Difference between revisions of "User:Sthalik/builds-smg"

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This is an example user-provided build.
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== Intro ==
  
* Base attributes
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The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful.
  
*** Non-crafting subtypeA non-crafting build can increase Strength for the Full Auto feat, and use a [[Sniper Rifle]] as sidearm. The character type can put few more points into [[Agility]].
+
We use crafting extensively for the additional versatility and actually good items. Vendor items are
  
Benefits of crafting are many, but this build is feasible, and definitely so for non-DOMINATING difficulty levels. See below, and use [[Intelligence]] as the additional dump stat.
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TODO: Add some explanation here.
This page doesn't focus on the non-crafting subtype.
 
  
*** Crafting subtype
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== Final stats ==
 +
 
 +
{{Character Infobox
 +
| name      = Shishak
 +
| type      = generic
 +
| portrait  = Rups_l.png
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| background = Seacave.png
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| health    = DOMINATING
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| shield    = 1800
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| image      = Lunatic Pyromaniac.png
 +
|Abilities section:
 +
| abilities    = <nowiki/>
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# [[Spec Ops]] and [[Commando]] for bursts
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# [[Ambush]] for massive damage
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# One-shot [[Critical Power]] sidearm
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# [[Grenadier]] and [[Spec Ops]] synergy
 +
# Heavy crafting <br/>
 +
 
 +
|Combat stats section:
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| level        = 20
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| damage        = 24-75
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| movepoints    = 47
 +
| detection    = 176
 +
|
 +
|Base abilities section:
 +
| strength      = 3
 +
| dexterity    = 15
 +
| agility      = 6
 +
| constitution  = 3
 +
| perception    = 8
 +
| will          = 3
 +
| intelligence  = 7
 +
|
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|Skills section:
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| guns          = 110 (147)
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| throwing      = 55 (106)
 +
| crossbows    =
 +
| melee        =
 +
|
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| dodge        = 77 (90)
 +
| evasion      = 79 (99)
 +
| stealth      = 79 (131)
 +
| hacking      = 70 (95)
 +
| lockpicking  = 44 (93)
 +
| pickpocketing =
 +
| traps        =
 +
|
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| mechanics    = 84 (105)
 +
| electronics  = 88 (110)
 +
| chemistry    = 55 (69)
 +
| biology      = 0 (8)
 +
| tailoring    = 77 (96)
 +
|
 +
| thoughtctrl  =
 +
| psychokinesis =
 +
| metathermics  =
 +
|
 +
| persuasion    = 0
 +
| intimidation  = 0
 +
| mercantile    = 0 or 105 (for all shop inventory)
 +
|}}
 +
 
 +
== Base attributes discussion ==
  
# Dump stats: [[Strength]], [[Constitution]], [[Will]
 
 
# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwitch|Eel Sandwitches]] for combat. See below for the the attribute's importance.
 
# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwitch|Eel Sandwitches]] for combat. See below for the the attribute's importance.
 
# [[Intelligence]]: Either start at '''6''' for the [[[Eel Sandwitch]] variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above.
 
# [[Intelligence]]: Either start at '''6''' for the [[[Eel Sandwitch]] variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above.
# [[Perception]]: While modifies the [[Guns]] skill heavily, due to heavy Dexterity expenditure can't increase up to '''10'''. A value of '''8''' is canonical.
 
  
** Non-important feats
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== Feats to avoid ==
  
These feats superficially look beneficial but are a waste of a feat. There are too many good feats to waste one upon one of these.
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These feats look beneficial, but only superficially. There are too many good feats to use one of these.
  
# [[Aimed Shot]]: The critical damage increase for all [[SMG]] types is low as well. Also the single-shot damage is very low.
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# [[Aimed Shot]]: It's only used for a [[Plasma Pistol]] sidearm with [[Critical Power]]. Postpone till late-mid game.
 
# [[Rapid Fire]]: We're focusing on burst fire AP cost. See below.
 
# [[Rapid Fire]]: We're focusing on burst fire AP cost. See below.
 
# [[Point Shot]]: Reasons as per above two feats.
 
# [[Point Shot]]: Reasons as per above two feats.
 
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but [[Nimble]] works too.
 
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but [[Nimble]] works too.
  
