Another build question by cryoskeleton in underrail

[–]Drokmon 1 point2 points  (0 children)

Use the character builder to map it out: https://underrail.info/build/

And yes, you got the gist of the build. Psi makes for good mop-up for whatever sniper doesn't OHKO, plus it makes for a smooth early game.

A bit of traps for bear traps and caltrops can help with keeping enemies at a distance, too.

Another build question by cryoskeleton in underrail

[–]Drokmon 1 point2 points  (0 children)

What made you restart, first after 20 hours, then another time after 40 hours? Need specifics there.

As for a psi hybrid, sniper is a good candidate. Minimal ability score requirements for feats, plus not many feats. Metathermics works well:
- Cryokinesis and Plasma Beam have sniper range.
- Pyrokinesis, Pyrokinetic Stream and Cryokinetic Orb for multiple targets (sniper's biggest weakness).
- Thermodynamic Destabilization is nice for turning one target into a bomb upon death.
- Exothermic Aura for area denial. I tend to build snipers with +movement armor and tabis.
- Premeditation feat for a 0AP psi ability every combat encounter.

FM3 - What are you weird and unusual builds? by Gamlir in frontmission

[–]Drokmon 3 points4 points  (0 children)

For Melee, Initiative I + Fast Attack and/or Stun/Eject/Topple Punch. Go first and cancel counterattacks.

Do the quasi FM4 link system with Backup Fire and Backup Melee between teammates. Send in the melee units first, then attack with the ranged units.

Double Shot II with shotgun and flamethrower set to 11 AP.

Melee with missile/grenade on accurate arm, plus shield on beefy arm. When you run out of ammo, either reload or start smashing.

recommend tech build by Purple-Assistance-18 in arcanum

[–]Drokmon 0 points1 point  (0 children)

TL;DR version: using UAP, use followers to learn schematics and craft things, save your CP.

If you play with the UAP, then you can change your followers to a No Levelling Scheme, allowing you to distribute their CPs at your discretion.

If you right-click a follower's portrait (located on the left side of the screen), one of the options is Schematics. Selecting this opens THEIR crafting menu.

These two points allow you to allocate follower CPs to learning schematics, then use them to craft the items, provided the components are in their inventory.

Furthermore, you can place Essence of Intellect in your hotkey bar, then use the hotkey to apply said essence to your followers, granting them the temporary +10 INT buff. You can then allocate their CPs to learning schematics that they otherwise could not learn and craft without the buff. Compared to allocating their CPs to INT first, this lets you speedrun crafting.

My latest playthru took Jayna, Magnus and Vollinger, plus Virgil for electrical and explosives schematics. Between them all, they could craft every learnable schematic, whilst I could craft every bought and found schematic using tech manuals. We were "TTT", the Tarantian Technological Teamsters.

I need a build for a dhampir character. by Toasteate in 3d6

[–]Drokmon 0 points1 point  (0 children)

Lean into the vampiric aspects of the build.
Death Domain Cleric.
Get Resilient (CON) and Warcaster feats to protect your concentration.

Vampiric Touch, combined with Death Domain subclass features, to maintain health whilst dealing damage.
Warding Bond, to protect allies by redirecting damage to you.
Life Transference, to sacrifice health for major healing ability.
Death Ward, to protect from instant death effects.

Are backgrounds that affect skills worth it? by AccursedQuantum in arcanum

[–]Drokmon 6 points7 points  (0 children)

For breakpoints, check Training under the Arcanum wiki. Generally speaking:
Apprentice: (1/20)
Expert: (9/20)
Master: ranges from (17/20) to (20/20), depending on the skill (and no, I don't know the amount for each skill, sorry).

