Ol' Willy
Arcane
I did it at levels 16-18 (don't remember correctly), albeit with lots of cheesebut that's impossible to steal stealthly and low-mid levels stand no chance fighting for it.
I did it at levels 16-18 (don't remember correctly), albeit with lots of cheesebut that's impossible to steal stealthly and low-mid levels stand no chance fighting for it.
recklessness + expertise?Critiques are appreciated
are you dead set on perception? join cool kids versatile squad with 3 per! Fancy footsteps instead of suppresive fire and you can outrun any enemy if need arises
i think this one only improves dmg? I expect you will be fine without it
Cryo without Mad Chemist is good vs melee as chilling always lands and duration is long enough. It also enables small Opportunist bonus with every hit. 1 turn duration of freeze is rather mediocre. If you freeze with your last hit you won't benefit from big Opportunist bonus and you won't be able to Execute should you pick that feat. Sure, it's still 1 turn of CC but unlike psionics it's chance based. 2 turns from Mad Chemist are MUCH better.
Acid guns does not benefit much from Mad Chemist. First reason: unique acid pistol is the best acid pistol. Second reason: chance and DOT damage is not too large (compared to Pyro). Your chance to entagle is not affected by Chemist. There's a reason to still have normal acid gun in DC, actually two: special DC acid is BAD to use with XAL; normal acid is almost nonexistant in DC (bring a lot of acid with you).
recklessness + expertise?Critiques are appreciated
That's a damn good point. It never even crossed my mind to question that aspect of their interaction. Certainly you'll get more mileage out of Expertise if you don't spec for crit chance, since it only procs on non-crits; but you will still deal substantially more damage with Expertise + Recklessness + Scrutinous than you would with only Recklessness + Scrutinous.
Is it worth spending the feat, though? Or more to the point, can crit chance be skipped altogether in favor of Expertise + two entirely unrelated feats? Thank you for pointing this out. SMGs have low crit bonus and only okay-ish crit chance anyway.
are you dead set on perception? join cool kids versatile squad with 3 per! Fancy footsteps instead of suppresive fire and you can outrun any enemy if need arises
Yes, mainly because I prefer not to trip over every single trap, crawler, and mugger on my way past all the secret passages and safes that I also can't see. Even setting aside raw game mechanics, I just like finding all of the things.
Having said all of that, though, and even considering my low opinion of Versatility, it's tempting (with a decent DEX score) to get it all on its lonesome simply to have a good knoife on hand for cheaply dispatching trash and semi-trash mobs. More than that, any spec ops commando should have a combat knoife.
i think this one only improves dmg? I expect you will be fine without it
Nah, Mad Chemist specifies "on-hit effects." I'm fairly sure it doubles the chance to entangle/freeze/etc.
Or so I would certainly hope, because if it doesn't it's absolute trash. Edit: Some search engine queries vaguely indicate that proc chance is what Mad Chemist increases (and possibly also the duration of said procs, but that's not as important as getting the proc), so I'd say it's a decent choice.
Edit 2:So, kind of a mixed bag. Proc chance is never affected. For acid and pyro, only DoT damage is affected; for cryo, the freeze duration is doubled and chilled is guaranteed. Chilled = slowing and that's guaranteed, proccing the smaller Opportunist bonus (which can be buffed in specialization).Cryo without Mad Chemist is good vs melee as chilling always lands and duration is long enough. It also enables small Opportunist bonus with every hit. 1 turn duration of freeze is rather mediocre. If you freeze with your last hit you won't benefit from big Opportunist bonus and you won't be able to Execute should you pick that feat. Sure, it's still 1 turn of CC but unlike psionics it's chance based. 2 turns from Mad Chemist are MUCH better.
Acid guns does not benefit much from Mad Chemist. First reason: unique acid pistol is the best acid pistol. Second reason: chance and DOT damage is not too large (compared to Pyro). Your chance to entagle is not affected by Chemist. There's a reason to still have normal acid gun in DC, actually two: special DC acid is BAD to use with XAL; normal acid is almost nonexistant in DC (bring a lot of acid with you).
All in all, and given the relatively high AP cost of chemical pistols, I'll probably skip it. That being said, the formula for chemical pistol proc chance seems to be [10 + (quality * .35)]% for cryo and acid, and [25 + (quality * .35)]% for pyro. So, a q160 chemical pistol would give you a 66% proc chance (81% for pyro).
Thought about using the sniper rifle as a "bonus" weapon with Spec Ops guy, then realized the 2-3 feats needed would have to be taken much later on... at which point, why bother?
