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Underrail: The Incline Awakens

Stavrophore

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Anyone who want to play energy pistol build, and struggle with advanced electronic repair kit, just join protectorate, have mercantile to unlock better gear, and fraser then sells 10 advanced electronic repair kits. Pretty good.

Doesn't really matter how much hp do you have. At least from the end game standpoint how I see it now. For instance, instead of having ability to survive some really nasty damage income (say, faceless sniper shot) it's better to simply kill the fucker right away in your first round. From anything else there's a shield and one should kill all the threats before it expires or restealth/retreat.

The problem is surviving at least one or two shots from enemies. You will never kill everything in first round, and not always can incapacitate all enemies or hide behind obstacle.
 

jackofshadows

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The problem is surviving at least one or two shots from enemies. You will never kill everything in first round, and not always can incapacitate all enemies or hide behind obstacle.
Like I said, shield is for other damage sources; look at this encounter - very tight room, nowhere to escape so I had to kill boss+psionics+incapacitate melee dudes first round and then kill most of the others in the second. Doable. No sure even who exactly lowered my HP, probably by some crossbow crits.
EFEED921043A5D1A2F088FE1AE62C33F4A89F545
 

Parabalus

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The problem is surviving at least one or two shots from enemies. You will never kill everything in first round, and not always can incapacitate all enemies or hide behind obstacle.
Like I said, shield is for other damage sources; look at this encounter - very tight room, nowhere to escape so I had to kill boss+psionics+incapacitate melee dudes first round and then kill most of the others in the second. Doable. No sure even who exactly lowered my HP, probably by some crossbow crits.
EFEED921043A5D1A2F088FE1AE62C33F4A89F545

You can exit here, enemies follow you past blue transitions. Had to do it that way on my sword guy.

An example where you can't do that is Epione Lab, wonder how that'll work after the FF nerf.
 

Stavrophore

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For a truly critical chance based sniper build i think harbinger plus high resolution scope would work better with sharpshooter spec, since you dont get damage bonus on your weapon. Coupled with shooting spree 5 points, and 5 points in critical power[for so-so crits that are still enough, close to 200% crit dmg is enough, with that spec you will get it. 260avg dmgx3=780 dmg, that's enough for most enemies], you can theoretically get
21%[from weapon]+7% scrutinous+7% reckless+18% seeker lens+15% focus stim+5% hardcore chips +10% rathound infused armor = 83% critical chance. Without digital resolution scope and spearhead you get 72% critical chance. A survival instincts build could forgo the highresolution scope and harvbinger for spearhead and anatomically aware scope. Coupled with pig leather armor, you could stay comfortably below 30% health. Could be a very potent build with guaranteeed criticals and shooting spree/temporal combo. You can't always use ambush, so guaranteed crits are welcome.
Edit: Spearhead is still better than harbinger, since it can make three shots with temporal and adrenaline.
 
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Stavrophore

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Also it sucks that Styg haven't introduced a detailed combat log, with showing weapon damage rolled, beside the actual damage dealt after all modifiers.

Edit: removed false statements.
 
Last edited:

jackofshadows

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I don't think aimed shot works with smart module. Ive tested dozen of shots and it looks like aimed shot makes the same amount of damage as regular crits, even with smart module attached to sniper rifle.
Yup, noted that too. Like it's not a special attack at all and rather literally just guaranteed roll on a critical scale.
 

Stavrophore

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I don't think aimed shot works with smart module. Ive tested dozen of shots and it looks like aimed shot makes the same amount of damage as regular crits, even with smart module attached to sniper rifle.
Yup, noted that too. Like it's not a special attack at all and rather literally just guaranteed roll on a critical scale.

It was my confirmation bias, it works for aimed shot and snipe after some tests and noting the damage in excel.
 

ciox

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For a truly critical chance based sniper build i think harbinger plus high resolution scope would work better with sharpshooter spec, since you dont get damage bonus on your weapon. Coupled with shooting spree 5 points, and 5 points in critical power[for so-so crits that are still enough, close to 200% crit dmg is enough, with that spec you will get it. 260avg dmgx3=780 dmg, that's enough for most enemies], you can theoretically get
21%[from weapon]+7% scrutinous+7% reckless+18% seeker lens+15% focus stim+5% hardcore chips +10% rathound infused armor = 83% critical chance. Without digital resolution scope and spearhead you get 72% critical chance. A survival instincts build could forgo the highresolution scope and harvbinger for spearhead and anatomically aware scope. Coupled with pig leather armor, you could stay comfortably below 30% health. Could be a very potent build with guaranteeed criticals and shooting spree/temporal combo. You can't always use ambush, so guaranteed crits are welcome.
Edit: Spearhead is still better than harbinger, since it can make three shots with temporal and adrenaline.