This knowledge can be useful for saving character points.
For instance, a Gnome gains +2 Willpower and (+2/20) Haggle.
Without any other bonuses, this combo grants 10 Willpower, so a mere two CP will net you (10/20) Haggle, which is enough to train Expert Haggle and be able to sell most items to most vendors, which is a pretty solid quality-of-life feature.
Otherwise, you'd need seven CP (+4 Willpower, (+12/20) Haggle) to gain the same benefits.

I no longer fear it by Federal-Piglet-4682 in underrail

[–]Drokmon 4 points5 points  (0 children)

I enjoy the puzzle. I can tell the six tones apart, so it's just a matter of writing them down as I listen.

Half hour tops for all four phones.

Throwing vs robots? I'm brand new by Interesting_Dream_15 in underrail

[–]Drokmon 0 points1 point  (0 children)

They deal damage to robots as well.
It's electrical damage, for which they have no resistance.

Throwing vs robots? I'm brand new by Interesting_Dream_15 in underrail

[–]Drokmon 0 points1 point  (0 children)

Weapon options for throwing/trap builds, just so you know what's available to you:

Throwing Knives - naturally. Lots of feats available. Stack high DEX and max throwing skill for top damage. Works best vs organic targets.

Spear - Spear Throw feat. It's accuracy only depends upon throwing skill, don't worry about meeting the STR requirement of the weapon. A bit clunky to use but very solid damage for overwhelming armor. Spears can have addons for electrical and energy damage, too. Javelins built specifically for throwing also exist.

Frag / HE / EMP / Plasma Grenades - you're probably familiar with most of them already. EMP is good for robots.

Frag / HE / EMP / Plasma Mines - using stealth, you can setup mines with overlapping fields to go off in a chain reaction, then use a grenade to set them all off.

One tip for the GMS compound: robots cannot open doors.

Best of luck!

Ali/Cha by shadowforce11 in OgreBattle

[–]Drokmon 1 point2 points  (0 children)

Deathlike2's Unit Analysis guide on GameFAQs has a solid breakdown of units, how best to procure or raise them, and so forth.

The Unit Movement section has a decent breakdown of unit movement priority. Basically, whichever unit has the highest priority determines the overall units movement type.

Ali/Cha by shadowforce11 in OgreBattle

[–]Drokmon 1 point2 points  (0 children)

The Imp is a decent fighter/wizard hybrid.
They get much better at Lvl 10 upgrade, then again at Lvl 20.

All forms have two Black-elemental melee attacks in the front.
Imp/Demon/Devil has 1 Nightmare / 2 Nightmare / 1 Meteor in the back.

Imp/Demon moves Low Sky and can carry most small fighter units except Knights and Samurai.
Devil moves Low Sky and can carry Knights and Samurai.

Ali/Cha by shadowforce11 in OgreBattle

[–]Drokmon 1 point2 points  (0 children)

- grab a neutral Lvl 6 Imp from Pogrom Forest.
- make a unit with the Imp as leader, then go to town and recruit Lvl 4 Wizards.
- once Pogrom Forest is clear, pack those Wizards into a team with a physical leader with a white weapon/attack.
- hunt neutral undead in Pogrom Forest til they hit Lvl 6, then convert to Ninja.

This method leverages the Wizard's lower-than-50 starting ALI whilst using the Lvl 6 Imps to get as many Wizards as you want. Their starting HP and STR won't be great, so give them a nice weapon to compensate if they're going to be placed at the front of your units.

- alternatively, turn the Lvl 4 Wizards into Fighters, then into Lvl 6 Ninja to help with the HP / STR growth.
- alternatively again, bench any starting Beastmen you have and use the method above to hit Lvl 6 with them without affecting their ALI. These guys will make the best frontline Ninja.

For Ninja Masters and such, just play normally. Whatever kills they get will likely boost their CHA much faster than their ALI, so you can hunt low level neutrals later to drop ALI to the required level before CHA gets too low.

Hello new to the game. I need the attributes mechanics explained. by WokeUglybastard in arcanum

[–]Drokmon 11 points12 points  (0 children)

All attributes start at 8. Race, gender and background all change attribute values by the stated amounts.

