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

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The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful.
 
The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful.
  
I use crafting extensively for the additional versatility and good weapon/shield.
+
We use crafting extensively for the additional versatility and actually good items. Vendor items are
  
 
TODO: Add some explanation here.
 
TODO: Add some explanation here.
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| portrait  = Rups_l.png
 
| portrait  = Rups_l.png
 
| background = Seacave.png
 
| background = Seacave.png
| health    = 42
+
| health    = 300
 
| shield    = 1800
 
| shield    = 1800
 
| image      = Lunatic Pyromaniac.png
 
| image      = Lunatic Pyromaniac.png
 
|
 
|
 
|Abilities section:
 
|Abilities section:
| abilities    = [[Spec Ops]]; [[Ambush]]; [[Sprint]]; [[Expertise]]; [[Commando]]; [[Grenadier]]; [[Critical Power]]; [[Power Management]]
+
| abilities    = [[Expertise]], [[Pack Rathound]], [[Power Management]], [[Sprint]], [[Ambush]], [[Spec Ops]], [[Critical Power]], [[Commando]] et al.
 
|
 
|
 
|Combat stats section:
 
|Combat stats section:
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| guns          = 110 (147)
 
| guns          = 110 (147)
 
| throwing      = 55 (106)
 
| throwing      = 55 (106)
 +
| crossbows    =
 +
| melee        =
 
|
 
|
 
| dodge        = 77 (90)
 
| dodge        = 77 (90)
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| hacking      = 70 (95)
 
| hacking      = 70 (95)
 
| lockpicking  = 44 (93)
 
| lockpicking  = 44 (93)
 +
| pickpocketing =
 +
| traps        =
 
|
 
|
 
| mechanics    = 84 (105)
 
| mechanics    = 84 (105)
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| tailoring    = 77 (96)
 
| tailoring    = 77 (96)
 
|
 
|
| mercantile    = 0 or 105
+
| thoughtctrl  =
 +
| psychokinesis =
 +
| metathermics  =
 +
|
 +
| persuasion    = 0
 +
| intimidation  = 0
 +
| mercantile    = 0 or 105 (for all shop inventory)
 
|}}
 
|}}
  
== Base attribute consideration ==
+
== Base attributes discussion ==
  
Use the [[Dexterity#Action_point_cost_reduction|AP cost table]] when choosing a caliber for given dexterity score.
+
# [[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.
# [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwich|Eel Sandwiches]] for combat. See below for the the attribute's importance.
 
# [[Intelligence]]: Either start at '''6''' for the Eel Sandwich variation, or '''7''' and end up with '''16''' [[Dexterity]] as per above.
 
  
 
== Feats to avoid ==
 
== Feats to avoid ==
  
These feats look useful, but only superficially. There are too many good feats to use one of these.
+
These feats look beneficial, but only superficially. There are too many good feats to use one of these.
 
 
# [[Aimed Shot]]: The single-shot damage and critical bonus are very low for SMGs. Only good a feat when using a proper sidearm. See below for item discussion.
 
# [[Rapid Fire]], [[Point Shot]]: We're focusing on burst fire AP cost. Better take more crafting feats.
 
# [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge types on the DOMINATING difficulty, but [[Nimble]] has more all-around benefits.
 
  
== Feats discussion ==
+
# [[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.
 +
# [[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.
  
These feats are important:
+
== Important feats ==
  
# [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot to 2x single-shot. This feat and 16 Dexterity allows for 3 bursts per turn (before additional modifiers). This is without [[Adrenaline Shot]] which itself is heavily recommended before opening up.
+
# [[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.
# [[Commando]]: This late-mid-game feat provides 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.
# [[Ambush]]: TODO
 
  
TODO
+
== Caveats ==
  
== Level-up development ==
+
.
  
TODO
+
== Optional features ==
  
== Skill discussion ==
+
.
  
TODO
+
=== Stealth ===
  
Mention non-essentials like stealth, throwing.
+
.
  
== Item discussion ==
+
=== Throwing ===
  
TODO
+
.
  
Mention smart goggles/attachment.
+
Explain [[Grenadier]].
  
 +
Explain [[Spec Ops]] synergy.
  
 +
Explain usage for long range.
  
Mention Plasma Pistol with insane crit damage + Aimed Shot + Critical Power.
+
.
  
Mention that armor penalty must be very low (15-20).
+
=== Sidearm ===
  
== Caveats and considerations ==
+
Explain Amplified [[Critical Power]] [[Plasma Pistol]]
  
TODO
+
.
  
Mention rushing Mk4 frags for Depot A.
+
=== Weaknesses ===
  
== Gameplay style ==
+
SMG at long distance, melee/xbow shield penetration etc.
  
Mention Burst accuracy falloff, hence run and gun.
+
== Crafting ==
  
Mention Grenadier & utility 'nades.
+
== Build strengths ==
  
Mention napalm grenades as OP.
+
.
 
 
== Crafting ==
 
  
TODO
+
== Level-up development order ==
  
Mention electronics.
+
.

Revision as of 07:04, 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
300
1800

Lunatic Pyromaniac.png

Description
Abilities Expertise, Pack Rathound, Power Management, Sprint, Ambush, Spec Ops, Critical Power, Commando et al.
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

.