For v 0.9.8.8B:
Traits I pick during my games:
- Normal game (using chaingun):
SoB->SoB->TH->TH->EE->EE->Cat->Iro->SoB->Cat->EE->Iro->
Combo 1: SoB->SoB->TH->TH->...
You need 2x SoB for TH. Triggerhappy will increase your damage by:
SoB1: 1d6x5 -> 1d7x5 (+17%)
SoB2: 1d7x5 -> 1d8x5 (+14%)
TH1: 1d8x5 -> 1d8x7 (+40%)
TH2: 1d8x7 -> 1d8x9 (+30%)
Total: 1d6x5 -> 1d8x9 (+140%)
Combo 2: ...->EE->EE->Cat->...
To further multiply the damage output I take EE. 2x EE lets me take Cat and that wil increase my range. Note that Cat is much cheaper than intuition wich requires 3 traits to detect monsters.
Iro is for survivability, and the effect is multiplied by using health packs/orbs (more hp is regenerated= more dmg prevention).
- Angel of Berserk:
Bru->Bru->Ber->Ber->Ber->Iro->Iro->EE->Iro->
- Agel of Marksmanship:
SoG->SoG->SoG->Fin->Fin->Iro->WK->WK->Iro->EE->EE->Cat
Once you get to WK1 and WK2 you can start adding mods till you get this:
advanced pistol (2d7) [13/13] (D3R3S3M3)
This is why one gun is so much more powerfull than choosing dualgunner, so don't take DG.
Ironman wil fix your low HP, and EE/Cat wil give you more acc/range, after that your unstopable.
Traits, and what they do
- Ironman adds 10 hp to your 50 base hp, this means a 20% increase (also makes health packs/orbs 20% more effective)
- Tough as nails adds 1 armour to your base armour of 1-2-4-6, adding 100%-50%-25%-17%
- Finesse adds 10% speed (x2 needed for Whizkid)
- Whizkid lets you add enhancements, 4 for advanced weapons, increasing this ability is worth 4 traits for the price of one.
- Son of a bitch adds one damage, for a chaingun this is a 17% increase, for a pistol a 25% increase the first lvl
- Eagle Eye adds 4 points to chance to hit, im not sure what % increase that is
- Cateye adds one range to your view, essential for not getting hit
- Son of a gun +1 dmg and +20% speed for pistol, ~45% increase