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Underrail: The Incline Awakens

Discussion in 'Underrail' started by Blaine, Dec 18, 2015.

  1. Sheepherder Savant

    Sheepherder
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    Trashos If you're making a Versatility chem pistol build, consider Fatal Throw. Since you already have 18 DEX, Throwing Knife AP cost will be reduced to 10 AP. If you spec Fatal Throw, you'll be able to gain an extra 17 AP each turn. Chem Pistols cost 10 AP to fire at 18 DEX and with the belt, so that's an extra shot.
     
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  2. Ol' Willy Arcane Zionist Agent

    Ol' Willy
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    I hate Sure Step feat. It is very useful and you can trow caltrops around like no tomorrow and still wear the shoes of your choosing.
    But on the other side, it eats valuable feat spot and you can get immunity to caltrops with metal boots.
    So, it tempts you with it usefulness but then mocks you with taking over other, more unique feat.
    Thus, I never take it.
     
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  3. Trashos Arcane

    Trashos
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    Interesting. I had never noticed the specialization.
    How much Throwing do I need on DOM for the throwing knives to hit? I was planning to invest in Throwing just enough to get 5 effective points/level.
     
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  4. Zeem Educated

    Zeem
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    IIRC throwing knives follow the same CtH calculation algorithm as other ranged weapons, so you want to pump it every level like you would with your main skill, or kill target's evasion before slinging your toothpicks. On top of that throwing knife damage also scales with effective skill, so if you want to punch through armor you better keep your throwing arm trained.
     
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  5. Sheepherder Savant

    Sheepherder
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    Since acid pistols entangle often, you'll mostly be throwing t.knives at enemies with 0 evasion, so accuracy isn't an issue. But I'd still max it out for more damage.
    Also, in general, if you're getting throwing for grenades, you want 123 effective for 90% accuracy at a max range without moving. You can also get it to 90-ish effective for max accuracy at min distance (distance where you're riiiight outside of AoE).

    A while ago I played a SI Versatility Chem Pistol build. If you want, I can post it if you wanna see one of the ways of building it.
     
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  6. Fenix Arcane Vatnik

    Fenix
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    Add Dirty Kick...
     
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  7. Trashos Arcane

    Trashos
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    Sheepherder, I watch your vids on youtube. But post it if you want so that others watch it too.
    I have decided that it is a good opportunity to try Ambush this time. If Ambush disappoints me and I change it to SI, I will do something like yours (but with AG5 instead of STR5 for Sure Step).

    I will have a taser, so hopefully I am set. But I will have it in the back of my mind.
     
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  8. Sheepherder Savant

    Sheepherder
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    If you've seen mine, I can also recommend a cool XAL focused chem pistol build. XAL is a unique acid pistol which can reach 4 AP attack. But it also occasionally entangles you and inflicts acid damage. So this build wears Chemical Assault armor and some acid resistant footwear, to completely resist self damage. It relies on Escape Artist to remove entanglement and uses LTI to reduce the CS of EA.
    And since it costs 4 AP to fire XAL, Fatal Throw is even more valuable here since you'll get an extra 4 shots each turn.

    Made by steelydan from underrail discord.
     
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  9. Trashos Arcane

    Trashos
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    I have XAL001 in mind. I will decide whether I am going to use it once I see what my crafted pistols look like (I know about the AP, but I want to see the damage and the effects).

    Yeah, I play soft ironman, so I never throw grenades nearby. So around 100 effective Throwing usually covers me for grenades. The build I am planning is crafting heavy, so my skill points are bit tight. I will see if I can raise Throwing later for Fatal Throw. It is definitely a good idea.
     
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  10. Sheepherder Savant

    Sheepherder
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    How heavy? Will you use All-In (or Underpie), workbenches and hypercerebrix? The latest update also added belts which help with crafting. I'm not 100% sure, but I think each adds 15 points to one crafting skill.
    I dunno if you're planning on it, but don't invest spec points into Mad Chemist. The damage bonus is so-so, but what's worse is due to scarcity of chemical pistol parts, you will not afford to recraft them often. Basically you'll have to wait 10 levels to make use of the spec points.
     
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  11. Fenix Arcane Vatnik

    Fenix
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    Huh, not as set as with Dirty Kick - 2 turn stun dude. What if you miss your shot? Dirty Kick solves this.

    Then you will like DK for sure.
     
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  12. Trashos Arcane

    Trashos
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    The funny thing with Dirty Kick is that I never take it for my beloved glove build, because I can never spare the feat. Of course, the glove build has a million ways to stun enemies regardless, so it doesn't matter that much. But here too, there are so many feats that I want to take ASAP, and I am not sure that a late Dirty Kick will make sense. We will see. Right now I am not sure what feats will prove to be not as important as I imagine.

    I haven't seen the belts yet, tbh. I am not sure where in the Institute I am supposed to go receive them after I join Investigation.
    Workbenches yes, All In no (too expensive for constant use), hypercerebrix no (too late, I go there just before DC).