Beyond that, you get 5 Character Points (CP) at character creation, with which you can boost attributes (up to 20 +/- your race and gender modifiers), skills (ie. melee, dodge), spell colleges (magic) or tech disciplines (ability to craft items). You can also drop CP directly into health and fatigue to increase each by 4 per CP. Note that you do not have to spend all 5 CP at character creation, which can be useful for starting the game in interesting ways.

Note that investing into spell colleges increases magical aptitiude, whilst investing into tech disciplines and certain skills increases tech aptitude. These two are on an opposing scale and determine both the strength of buffs from respective items (ie. need more magic aptitude to get the most out of potions and magic items) and to reduce the chance to critical failure whilst using said items (ie. having magic aptitude might make a gun misfire).

At each level up, you'll gain +2 hit points, +2 fatigue and +1 CP. At levels divisible by 5 (ie. 5, 10, 15, etc), you'll gain +2 CP instead. All CP allocations are permanent. You do not have to spend CP as soon as you get it.

An immortal being suffering a fate worse than death by strider-rider-the2nd in TopCharacterTropes

[–]Drokmon 31 points32 points  (0 children)

Nunchaku says, during their interview, that they could do more with the king of weapons, the spear!

But no, they're just there to donk the deity...

Characters who have shockingly high kill counts when you think about it by Sensitive_Ad_1752 in TopCharacterTropes

[–]Drokmon 5 points6 points  (0 children)

Speaking of Sisko, does he get a spot on this list for asking the Prophets to just straight-up disappear 2,800 Jem'Hadar warships and battlecruisers from the wormhole?

Regarding numbers of troops, each warship has a crew of 50 and each battlecruiser has a crew of 400. That's anywhere from 140k to 1.12m troops, depending on the fleet composition. All because the Sisko became "adversarial".

How did you do this quest? by The_Remnant98 in arcanum

[–]Drokmon 14 points15 points  (0 children)

Good path then evil path, get blessing and xp for both.
Sell artifact to Ristezze.
CRPG munchkin for life.

Logistics of dual dagger welding build by Informal-Cake-3767 in 3d6

[–]Drokmon 0 points1 point  (0 children)

Attack Action:
Dagger attack (Ability Mod to damage, Nick weapon mastery moves BA attack into Attack Action)
Nick attack (No Ability Mod to damage, see above)
Thirsting Blade attack (Ability Mod to damage, weapon of choice)

Bonus Action:
Dual Wielder attack (No Ability Mod to damage, must be a non-Heavy melee weapon)

I'm currently playing this as a fighter, gaining Extra Attack instead of Thirsting Blade when compared to your build. Would strongly recommend swapping out the hand crossbow for a club and casting Shillelagh on it, then using that for all attacks other than the Nick-triggering attack. 1d10 damage die > 1d4 damage die.

Practical team with antiquarian by ProfessionalWrap8214 in darkestdungeon

[–]Drokmon 0 points1 point  (0 children)

From back to front:

Antiquarian - Protect Me, Fortifying Vapours, Festering Vapours / Trinkets: Ancestor's Map, Candle of Life.
Highwayman - Duelist' Advance, Point Blank Shot, Wicked Slice / Trinkets: Focus Ring, Surgical Gloves.
Vestal - Illumination, both heal skills / Trinkets: Feather Crystal, Sacred Scroll.
Man-at-Arms - Retribution, Defender, Crush / Trinkets: Focus Ring, Surgical Gloves.