I put a blue scope on a sniper rifle in the latest version and it only gave +7% crit chance btw, like it was placed on an assault rifle.
 

Stavrophore

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For a truly critical chance based sniper build i think harbinger plus high resolution scope would work better with sharpshooter spec, since you dont get damage bonus on your weapon. Coupled with shooting spree 5 points, and 5 points in critical power[for so-so crits that are still enough, close to 200% crit dmg is enough, with that spec you will get it. 260avg dmgx3=780 dmg, that's enough for most enemies], you can theoretically get
21%[from weapon]+7% scrutinous+7% reckless+18% seeker lens+15% focus stim+5% hardcore chips +10% rathound infused armor = 83% critical chance. Without digital resolution scope and spearhead you get 72% critical chance. A survival instincts build could forgo the highresolution scope and harvbinger for spearhead and anatomically aware scope. Coupled with pig leather armor, you could stay comfortably below 30% health. Could be a very potent build with guaranteeed criticals and shooting spree/temporal combo. You can't always use ambush, so guaranteed crits are welcome.
Edit: Spearhead is still better than harbinger, since it can make three shots with temporal and adrenaline.

I put a blue scope on a sniper rifle in the latest version and it only gave +7% crit chance btw, like it was placed on an assault rifle.

There's 10% cirt chance diff between anatomically aware scope on spearhead.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I swear to God, if my character with maxed out Throwing keeps dropping grenades on his feet I am going to scream.
 

jackofshadows

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While guns and grenades can miss even with maxed skill, PSI always has 100% accuracy...
You just haven't played with PSI yet. "Fireball" or "Iceball" has the same AoE cup accuracy: 90% so burning yourself alive by guaranteed crit is very much possible. Also you have to feel lucky if you gonna use Electrokinesis when the allies around because if it recochets into any of them - they'll turn hostile (same for usual AoE abilities ofc but this one especially RNG).
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Almost level 16 on oddity+Dom. My first time getting this far into the game! I've finished the problems in Rail Crossing and some of Foundry. I joined the you know what organization. Currently trying to decide whether I want to
1) explore the caves and metro on foot (been mostly paying for fast travel)
or
2) get on with the main quest and do things in core city

Throwing knives are finally useful, but I really do wish there was some anti-armor knife. Like, maybe an exploding throwing knife. It's fine because I have an endless supply of grenades (thanks to my inner Al Fabet) but if I didn't have those I would be in trouble.

Wondering what to skill up now that I'm pretty much set. It's level all crafting slowly, max one fast (electronics for plasma grenades, tailoring for tabi or bio for poisons and adrenaline which I use often.)
Or I could max mercantile and just live on vendor stuff for a while more. There's no real rush. My grenades and knives do fine and I'm in no real hurry to get new armor thanks to the supreme Rathound Regalia. I might wear those until the game is over. Maybe I'll have an acid or bio off set, but other than that...

After playing KOTC2 dominating difficulty feels like a relaxing bath. (What, you only have to reload once or twice to win initiative? And you can abuse as many traps as you can carry? And you can surprise enemies? Luxury...)
 

Ol' Willy

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Currently trying to decide whether I want to
1) explore the caves and metro on foot (been mostly paying for fast travel)
or
2) get on with the main quest and do things in core city
I'll recommend exploring the underpassages. Strangely, the most fun I had in the game was exploring this place, killing lurkers and this is while still under 20 level.
 

hell bovine

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While guns and grenades can miss even with maxed skill, PSI always has 100% accuracy...
You just haven't played with PSI yet. "Fireball" or "Iceball" has the same AoE cup accuracy: 90% so burning yourself alive by guaranteed crit is very much possible. Also you have to feel lucky if you gonna use Electrokinesis when the allies around because if it recochets into any of them - they'll turn hostile (same for usual AoE abilities ofc but this one especially RNG).
There is enough in the psi toolbox that's guaranteed to hit if you want to play it safe. Psi don't really have much of a problem with rng. By comparison, my chemist had to deal with neutrals turning hostile, because they were dumb enough to step into an acid puddle.
 

