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Underrail: The Incline Awakens

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I'm going to make a Psi-Swordsman that utilizes Psychostatic Electricity and other crit chance modifiers to get the most out of Red Dragon. The main reason I want to do it is so I can use the sexy looking Tesla Armor. Is it worth specing into Dodge and Evasion? Even with nimble, my armor penalty will be at 25%. I'm sure I can manage a Con 3 build on hard, but idk if it will be viable on dominating with absolutely no defenses other then a fat energy shield and stuns for days.

You can say goodbye to the element of surprise though, it decrease your stealth by 1000.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Restarted my playthrough on dominating instead of hard as I found hard to be way to easy, this is my first dominating run and so far it has been pretty smooth with this psi-machete build. Breezed through Depot A and only died once to a mine. Just finished the Beast fight, though I had to restart that one a few time due to my electrokinesis jumping half the fucking map and hitting Saban in the face (Really should let electrokinesis ignore friendlies) and it was fairly easy as well, didn't have expose weakness for foundry, but thought control carried me there.

Overall I'm liking dominating a whole lot more than hard, the DC enemies everywhere especially are fun to deal with. Having to find a way to deal with shit like burrower warriors, ancient rathounds, and goliaths in the early game was really fun. I really recommend anyone who hasn't tried a dominating run yet to try it, it's very fun.

I'm also liking my first dom/oddity run after over a dozen hard/oddity. I had expected Dom to be crazy sadistic and a massive jump - well, it is a significant jump, but not so bad. Certainly enjoying the presence of the "hive mother" monster variants like the Goliath Azuridae and Burrower Warriors. Not sure what motherfucking locusts is gonna be like, though.

The pistol/chem is now lv14. Not sure why I took Execute which isn't doing much for me, mostly working with Kneecap, Aimed, Cooked.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,880
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Reichskommissariat Russland ᛋᛋ
I have a suspicion that dicerolls are slightly skewed in Underrail, or maybe only on Dom.

Case: there is a guy in Core City, Boxer. He has 20 initiative. I have 30, but when entering his lair I got -10. So we both have 20 - which means that the initiative rolls should be at average fifty-fifty for us.
I enter his lair, lose initiative roll and die. I try it again and it's the same. Now, I can buy myself a Soda, get +5 to Initiative and get the upper hand, but I'm curious - I reload and do the same for the sake of experiment.
He won the initiative ten fucking times straight! All ten times he got more on the rolls than me. Overall distribution was like 20 to 5 in his favour - 80% vs 20% with the same base value. That's... not how it should be, right?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I have a suspicion that dicerolls are slightly skewed in Underrail, or maybe only on Dom.

Case: there is a guy in Core City, Boxer. He has 20 initiative. I have 30, but when entering his lair I got -10. So we both have 20 - which means that the initiative rolls should be at average fifty-fifty for us.
I enter his lair, lose initiative roll and die. I try it again and it's the same. Now, I can buy myself a Soda, get +5 to Initiative and get the upper hand, but I'm curious - I reload and do the same for the sake of experiment.
He won the initiative ten fucking times straight! All ten times he got more on the rolls than me. Overall distribution was like 20 to 5 in his favour - 80% vs 20% with the same base value. That's... not how it should be, right?

I know that from Carnifex fights. Despite his ridiculously boosted stats, i usually lose the dice roll around 10 straight times.

I made a dom Flurry boy and I get fucked 3/4 times I use it with 95% hit chance

what the fuck is that

That's why i don't play with a sword build. Everything gets fucked if you miss a hit. This is what makes playing sniper builds tiresome too, never ended the game with one. You miss the shot = you're dead.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
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Messages
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Reichskommissariat Russland ᛋᛋ
I know that from Carnifex fights. Despite his ridiculously boosted stats, i usually lose the dice roll around 10 straight times.
This is not THC. This is not grenade random miss. This is not praying to the gods of RNG for a favour. Pure math: 20 + 1-15 random diceroll for both sides. How high are the chances of someone having ten times straight the higher number? It's like black winning on roulette ten times in a row. In my life, I have seen five time straight max - and very rarely.

I'm not even talking about me and this fuck both getting +13 and him getting the first turn, fine. I know how fifty-fifty works, I used to come to the local "casino" with one grand and coming out with two betting on red/black or even/odd - not much, but enough for a beer. But these dicerolls are skewed.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
I made a dom Flurry boy and I get fucked 3/4 times I use it with 95% hit chance

what the fuck is that

Fully-stacked swords deal ridiculous amounts of damage. That's kind of similar to other RPGs where they give you some powerful mechanic with random negative effects. You plan and play for the case of failure.

You miss the shot = you're dead.

Adrenaline Shot and Vanishing Powder Grenade. I actually quite like snipers myself - mostly the 12.7 variants, mind you, but unfortunately the VPG can sometimes fail to put a character in stealth. It's confirmed as a bug and although it doesn't happen all too often it's still putting me off slightly from playing them :).

Overall distribution was like 20 to 5 in his favour - 80% vs 20% with the same base value.

You can always go deterministic with Initiative if you choose to.
 