    I am planning Biology 70 (80 with bench for Bullhead), Electronics 118 (135), Chemistry not sure ~118? (for the pistols), Tailoring 118 (infused leather), Mechanics maybe 115. These are effective values with INT 8, so that's about 400 invested skillpoints. Mechanics can be sacrificed to some extend for this build I guess, and maybe I don't mind sacrificing Electronics, but I will have to think about it.

    I haven't decided yet what I will do with my specs after Versatility. Probably Cooked Shot. I always finish the game at lvl28, so it won't matter much.
     
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  13. Sheepherder Savant

    Sheepherder
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    I personally use Hypercerebrix and All-in when crafting the endgame stuff: 164q shields, weapons and armor. You can get 2 Hypercerebrix right after the mutie warehouse mission in Black sea. Same with All-In. That's p.early, so why not just dip into Black Sea for that and leave? That would save you skill points.

    For electronics, you'll want 170 (164*0.8+164*0.8*0.3) effective at most, that's for a double energy shield.
    Chemistry effective would be 131 for 164q components, but make sure you have 80 without buffs for ammo production.
    Bio you'll want 100 for corrosive glands in DC, and no buffs there either.
    Tailoring would be 145-150 for 44q rathound leather + 160q SS fiber + 164q black cloth + 164q soft padding. Much less in reality.
    Mechanics at most 35. BUT! Get it to 115 effective for DC so you can skip getting the repair manual for the gate. Anything that makes DC shorter is a must.
     
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  14. Trashos Arcane

    Trashos
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    You are right that I could be more efficient with my use of hypercerebrix! I haven't gotten round to incorporating it properly to my playthroughs (I use it, but not systematically). Thanks for the wake up call!
     
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  15. Zeem Educated

    Zeem
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    You can get one from Formedicator too, as soon as you can deal with death stalkers guarding the entrance.
     
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  16. Twiglard Poland Stronk Patron Sad Loser

    Twiglard
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    Strap Yourselves In
    How do you go down to Formedicator? Couldn't find him on my last playthrough, at least not yet.
     
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  17. Zeem Educated

    Zeem
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    Location:
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    Oculus entrance zone, at the northern side of the cliff. There should be a low AGI check (1 or 3). It doesn't appear unless you're within 3 tiles or so, but you can just walk along the cliff edge. There's around half a dozen of death stalkers and a small settlement of neutral Lunatics beyond those. Do note that this zone was added with the latest update, so if you started your game before that it might not spawn.
     
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  18. pizza_microwave Learned

    pizza_microwave
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    With a new update comes a new playthrough. This time I'll be doing my first DOMINATING run and I'll hopefully finish it. But I'm not the best at making builds that are not psi, do any of you fellas have a good stealth crossbow+traps build saved somewhere, I would be grateful if you posted it here. Until then I'll try to make the build myself but I can't for the life of me decide if I need psi or not. From what I've seen so far TM goes well with crossbows.

    Any thoughts?
     
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  19. jackofshadows Magister

    jackofshadows
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    I can show you my (it's pretty standart actually, just with TM which is a great addition) elemental version of a build. Easiest start on DOM to me (well, partially because it was my last or second to last run)
    Show Spoiler

    [​IMG]
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    [​IMG]
     
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  20. pizza_microwave Learned

    pizza_microwave
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    How come you've decided against Aimed Shot?
     
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  21. jackofshadows Magister

    jackofshadows
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    Doesn't work with elemental bolts, i.e. useful only at the very beginning.
     
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  22. Ghulgothas Arcane

    Ghulgothas
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    My old Stealthy Crossbow Chronosassin perished due to a hard-drive failure, but I'd recommend sub-speccing into melee with a focus on knives. An energy-edged combat knife is the perfect sidearm, a great solution for dealing with swarming enemies where the crossbow's single-target specialization and hefty AP-cost is disadvantageous, and coupled with TM makes you a stabbing machine.
     
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  23. pizza_microwave Learned

    pizza_microwave
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    This already seems like I would be spreading out too thin on my points, and even though I have never played on DOM before, I hear the golden rule is min-maxxing (with the exception that, granted, crossbow traps is the most versatile build out there). Are you playing on DOM? If yes, have you gotten to Core City without savescumming too often?
     
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  24. Ghulgothas Arcane

    Ghulgothas
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    DOM is too hardcore for me, but it did get me through Expedition and all the way up to the beginning of Deep Caverns on Hard before he met an unfortunate end. It took some time to get rolling, but played out smoothly enough. I'm certain one of DOM-inatrixes present in this thread could iterate on it more than me.
     
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  25. Cromwell Arcane

    Cromwell
    Joined:
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    having stopped playing encased I wanted to start underrail. So I used the charplanner and came up with this. https://underrail.info/build/?AQMIBgMKAwcPDwAAAA8PAA8PAA8ADwAAAAAAAAAAABcn378

    I want to play a character that is stealthy moves around shoots things with a pistol or smg or some small gun and kill them before they really can fight back (or in doubt run away and hide until I can shoot again). Also lockpick, and some crafting for ammo and stuff. Since I was told this game is heavy on min max I thought I ask about some pointers because I am really not sure if I should go all in on some stats or not and whats good here and I ideally dont want to have to start over halfway through, I plan on playing normal.
     
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