Stavrophore

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While guns and grenades can miss even with maxed skill, PSI always has 100% accuracy...
You just haven't played with PSI yet. "Fireball" or "Iceball" has the same AoE cup accuracy: 90% so burning yourself alive by guaranteed crit is very much possible. Also you have to feel lucky if you gonna use Electrokinesis when the allies around because if it recochets into any of them - they'll turn hostile (same for usual AoE abilities ofc but this one especially RNG).
There is enough in the psi toolbox that's guaranteed to hit if you want to play it safe. Psi don't really have much of a problem with rng. By comparison, my chemist had to deal with neutrals turning hostile, because they were dumb enough to step into an acid puddle.

Styg really should program AI to check the status effect applied on a tile. If there's a safer way go through it, if there's not, or the safer way is way too long[like 100% more MP] then move through the acid/fire, provided the NPC won't die in the process.
 

jackofshadows

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There is enough in the psi toolbox that's guaranteed to hit if you want to play it safe. Psi don't really have much of a problem with rng. By comparison, my chemist had to deal with neutrals turning hostile, because they were dumb enough to step into an acid puddle.
I didn't say PSI has a problem with rng, I'm totally fine with it and with Underrail's level of rng in general. Games based on purely deterministic systems might be quite boring tbh. But I see as a minor problem that aggro from electrokinesis possible rikochet on the same level as walking by acid puddle or fire tiles from incendiary grenades such as molotovs.
 

Sheepherder

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Aaand done.
This run was with a gimmicky tranquility Thought Control build on Dominating. Also had Temporal Manipulation for utility and buffs only - Contractions, Stasis and Limited Temporal Increment. High mobility, for a psi build.
Damage comes from Neural Overload. I ignored crits and instead chose to stack regular damage bonuses. When wielding the unique boss staff, Neural Overload damage is increased by 25% and it adds a 66% of original damage as DOT. With Contractions, Adrenaline and blitz I can cast 8 Neural Overloads plus use premeditation for stasis or another Neural Overload.

Mr. Tchort. Nearly 2k damage on a non crit. Crit builds can do over 10k damage with NO to him. Still nice.
hWgucR2.jpg

Faceless commander. First try. Didn't step into any traps this time, but forgot to equip proper grenades.
Thought Control has no ways of dealing with bots, so throughout the game I'd sneak past them or blew them up with grenades.
6zIAvw2.jpg
And a vid. It's a fun fight for this build.


So, to recap: overall, after the patch, psi is still perfectly fine. This really wasn't a nerf to psi. The mechanical changes were meant to give incentives to specialize into a single school or maybe pick two schools and have a primary damage dealing psi ability with the rest of the abilities as support. Because previously, there were only two psi builds: Tranquility generalist or Psychosis+Survival Instincts generalist.
Also, most QQ over the changes comes from the spell-slot mechanic, but as you can change those any time you want, all it takes is some though to prepare for a fight.
 

jackofshadows

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So, to recap: overall, after the patch, psi is still perfectly fine. This really wasn't a nerf to psi. The mechanical changes were meant to give incentives to specialize into a single school or maybe pick two schools and have a primary damage dealing psi ability with the rest of the abilities as support. Because previously, there were only two psi builds: Tranquility generalist or Psychosis+Survival Instincts generalist.
Also, most QQ over the changes comes from the spell-slot mechanic, but as you can change those any time you want, all it takes is some though to prepare for a fight.
Well done, man :salute:

It's a pleasure to see players who instead of whining just searching for ways to overcome the new set of rules and to prevail. DOMINATING is the ultimate difficulty for a fairly hard game even on a default level (for a non-enthisiast, anyway). So it should be... difficult and the old PSI-builds were just too versatile.
 

Stavrophore

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The psi reserve isn't a nerf at all[ive never siphoned all reserves with psi capacitance feat, thougn i havent played psychosis build], the only nerf is the hard cap on amount of spells, but psi innevrators are cheap, and people who play on dominating already knows beforehand what kind of encounter they will fight, so its not that bad to reorganize spells before a major battle.