CHEMS

Scholar
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Nov 17, 2020
Messages
1,694
Adrenaline Shot and Vanishing Powder Grenade. I actually quite like snipers myself - mostly the 12.7 variants, mind you, but unfortunately the VPG can sometimes fail to put a character in stealth. It's confirmed as a bug and although it doesn't happen all too often it's still putting me off slightly from playing them :).

Perhaps before the psy update, but after Styg nerfed the spearhead to the ground and buffed the Shooting Spree, you became too dependant on it. If i'm not mistaken, a 12.7 rifle costs around 35 AP to fire, right? Before the update, you had guaranteed at least three shots if you use a rapid reloaded and adrenaline/vitality boosts. Now you have to use shooting spree and you will miss that 95% and you will get gang raped by lurkers/lunatics/natives. I tried a crossbow/sniper hybrid and it was just too frustrating. I'd rather go full crossbownigger than play another sniper build. But when it works, firing 5 12.7 rounds in a turn is really cool, but too RNG dependant.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I have a suspicion that dicerolls are slightly skewed in Underrail, or maybe only on Dom.

Case: there is a guy in Core City, Boxer. He has 20 initiative. I have 30, but when entering his lair I got -10. So we both have 20 - which means that the initiative rolls should be at average fifty-fifty for us.
I enter his lair, lose initiative roll and die. I try it again and it's the same. Now, I can buy myself a Soda, get +5 to Initiative and get the upper hand, but I'm curious - I reload and do the same for the sake of experiment.
He won the initiative ten fucking times straight! All ten times he got more on the rolls than me. Overall distribution was like 20 to 5 in his favour - 80% vs 20% with the same base value. That's... not how it should be, right?

Yes some fights you get a weird negative initiative modifcator and almost never win initiative. Another fight that comes to mind is helping the Eels in Junkyardd against the Scrappers. Regardless of my initative I almost always go last and I did replay and reload often enough to say that with some confidence.
 

ItsChon

Resident Zoomer
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Երևան
Steve gets a Kidney but I don't even get a tag.
I don't think you'd like to use the Tesla Armour all the time. Infused Rathound Leather might be the better choice considering you will be one shotting bosses with Decapitate. In which case, yeah, go ham on Evasion/Dodge. If you're planning on a Dex build you could also consider the perk that gives extra dodge while you have glove weapons equipped and use the Boxing Gloves as a secondary weapon before passing the turn.
Nah the whole point is to go crazy with the Tesla Armor. I'll be using the Psi abilities just as much as the sword. The Sword is just for bursting bosses. I'll do some research and craft a build and we'll see how it goes.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Here is the sample build I came up with. I ran out of feats to pick at the end, but could someone who's actually played a Crit Swordsman take a look and lmk if I'm missing anything? Also, how do I go about maximizing my crit chance and damage? I saw some people throwing around crazy numbers in the 100+%s of crit damage multipliers.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Here is the sample build I came up with. I ran out of feats to pick at the end, but could someone who's actually played a Crit Swordsman take a look and lmk if I'm missing anything? Also, how do I go about maximizing my crit chance and damage? I saw some people throwing around crazy numbers in the 100+%s of crit damage multipliers.

Where is the build?
 

Ramnozack

Cipher
Patron
Joined
Jan 29, 2017
Messages
900
Here is the sample build I came up with. I ran out of feats to pick at the end, but could someone who's actually played a Crit Swordsman take a look and lmk if I'm missing anything? Also, how do I go about maximizing my crit chance and damage? I saw some people throwing around crazy numbers in the 100+%s of crit damage multipliers.
Not seeing a link to your build but, basic feats for a sword build are flurry, cheap shots, critical power, ripper, expose weakness, and kind of optionally onslaught. Always use a curved machete, put 10 spec points into critical power, with just those things I listed your crits will be super powerful already.

Here is the build I'm using now, which sounds similar to yours, I've had a pretty smooth run so far with it. https://underrail.info/build/?HgUKA...CjAZnSyFcEsKHFsK3wo1k4p2NA-KfhAHip74K4qyXAd-_

I made a dom Flurry boy and I get fucked 3/4 times I use it with 95% hit chance

what the fuck is that

I've been playing with flurry on dom for a bit now, it has been decently reliable to me so far. Though I am playing with TC and PK so I have a lot of CC to maximize my flurry hit chance.

I've also found that after you get critical power and ripper, it tends not to matter as much if your flurry misses as you're likely to just kill most things with your ridiculous crits with normal attacks.

Also, carry a knife as your secondary, if you are dex-based crit swordsman, you pretty much already have all the feats a knife user would want anyway. They are good for using expose weakness with, to finish off nearly dead enemies without wasting ap using your sword, and to use up any leftover ap you may have.
 
Last edited:

Ramnozack

Cipher
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900
Looks cool, makes me want to try it out. Psychosis might work too? Getting a big alpha strike first might be nice as well.
Sure, psychosis would probably work, but I prefer tranq with the new changes. This build already uses 3 schools, so has a 20% increase in psi costs, adding another 20% with psychosis sounds like a hassle, I already find myself running out of psi sometimes in tough fights. And in my mind, focus stims + headband (I don't use a crit headband, I use one with mufflers and an extra psi slot, but you could if you would rather have the extra crit chance.), + psychostatic electricity tend to get me plenty of psi crits already.
 

