cannot crit become a lot less useful, whereas Tranquil can make good use of any ability. Pyrokinetic Stream sucks hard for psychosis but is golden with Tranquil.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.Please post build.
edit: I just had a look at my wizard - level 23, 15 will, effective tc 266, neural overload is 125-200ish, with trance critical bonus is 330%. You can go higher, because I screwed up his specialization points and invested into critical chance from psychosis. Which is not worth it, because with psionic mania specialization and limited temporal increment (which should be renamed to cooldown mozarella) and future orientation you can just spam mania.
Oh, and with high enough mercantlie the pirate herbalist lady sells all the ingredients for trance. So much for the 'rarity of its ingredients' part.
I think I've seen that on a yt vid once? But yeah, one reason I cancelled metathermics on this run was that I wanted to focus more on the other psi, otherwise it's just too easy to get lazy with thermodestabilization.I did 2k on release against the big bad with Neural Overload, now you can probably do >5k.
As was said earlier in the thread the economy really levels out around lvl 12 or so.1) The economy nerf on Dominating looks like a knee jerk reaction from Styg.
When you find a 15k sniper rifle and you sell it for 3k with max Mercantile ... it feels like shit and it takes away any interest in the loot. Good job.
2) Ambush doesn't work with mobs on fire because I guess they are not "an illuminated target".
3) Luminosity from fire flickers too fast.
Example: If you click at max luminosity chance to hit is 73%, if you click at min luminosity chance to hit is 43%.
It's almost impossible to synchronize your shoots with luminosity because the illumination flickering doesn't stop during the combat turn.
4) Death Stalkers need an HP boost because every other mob had one.
It takes a fucking eternity to kill a Burrower Warrior with a pistol. So exciting. You even have time to contemplate suicide by depression.
Lol, my current psi doesn't even have metathermics, because I wanted a challenge. If a build doesn't work for you, this doesn't mean it sucks. E.g. you don't need to 'memorize' where the stealthers are. Most of the enemies (and this includes the entire lurker base) have a very simplistic ai: "I hear noise, I go investigate". Drop a tnt and they will all come over, making for a convient alpha strike.I have tried psychosis 3 times so I really do not need a lecture about it. Worst area for all of them was Lurker base and got also killed by a random mugger with electro knife in one round despite level 18 and 9 con. If you go cheese and memorized where all the stealthers are, especially snipers, it is probably not that big of a deal but I do not do that. If a build gets consistently fucked by a not so rare enemy type it sucks.
You can in general go lower intelligence but you will need a couple levels more for either crafting, stealth or have to leave PK, TM and/or Neuro at a low level none of which is really nice. Or leave out hacking/lockpicking but that means a lot less chances for good loot and less access easy access to areas/rooms. Or drop Mercantile/Persuasion but that sucks too. Also a lot of spells which cannot crit become a lot less useful, whereas Tranquil can make good use of any ability. Pyrokinetic Stream sucks hard for psychosis but is golden with Tranquil.
edit: Though you don't even need tnt with =force user, but this depends on the map layout. Atm my toon is clearing the natives map by dropping a force field, then waiting untill all arrive (which they usually manage in the four turns it takes for the field to come down), then finishing them off with loc psionic mania neural overload.
So I finally finished Underrail + Expedition in its entirety.
Overall great game but not without major flaws.
1. The game does not respect your time. Too many things in expedition and deep caverns that are easy to miss or finish without googling. Too much backtracking and just in general complete disregard for players annoyance. E,g the elevator when you finish the game did not have to be 5 tiles away - fucking WHY. Nor did the dev have to make you manually walk all the way back to SGS, speak with council, rest, and then go back yet again.
2. The mechanics of expedition are not explained well enough to justify a time limit.
3. As psi build the items are really boring and the only thing worth crafting seems to be a universal crit helmet and a med freq shield. Armor seems to be kind of pointless since most areas have damage of particular type for which unique armors you get through the game are more than sufficient.
4. Inventory management is aids and I ended up playing with infinite inventory to retain my sanity.
5. Exploration reward in terms of loot is almost entirely trash. Lockpicking and hacking seem to be only useful for quests. However, the lore/quest exploration is great.
IMO just scrap mercantile skill to make most good stuff come from exploration/hunting and adjust traders to have money $$.
6. Crafting UI is poorly organized.
Yep, I think that with the expansion the original idea behind psychosis got lost. With the new items, feats, specialization etc., locus neural overload becomes ridiculously powerful. The 'drawback' of higher psi cost doesn't matter anymore, because all you need is just one cast of locus. Or alternatively, a critical telekinetic punch on a destabilized target. Though I actually like both tranquility and psychosis, more variety to buils is always good. I'm considering running a temporal mage next, to see how many distortions can you stack in one turn. Just a few more years and the next expansion will be out... :DI did say I never liked psychosis so. Well never liked is not quite right. I do enjoy juggling your HP especially at 16 with Hema but I do feel that how SI is handled was not Styg's original intent that people run around low HP 24/7. Imho he should change it that it activates for x amount of rounds when you fall below with a short CD after it is done. Specialization can make it so that with careful HP juggling you can keep it up with combinations of regenerative vest, hypos and proper use of hema. Would have to rebalance CDs around with specialization points properly though.
1.) "Respect your time" sorry but who is that "your". I feel plenty respected in over 1000 hours of gametime. Easy to miss or finish? Incline. Too much backtracking? Eh sometimes but rarely a real issue.