** Important feats:
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== Important feats ==
  
# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity,
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# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before [[Adrenaline Shot]] which itself is heavily recommended.
3 bursts per turn (before additional modifiers) are a reality. This is before [[Adrenaline Shot]] which itself is heavily recommended.
 
 
# [[Commando]]: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
 
# [[Commando]]: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
 
# [[Sprint]]: Necessary despite lack of direct combat utility. See section below.
 
# [[Sprint]]: Necessary despite lack of direct combat utility. See section below.
 
# [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
 
# [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
  
(todo, ad nauseam).
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== Caveats ==
 +
 
 +
.
 +
 
 +
== Optional features ==
 +
 
 +
.
 +
 
 +
=== Stealth ===
 +
 
 +
.
 +
 
 +
=== Throwing ===
 +
 
 +
.
 +
 
 +
Explain [[Grenadier]].
 +
 
 +
Explain [[Spec Ops]] synergy.
 +
 
 +
Explain usage for long range.
 +
 
 +
.
 +
 
 +
=== Sidearm ===
 +
 
 +
Explain Amplified [[Critical Power]] [[Plasma Pistol]]
 +
 
 +
.
 +
 
 +
=== Weaknesses ===
 +
 
 +
SMG at long distance, melee/xbow shield penetration etc.
 +
 
 +
== Crafting ==
 +
 
 +
== Build strengths ==
 +
 
 +
.
 +
 
 +
== Level-up development order ==
 +
 
 +
Feats, [[Expertise]], [[Pack Rathound]], [[Power Management]], [[Sprint]], [[Ambush]]
 +
 
 +
.

Latest revision as of 07:12, 21 February 2018

Intro

The build works on the DOMINATING difficulty. SMG builds are as of Feb 2018 one of the most powerful.

We use crafting extensively for the additional versatility and actually good items. Vendor items are

TODO: Add some explanation here.

Final stats

Shishak

Seacave.png Rups l.png
DOMINATING
1800

Lunatic Pyromaniac.png

Description
Abilities
  1. Spec Ops and Commando for bursts
  2. Ambush for massive damage
  3. One-shot Critical Power sidearm
  4. Grenadier and Spec Ops synergy
  5. Heavy crafting

Combat Stats
Combat Stats Level: 20
Damage: 24-75
Movement Points: 47
Detection: 176
Base Abilities Strength: 3
Dexterity: 15
Agility: 6
Constitution: 3
Perception: 8
Will: 3
Intelligence: 7
Skills Guns: 110 (147)
Throwing: 55 (106)
Dodge: 77 (90)
Evasion: 79 (99)
Stealth: 79 (131)
Hacking: 70 (95)
Lockpicking: 44 (93)
Mechanics: 84 (105)
Electronics: 88 (110)
Chemistry: 55 (69)
Biology: 0 (8)
Tailoring: 77 (96)
Persuasion: 0
Intimidation: 0
Mercantile: 0 or 105 (for all shop inventory)

Base attributes discussion

  1. Dexterity: Put 10 at character creation. Either level up to 15 and use Eel Sandwitches for combat. See below for the the attribute's importance.
  2. Intelligence: Either start at 6 for the [[[Eel Sandwitch]] variation, or 7 and end up with 16 [[[Dexterity]]] as per above.

Feats to avoid

These feats look beneficial, but only superficially. There are too many good feats to use one of these.

  1. Aimed Shot: It's only used for a Plasma Pistol sidearm with Critical Power. Postpone till late-mid game.
  2. Rapid Fire: We're focusing on burst fire AP cost. See below.
  3. Point Shot: Reasons as per above two feats.
  4. Suppressive Fire: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but Nimble works too.

Important feats

  1. Spec Ops: Lowers Burst cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before Adrenaline Shot which itself is heavily recommended.
  2. Commando: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
  3. Sprint: Necessary despite lack of direct combat utility. See section below.
  4. Expertise: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.

Caveats

.

Optional features

.

Stealth

.

Throwing

.

Explain Grenadier.

Explain Spec Ops synergy.

Explain usage for long range.

.

Sidearm

Explain Amplified Critical Power Plasma Pistol

.

Weaknesses

SMG at long distance, melee/xbow shield penetration etc.

Crafting

Build strengths

.

Level-up development order

Feats, Expertise, Pack Rathound, Power Management, Sprint, Ambush

.