Sykar

Arcane
Joined
Dec 2, 2014
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Turn right after Alpha Centauri
Looks cool, makes me want to try it out. Psychosis might work too? Getting a big alpha strike first might be nice as well.
Sure, psychosis would probably work, but I prefer tranq with the new changes. This build already uses 3 schools, so has a 20% increase in psi costs, adding another 20% with psychosis sounds like a hassle, I already find myself running out of psi sometimes in tough fights. And in my mind, focus stims + headband (I don't use a crit headband, I use one with mufflers and an extra psi slot, but you could if you would rather have the extra crit chance.), + psychostatic electricity tend to get me plenty of psi crits already.

No problem I will just go with TM then.
:happytrollboy:
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
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Reichskommissariat Russland ᛋᛋ
My adventures in Core City Sewer.

I went there at level 14. Rathounds are my friends because of Regalia, Siphoners just fucked off and died. I killed Rick the Rat and got his claws, maybe I will find a use to them later. Next, area to the east. Snails have insane mech resistances, but Expose Weakness does it's job and I was able to chop them quite reliable; taser and incaps from Cheap Shots helped with the kiting. I culled the muties with the knife silently, without them making a shot at me. Cornell will wait, now to Zaman's lair! It went as usual, but then I encountered the door with 95 hacking and my skill is 85 - and of course I didn't have Haxxor III on me this time. A detour through spider caves proved to be profitable, I silently shanked all the spiders except the last two ones - they covered each other. Well, one blob trap and grenade to aggro them, one dies to a gunfire, the second one actually tried to flank me but died to grenade in the face. Got one obsidian oddity and two egg sacks right there. The way back is caved in and of course I left explosives back home.

Now, the cave has explosives guarded by the nine Goliaths and this is a fucking outrage. I chopped one of them who was careless enough to wander far from his kin, but the rest are just tightly grouped near the coveted place. Bumrushing them failed utterly, but the change of tactic and I was lucky - I threw my last flashbang and miracle happened - I incapped all of them but one outside of blast radius, but this one got the taser, I got the explosives and got the fuck out. Caught just one overload on the way.

Back to Zaman's lair. Chop Chop and me played Benny Hill show with me kiting, tasing and exposing weakness and in the end Chop Chop was chopped himself. Zaman didn't hear any of this - Chop Chop can't holler for help. Well, this cagey fuck has some dodge and I had base 30% THC so I placed the last two traps, fixed him in place and stabbed him to death.

Didn't prepare for this dungeon at all, brought few consumables and ran out of all traps, grenades, batteries and adrenaline - but that's what made it enjoyable.
 

Yaz

Learned
Joined
Nov 10, 2020
Messages
283
I bet you're gonna start carrying a stack of Gas 'Nades from now on ;p
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
That 9 goliathus pull is probably pretty nasty now after the FF nerf, especially since you can hit that area pretty early.
 
Last edited:

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Life as a cave wizard:
CRTV-2921_How-To-Use-A-Bong6761_16x9-768x432.jpg
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
My adventures in Core City Sewer.

I went there at level 14. Rathounds are my friends because of Regalia, Siphoners just fucked off and died. I killed Rick the Rat and got his claws, maybe I will find a use to them later. Next, area to the east. Snails have insane mech resistances, but Expose Weakness does it's job and I was able to chop them quite reliable; taser and incaps from Cheap Shots helped with the kiting. I culled the muties with the knife silently, without them making a shot at me. Cornell will wait, now to Zaman's lair! It went as usual, but then I encountered the door with 95 hacking and my skill is 85 - and of course I didn't have Haxxor III on me this time. A detour through spider caves proved to be profitable, I silently shanked all the spiders except the last two ones - they covered each other. Well, one blob trap and grenade to aggro them, one dies to a gunfire, the second one actually tried to flank me but died to grenade in the face. Got one obsidian oddity and two egg sacks right there. The way back is caved in and of course I left explosives back home.

Now, the cave has explosives guarded by the nine Goliaths and this is a fucking outrage. I chopped one of them who was careless enough to wander far from his kin, but the rest are just tightly grouped near the coveted place. Bumrushing them failed utterly, but the change of tactic and I was lucky - I threw my last flashbang and miracle happened - I incapped all of them but one outside of blast radius, but this one got the taser, I got the explosives and got the fuck out. Caught just one overload on the way.

Back to Zaman's lair. Chop Chop and me played Benny Hill show with me kiting, tasing and exposing weakness and in the end Chop Chop was chopped himself. Zaman didn't hear any of this - Chop Chop can't holler for help. Well, this cagey fuck has some dodge and I had base 30% THC so I placed the last two traps, fixed him in place and stabbed him to death.

Didn't prepare for this dungeon at all, brought few consumables and ran out of all traps, grenades, batteries and adrenaline - but that's what made it enjoyable.

Nice. Engaging Goliathuses in melee must be a nightmare.
 

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