So, here's what I managed to restore from memory and reading the post I caught up:
Hawkeye (hit-n-run sniper)
https://underrail.info/build/?HgUGC...UCfjNLwoUZfzkvwrXCpCbipKIF4q-8BOKvvQHisIYF378
https://stygiansoftware.com/wiki/index.php?title=Dexterity#Action_point_cost_reduction expand them chartsHow does Dexterity affect AP cost of weapons? I have 11 DEX and one knife cost is being reduced from 12 to 9, another from 8 to 6. Is there a DEX ceiling beyond which I can't reduce the AP costs any further?
Blaine you might want to take a look at my version: (Interlooper and Paranoya are easily replaceable)
I'd say most importantly sinking in w/o temporal manipulation = handicaping yourself. Using electrokinetic imprint instead of traps is also nice (tbh even wasn't using it much often).
Nimble would be a waste imo. And even though dealing damage is no problem whatsoever late game, crafting solid gear pieces mid-game with Gun Nut and Power Management feels GREAT.
In exchange, Mechanics, Electronics, and Tailoring are all boosted from 130 → 160 (which is buffed to 184 in player housing, a crafting sweet spot IMO; compared to 149 boosted if their base effectives were 130).
Anyway, yours seems like a reasonably solid build. I'd probably change it thusly (also, not all skill points had been spent):
https://underrail.info/build/?HgUEB...CfjNLwoVTKcKHwojCpMK1wq0rKOKnvgrir7wE4q-9Ad-_
184 seems excessive. Especially for tailoring. I'm not sure it's even possible for anything to have a tailoring requirement that high.(which is buffed to 184 in player housing, a crafting sweet spot IMO; compared to 149 boosted if their base effectives were 130)
Thing is, you don't really need fat shield let alone armor (hence Nimble = waste) except for a very few tough fights but any extra damage is a must because you have to one-shot stuff all the time, ideally.Power Management is absurdly strong, but Gun Nut isn't. It only increases the upper range of damage, fractionally. It's still something like a 7.5% overall damage increase, mind you—no small potatoes. It's good, but not insane.
Chemistry and Biology are complementary skills here, its nice to have MkV but you can buy up to MKIII I beleive? Crafting your own molotovs is also not a big deal. And Biology allows to mass-produce focus-stims but you can buy a fair amount of them for occational use as well. And I agree with sebas - getting Strafe for late game is important, forgot about that. Stasis is unnecessary but nice thing to have as well as force field if you'll invest in psychokinesis. It's useful even after the nerf.
Min-max speaking - sure but it's a good QoL perk which this type of build can easily afford.Interloper is an absolute waste.
Yep, unless Blaine will decide to craft something fancy. But the quality cap for infused rat leather is only 160. For a weapon highest that I've seen was this piece but at that point it was irrelevant.184 seems excessive.
Expedition leathers often come in very high quality184 seems excessive. Especially for tailoring. I'm not sure it's even possible for anything to have a tailoring requirement that high.
Tbh I was kinda confused as to what good lv. 1 feat to take there during chargen, hence why I just put Paranoia mainly for the initiative bonus and for complementing my stealthy play.I'm tempted to switch out Paranoia for something else, such as Nimble (even without Dodge and Evasion, -15% armor penalty is fantastic), but I'm still undecided. With the feat spread of your build and the fact that it's quite generalist for Underrail (Guns, Traps, and Throwing), the feats all seem so necessary that waiting until level 30 to have all of them is even more stressful than usual.
You should play in casino with that luck. Even when farming traders with trader refresh it takes some effort to obtain high quality materials - and I'm not even talking about actual gearThat's cool but you could always get lucky (or cheat) with Constantine and simply buy equivalent of ~150-155q tabis.
paste new glove and shurikens alreadyI take back what i said about the throwing knives overhaul. They feel way better now, especially with the Fatal Throw perk.
paste new glove and shurikens alreadyI take back what i said about the throwing knives overhaul. They feel way better now, especially with the Fatal Throw perk.
paste new glove and shurikens alreadyI take back what i said about the throwing knives overhaul. They feel way better now, especially with the Fatal Throw perk.
when you try to craft throwing knives, what is dmg range that you see? Do share your throwing skill tooHere you go. Sorry about the quality of the image, my printscreen key is busted