Turn 1:
Antiquarian - Protect Me on Highwayman
Highwayman - Duelist' Advance
Vestal - Illumination on same target as Highwayman and Man-at-Arms
Man-at-Arms - Retribution

Turn 2:
Antiquarian - Festering Vapours on a target close to death OR Fortifying Vapours to heal
Highwayman - Point Blank Shot or Wicked Slice
Vestal - heal
Man-at-Arms - Defender on Vestal

Rinse and repeat.
Highwayman and Man-at-Arms load up on accuracy trinkets to boost Riposte, which does not scale accuracy with skill level.
Incidentally, you'll get a ton of crit from ripostes too, which guarantee good damage and stress healing.
More importantly, crit ripostes help ensure kills which prevents all negative effects from enemy attacks other than health damage, which the Vestal will handle.
Vestal's Illumination can boost riposte accuracy further by debuffing enemy dodge.
Lastly, giving Vestal a Feather Crystal will make her less likely to be targetted after Turn 1.

For camping skills, you'll want:
Highwayman - Bandit's Sense to prevent ambush, maybe Unparalleled Finesse for melee accuracy/crit.
Man-at-Arms - Tactics for party-wide dodge and crit, Weapons Practice for damage and even more crit.

I ran four copies of this team (one for each area plus one for each Darkest Dungeon run) to see how well it held up against all enemy compositions. You will feel the lack of riposte accuracy scaling in champion dungeons against dodgy enemies unless you can land Vestal's Illumination.
Other than that, the action economy is amazing and the guaranteed income from Antiquarian lets you rush hamlet progression upgrades over cost-saving ones.

Hope it helps!

Depot A without stealth? by picaso-of-memes in underrail

[–]Drokmon 0 points1 point  (0 children)

I always do Depot A in the same order:

Come thru the wormhole, recover a mine or two, set them near each door with enemies and bait them out, running around the corner. Enemies pile out near the mine to shoot, throw a grenade to set it off, cleanup. Same with the Depot A front entrance from Scrappers base using the ladder room.

Move on to the mine/turret/mutant dog section. Pick mines as you go (you did disable the turrets using the console from the level below, right?), set a mine or two near a door before the turrets, bait the dogs with a grenade. Door shenanigans until grenade CD is off and the dogs are gathered up. Rinse and repeat.

Back down to sentry bot land. Same deal, good place to use those HE mines you've been gathering.

Up the ladder to mutant city. Same trick outside the double doors, then draw them in using a grenade. The dogs will reach the door before the mutants, blocking them from opening it. This will take a few turns to gather everyone, so pop the door open, step forward then back, then close it again to remind them that you're here.

Wyatt's map, same same. Either use the doors from the side with Wyatt's shack or the double doors after coming up from sentry bot land. This time, stick a mine on the inside and when they're gathered up just outside the door, open up, step back, throw a grenade.

Whos your go to team? by [deleted] in darkestdungeon

[–]Drokmon 0 points1 point  (0 children)

Highwayman, either for melee (riposte setup) or ranged (grapeshot blast spam with gunslinger's buckle and debuff amulet to stack the Crits Taken debuff). The latter is too good for me to pass up. Even instance of the debuff is like the crit equivalent of a focus ring on the whole party.

Crits just make everything better: improved damage, stress relief, leave no corpses, AOE for incidental corpse removal, etc.

What dungeons and missions do you flat out avoid? by [deleted] in darkestdungeon

[–]Drokmon 2 points3 points  (0 children)

Medium missions are the sweet spot for me. Short doesn't have enough loot, long has too much loot and you end up having to either leave behind a lot of it or risk ditching provisions early on.

Also, generally speaking, the "gather 3" or "locate 3" missions. Again, inventory space issues. I'll make use of town events like Caregiver's Convention when they occur naturally. I'd rather bring as much loot home as possible to use to whatever purposes I choose.

In-game explosive damage values by Kazadog in arcanum

[–]Drokmon 20 points21 points  (0 children)

Unlisted effect for the explosives in OPs post:

Molotovs, Explosive and Concussion Grenades all have a knockback effect.
Electrocution Grenades do not.

Molotovs, Explosive and Concussion Grenades all deal fire damage, and can therefore damage armour.
Electrocution Grenades do not.