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

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= Intro
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This is an example user-provided build.
 
This is an example user-provided build.
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Add some explanation here.
  
 
= Base attributes
 
= Base attributes

Revision as of 11:36, 20 February 2018

= Intro

This is an example user-provided build.

Add some explanation here.

= Base attributes

== Non-crafting subtype

A 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.

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. This page doesn't focus on the non-crafting subtype.

== Canonical crafting build

  1. Dump stats: Strength, Constitution, [[Will]
  2. 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.
  3. Intelligence: Either start at 6 for the [[[Eel Sandwitch]] variation, or 7 and end up with 16 [[[Dexterity]]] as per above.
  4. 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

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.

  1. Aimed Shot: The critical damage increase for all SMG types is low as well. Also the single-shot damage is very low.
  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.

  1. Commando: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
  2. Sprint: Necessary despite lack of direct combat utility. See section below.
  3. 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).