I've settled on this: https://underrail.info/build/?HgMJB...EWNycmwoVJOy9AKRnCtSjipLYC4qeqA-KopgXisYIF378
There are a few too many basic feats clustered near the end of progression, especially Hit and Run, but whatever. The idea here is to typically use Adrenaline Shots and either a 7.62mm Jaguar with a rapid reloader and muzzle brake, or a silenced 5mm Jaguar with a muzzle brake, bolstered by Expertise. This allows four bursts per turn with Spec Ops and DEX 9, although the 7.62mm Jaguar will have a truncated fourth burst. By level 25—which on Classic will arrive when level 20-21 normally would on Oddity—that +25 mech damage per bullet will really help to make a silenced Jaguar burst-spamming airsoft gun viable.
I always feel guilty skipping Oddity (I've done Oddity twice, I think), but then I often make builds that mature slowly/awkwardly anyway, so I just suffer the guilt and move on. Playing on Hard makes me feel like less of an asshole and provides a counter to the fast progress.
This also marks the first time I've taken either Sure Step or Pack Rathound. There's just not that much else to take on this goofy build.
all/most of your prev builds had high PER right? you already know secretsEven setting aside raw game mechanics, I just like finding all of the things.
your trap skill is enough to cover traps. I was able to spot every enemy with 3 per without paranoia that you are grabbinges, mainly because I prefer not to trip over every single trap, crawler, and mugger on my way past all the secret passages and safes that I also can't see.
once you try you will find out that you can dispatch enemies fine with both ranged and melee, not just trash mobs. Choosing one that is more convenient feel soo good.Having said all of that, though, and even considering my low opinion of Versatility, it's tempting (with a decent DEX score) to get it all on its lonesome simply to have a good knoife on hand for cheaply dispatching trash and semi-trash mobs. More than that, any spec ops commando should have a combat knoife.
all/most of your prev builds had high PER right? you already know secretsEven setting aside raw game mechanics, I just like finding all of the things.
your trap skill is enough to cover traps. I was able to spot every enemy with 3 per without paranoia that you are grabbinges, mainly because I prefer not to trip over every single trap, crawler, and mugger on my way past all the secret passages and safes that I also can't see.
once you try you will find out that you can dispatch enemies fine with both ranged and melee, not just trash mobs. Choosing one that is more convenient feel soo good.Having said all of that, though, and even considering my low opinion of Versatility, it's tempting (with a decent DEX score) to get it all on its lonesome simply to have a good knoife on hand for cheaply dispatching trash and semi-trash mobs. More than that, any spec ops commando should have a combat knoife.
Also you never played it, you are curious, good enough reason to give it a try
Agreed, jetskis in DC now!plz, give us an update that gates content differently enough to allow making skis present and relevant all the way through a playthrough, the entire range of them
all I want to do is a deprive some sucker of his junker because he had to land to go for a number 2 and I just happened to have the foresight to bring the means to hotwire it
Junktown Black Eels are a natural fit to provide players the means to start zooming around the waterways, just tie it to a quest you can get after Depot A or something
I never finished the game with a sniper build, i rage quit before the end. Bad RNG for sniper is basically a reload. Too bad, because i like playing with it.
I'd listen to luka and try a versatility build, you dump PER to 3 and pump DEX to 18, max melee (which you never really use) instead of guns.
I never finished the game with a sniper build, i rage quit before the end. Bad RNG for sniper is basically a reload. Too bad, because i like playing with it.
That's funny, because I was the same way—yet I finished the game with a Crossbows/Traps build (long before Expedition was released).
And did I bitch about it to no end? You'd better believe I did.
There is no shame playing on Hard btw.
Yeah, it's relevant only at the beginning and then it just a huge annoyance, nothing more.the merchant nerf on DOM is just retarded
But i do love me a good crossbow. I finished Deus Ex no less than 100 times and i always use crossbow. But my JCDenton build doesn't work too well in underrail because of RNG. But yeah, crossbows are fun to use, especially with ambush and elemental arrows. I think i'm gonna try it again next.
There is no shame playing on Hard btw.
Custom difficulties areI wish Styg would give us a custom difficulty already
Coolest part about DOM is seeing DC creatures earlier. Worst part is the merchant nerf.
The boss HP boost feels necessary tbh, with how out of whack damage to HP ratios are.
Also, tweak stingball grenades recipe. I need TEN stingballs to produce just one?
I never finished the game with a sniper build, i rage quit before the end. Bad RNG for sniper is basically a reload. Too bad, because i like playing with it.
I never finished the game with a sniper build, i rage quit before the end. Bad RNG for sniper is basically a reload. Too bad, because i like playing with it.
That's funny, because I was the same way—yet I finished the game with a Crossbows/Traps build (long before Expedition was released).
And did I bitch about it to no end? You'd better believe I did.
Wish Styg would listen to suggestions instead of cucking my builds...
They're cancer. Not hard, not challenging, just plain annoying.locust nests
They're cancer. Not hard, not challenging, just plain annoying.locust nests