Sheepherder, what happened to your balor run? Have you tried the new Exoskeleton?
 

Sheepherder

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So, to recap: overall, after the patch, psi is still perfectly fine. This really wasn't a nerf to psi. The mechanical changes were meant to give incentives to specialize into a single school or maybe pick two schools and have a primary damage dealing psi ability with the rest of the abilities as support. Because previously, there were only two psi builds: Tranquility generalist or Psychosis+Survival Instincts generalist.
Also, most QQ over the changes comes from the spell-slot mechanic, but as you can change those any time you want, all it takes is some though to prepare for a fight.
Well done, man :salute:

It's a pleasure to see players who instead of whining just searching for ways to overcome the new set of rules and to prevail. DOMINATING is the ultimate difficulty for a fairly hard game even on a default level (for a non-enthisiast, anyway). So it should be... difficult and the old PSI-builds were just too versatile.
Yup, it was. And this over-versatility hurt build variety badly.
I gotta say really liked the changes. They're fun. Shook the psi up real good. Lots of new gimmicky builds to play.
The psi reserve isn't a nerf at all[ive never siphoned all reserves with psi capacitance feat, thougn i havent played psychosis build], the only nerf is the hard cap on amount of spells, but psi innevrators are cheap, and people who play on dominating already knows beforehand what kind of encounter they will fight, so its not that bad to reorganize spells before a major battle.

Sheepherder, what happened to your balor run? Have you tried the new Exoskeleton?
I finished it. Popped Tchort and bonked the Faceless. https://rpgcodex.net/forums/threads/underrail-the-incline-awakens.105387/page-535#post-6857372
I did mess around with it a little bit. Its interesting because it supposedly allows you to ignore the 85% armor penalty to movement when powered up. This might work very well with the Heavy Weight feat which adds AP to crit damage bonus of hammers, fist weapons and unarmed. So you'd still move fast but have the +85% crit damage bonus on top. Might be cool to build around.

Sheepherder do you ever work? Or sleep? How the hell do you finish your runs so fast?
I know the game really well. I play on classic. I'm on vacation, but can't leave my east European country to go to Turkey or Greece or w/e because a chinaman ate bat soup. And I got a killer sunburn last weekend.
 

hilfazer

Scholar
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Jan 26, 2016
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I did mess around with it a little bit. Its interesting because it supposedly allows you to ignore the 85% armor penalty to movement when powered up.

I was thinking the same thing but powering it up makes it ignore movement speed penalty of 30% the armour has, not the armour penalty. I've tried that and armour penalty still applied.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
While guns and grenades can miss even with maxed skill, PSI always has 100% accuracy...
You just haven't played with PSI yet. "Fireball" or "Iceball" has the same AoE cup accuracy: 90% so burning yourself alive by guaranteed crit is very much possible. Also you have to feel lucky if you gonna use Electrokinesis when the allies around because if it recochets into any of them - they'll turn hostile (same for usual AoE abilities ofc but this one especially RNG).

It's not RNG at all bro, you just need to build an adjacency matrix around your intended target. No big deal.

For a truly critical chance based sniper build i think harbinger plus high resolution scope would work better with sharpshooter spec, since you dont get damage bonus on your weapon. Coupled with shooting spree 5 points, and 5 points in critical power[for so-so crits that are still enough, close to 200% crit dmg is enough, with that spec you will get it. 260avg dmgx3=780 dmg, that's enough for most enemies], you can theoretically get
21%[from weapon]+7% scrutinous+7% reckless+18% seeker lens+15% focus stim+5% hardcore chips +10% rathound infused armor = 83% critical chance. Without digital resolution scope and spearhead you get 72% critical chance. A survival instincts build could forgo the highresolution scope and harvbinger for spearhead and anatomically aware scope. Coupled with pig leather armor, you could stay comfortably below 30% health. Could be a very potent build with guaranteeed criticals and shooting spree/temporal combo. You can't always use ambush, so guaranteed crits are welcome.
Edit: Spearhead is still better than harbinger, since it can make three shots with temporal and adrenaline.

I put a blue scope on a sniper rifle in the latest version and it only gave +7% crit chance btw, like it was placed on an assault rifle.

There's 10% cirt chance diff between anatomically aware scope on spearhead.

HnV9UP2.png
 

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