I'd safely recommend my sniper build or some variation of it. Then again, it was Stavrophore who supplied me with the first draft. A bit rough at first but after you craft your first rifle - oh boy... pure joy, honestly. Or it's just me who enjoying this playstyle a little too much.Well, since my savegame is gone, and I don't want to go through the Throwing Knives pain again, what's a general 'strong' Dominating build?
Psychosis psi is still the No. 1 build.Well, since my savegame is gone, and I don't want to go through the Throwing Knives pain again, what's a general 'strong' Dominating build?
Nothing specific, just an idea like "Chemical Pistols" or "Hammer Wizard" is enough.
Anything where I am not relying on visiting all the merchants every hour to get more grenade materials would be fine.
How'd you get 100% crit chance on an AR build? Even on a pistol build it's a huge pain, and you have Steadfast Aim there.Psychosis psi is still the No. 1 build.Well, since my savegame is gone, and I don't want to go through the Throwing Knives pain again, what's a general 'strong' Dominating build?
Nothing specific, just an idea like "Chemical Pistols" or "Hammer Wizard" is enough.
Anything where I am not relying on visiting all the merchants every hour to get more grenade materials would be fine.
Crit ARs are the most powerful ranged weapons. Up to 4 bursts per turn, 100% crit chance, an "Increase damage taken" multiplier, absurd damage. Combat ends on the alpha strike turn. Crit burst shotties are a close second.
Crit swords are the most powerful melee weapons. Struggle with high DR/DT robots, but not as much as other melee. Max DEX knives overtake them at the veeeery endgame because missed flurries can fuck up the damage output of swords, but they're better for the most part of the game.
Assuming hornet frame.How'd you get 100% crit chance on an AR build? Even on a pistol build it's a huge pain, and you have Steadfast Aim there.Psychosis psi is still the No. 1 build.Well, since my savegame is gone, and I don't want to go through the Throwing Knives pain again, what's a general 'strong' Dominating build?
Nothing specific, just an idea like "Chemical Pistols" or "Hammer Wizard" is enough.
Anything where I am not relying on visiting all the merchants every hour to get more grenade materials would be fine.
Crit ARs are the most powerful ranged weapons. Up to 4 bursts per turn, 100% crit chance, an "Increase damage taken" multiplier, absurd damage. Combat ends on the alpha strike turn. Crit burst shotties are a close second.
Crit swords are the most powerful melee weapons. Struggle with high DR/DT robots, but not as much as other melee. Max DEX knives overtake them at the veeeery endgame because missed flurries can fuck up the damage output of swords, but they're better for the most part of the game.
I farmed 167q seeker lenses from Oculus trader, they still give 19% chance.20% seeker goggles need 164q, unlikely to get that,
Might be +19% then. But the Oculus trader goes up to 164q. Only Hanna from Institute goes up to 169q.I farmed 167q seeker lenses from Oculus trader, they still give 19% chance.20% seeker goggles need 164q, unlikely to get that,
Also, you can always spec Recklessness for missing percents.
I disremember if it was Oculus trader or some loot from Deep Caverns, but I'l make a screenshot, it's just 19%.Might be +19% then. But the Oculus trader goes up to 164q. Only Hanna from Institute goes up to 169q.
Man, I got +8% from speccing it, total +15%. Where else could I get such a bonus as a conlet?Even without SI, Recklessness spec is still trash.
Critical Power boosts critical damage, not critical chanceIn case of e. pistols? Definitely Critical Power.
Yes and for e. pistols the damage increase from CP spec is better than a couple of crit chance percent.Critical Power boosts critical damage, not critical chanceIn case of e. pistols? Definitely Critical Power.
Yeah, five specc points to turn Critical Power to its pre-nerf state. But it was good enough even with nerfed CPYes and for e. pistols the damage increase from CP spec is better than a couple of crit chance percent.
And speccing into it is still far better than recklessness. At 160q, 10 points in CP nets 220% critical damage. Even more if you have Sharpshooter.Yeah, five specc points to turn Critical Power to its pre-nerf state. But it was good enough even with nerfed CPYes and for e. pistols the damage increase from CP spec is better than a couple of crit chance percent.
Man, amplified energy pistols already have >300% critical damage bonuses, add >+60% from smart modules, that's how much with CP? 800% critical damage bonus? More than enough. True for other weapons, though.And speccing into it is still far better than recklessness. At 160q, 10 points in CP nets 220% critical damage. Even more if you have Sharpshooter.
That's mad, mate, where did you get such sweet stuff?Yeah, you need 170q+ for 20% apparently.
No it's not. At 160q a laser pistol with Practical Physicist has 320% (350% with Sharpshooter) crit damage. With CP it's 440% (500%). With specced CP it's 660% (750%). So the difference is 220% (250%) critical damage and even more so for plasma. Speccing CP is the best thing to do for high critical damage weapons, even after the nerf. Recklessness spec is never worth it because there's always better things to spec into.Man, amplified energy pistols already have >300% critical damage bonuses, add >+60% from smart modules, that's how much with CP? 800% critical damage bonus? More than enough. True for other weapons, though.And speccing into it is still far better than recklessness. At 160q, 10 points in CP nets 220% critical damage. Even more if you have Sharpshooter.
What about specializing in high technicalities with a 16 int character?At 160q a laser pistol with Practical Physicist has 320% (350% with Sharpshooter) crit damage. With CP it's 440% (500%). With specced CP it's 660% (750%). So the difference is 220% (250%) critical damage and even more so for plasma. Speccing CP is the best thing to do for high critical damage weapons, even after the nerf.
Wait, how the hell does it work? Feat description says "For each 1% of weapon or unarmed attack critical damage bonus above 100%, you gain an additional 1% critical damage bonus.". So, if I have 120% crit bonus, it's 20% above 100% and I should add another 20% making it 140%?No it's not. At 160q a laser pistol with Practical Physicist has 320% (350% with Sharpshooter) crit damage. With CP it's 440% (500%).
So, smart module just adds to base damage?Also, smart modules add bonus damage to Special Attacks, not critical damage.
It's a bit hard to say because I do not know how exactly the damage bonus from High Technicalities stacks with other damage modifiers. But I think CP is still better. Not that they are mutually exclusive. Crit damage is very good because it's multiplicative with everything. And at 16 INT the 5 spec points in High Technicalities would get an extra 22% to the 88% damage modifier.What about specializing in high technicalities with a 16 int character?At 160q a laser pistol with Practical Physicist has 320% (350% with Sharpshooter) crit damage. With CP it's 440% (500%). With specced CP it's 660% (750%). So the difference is 220% (250%) critical damage and even more so for plasma. Speccing CP is the best thing to do for high critical damage weapons, even after the nerf.
Argh, I missed the 100%. So in case of the laser pistol:Wait, how the hell does it work? Feat description says "For each 1% of weapon or unarmed attack critical damage bonus above 100%, you gain an additional 1% critical damage bonus.". So, if I have 120% crit bonus, it's 20% above 100% and I should add another 20% making it 140%?
No, smart module damage bonus is considered "bonus damage", which apparently is additive with things like opportunist, but multiplicative with base damage.So, smart module just adds to base damage?
That's what I'm confused about. The wiki states it's multiplicative, but how is the calculation done in practice?It's a bit hard to say because I do not know how exactly the damage bonus from High Technicalities stacks with other damage modifiers. But I think CP is still better. Not that they are mutually exclusive. Crit damage is very good because it's multiplicative with everything. And at 16 INT the 5 spec points in High Technicalities would get an extra 22% to the 88% damage modifier.