So what are the good builds these days?

Kaplah

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Jan 14, 2017
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I haven't played since Flash went down and lost my save file when I got a new computer. Now that the build has caught up to where the game used to be it's time to start anew. Originally I was a Melee Tech Specialist and that was working very well until Dhaal where everything had flight and my build was just turned off or the Hydra that just stat checked me (maybe my gear was woefully out of date I don't remember my setup). I"m probably planning on using a gun this time to avoid that (unless I just never noticed a smarter way to deal with that sort of thing). But I haven't touched the game in over a year now so all my game knowledge is rusty. So what's good these days?

Also on a related note, I poked around the new intro for a bit and noticed that the Gyrvain Techie has a unique scene for virgin characters. Is there a list of virgin loss scenes anywhere? Might as well keep those in mind to see new content while I'm redoing everything.
 

Theron

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Nov 8, 2018
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Flight is ignored if you're wearing the Light Jetpack or have certain types of Wings.

My Melee Tech uses the Custom Shock Gear. Stun chances in general are extremely powerful on a (level 10) Tech Specialist because of Rapid Recharge: ((Intelligence / 3) + 3) Shields back for two rounds. I can't be sure, but it seems like the Stun Chance calculation changed from being a flat 1/4 chance to being based on (Physique/Aim) depending on weapon. It hardly happens at low stat, and happens every other round at high stat.

Melee Weapon: Knife -> Arc Sledgehammer -> Vanae Spear (optional) -> Electrified Shock Blade -> Vamp Blade -> (Masterwork) Yappi Strap (for Janeria/Shizuya) -> Custom Shock Gear
Ranged Weapon: Scoped Pistol -> Ancient Long Laser Rifle -> ZK Rifle -> FZR Fire Suppression System* -> Hirudo Devourer/NaN Deconstructor
Armor: Dress Clothes -> Atma Armor ->Daedalus Threads (optional)-> Augment-Weave Armor** -> Zaika-Style Gown (maybe)
Shield: Decent Joy Co -> Hammer Shield (important) -> Reaper Mk I -> Pirate Prototype
Accessory: Depends on if you're going Drone. If so, I've found Tam-Wolf 2.0 is the best general Drone accessory. If not, Light Jetpack (if you don't get Wings)
Implant: Cybernetic Subprocessor*** or Combat Tail (benefits from Drone perks).

*FZR + a Crushing Melee Weapon (Yappi Strap/Custom Shock Gear) does ridiculous damage. I used it to cheese the Shizuya and Janeria fights at low Physique. Hirudo is mostly there for the Corona Lord Flamer, who can hit through Shields.
**Augment-Weave also doubles Soreness recovery. I usually put off as much stat training as I can until I have it. Wait is currently bugged so you recover 1 Soreness for any duration.
***Steroidal Muscle Augment just boosts damage by 5 points. Cybernetic Supbrocessor makes everything you do better and gives +10 damage when you use Charge Weapon.

It is better to train at the Ten Ton Gym and/or with Ramis and save your level up points for later because Slow Stat Gain has diminishing returns, while level up points are always 1-to-1. On a Melee Tech you can generally ignore everything but Intelligence.
Intelligence is either the easiest or hardest to train, depending on whether you're willing to fuck Syri. You generally do want to keep Intelligence maxed out.
That said, there was a bug involving Easy Mode always being on. I don't know how far back that bug goes, so my minimum Physique Melee Tech playthrough might be out of date (I wanted to see if I could).

If you want advice for other classes, just ask.
 

OrangeBurner

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Mar 13, 2022
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That said, there was a bug involving Easy Mode always being on. I don't know how far back that bug goes
'Always Easy mode' was patched on April 21th when Chance was added.

Honestly, any build isn't really bad/unplayable (espsically given the fact you could just farm stats at any point of the game) so I'll recommend just roleplaying the character and see where you end up.
I personally use a Ranged Drone Tech because I like tinkering with technology and preparing for fights ahead of time (e.g using the correct weapon/armor, etc.) and I don't particularly see my Steele being good at close-ranged/lust combat.
(Despite being a ranged tech I'd still pick Charge Weapon over Overcharge though given Tech's lack of good energy recovery)

One of my big tips reguarding combat is the importance of damage types (and therefore using 'sense' to figure out these damage types).
You'll most likely want:
  • One electric weapon for taking down shields (This is also why Charge Weapon is really good even on a ranged tech).
  • Your main weapon.
  • Usually each planet has a general weakness/something they are resistant to (e.g. Uveto enemies have a general weakness to burning and are in general resistant to freezing).

The stat which you choose to be your Affinity during character creation plays a big role in which ones to train.
The Affinity stat basically increases way faster than all the others (or in other words you learn the stat way faster at about an 150% increase).
As a basic rule you don't really want to spend level up points on your Affinity stat (You might want to for the first 2-3 levels though).

For example: For my Tech I choose to have Intelligence as my Affinity because that intelligence isn't a stat you can usually increase by spamming a certain scene over and over (I didn't know the Syri exploit was a thing before this, but anyway) so I thought to make the most out of those scenes.
This meant that I could save all my level up points that I would've spent on Intelligence and instead I did these scenes that increases intelligence:
  • Yoma's Game? scene.
  • Kiro's Wingman into Play Straight scene (also increases Kiro's trust)
  • Semith's Chess game.
  • Syri's Books Talk (I didn't know you could just spam this indefinitely, making the affinity basically worthless)

I'd always use my level up points on Aim because Aim is the most tedious to raise without using level up points (for me, anyway) (and I was a ranged tech so it was important to my build).
This is because Aim is the only stat with only 2 scenes that increase it. (with the exception of ClearYu but I don't count that because it also reduces intelligence).
Tanis' Bow Training isn't good for training aim because it only actually increases Aim on a 20% percent chance and only increases it to 50% of your max Aim (So, 25 at level 10). I'd still do 8 lessons for the Concussive Shot ability though.

Swim laps is also annoying given that you have to 'Get Ready' and 'Rinse' off everytime you want to use it and doing so increases soreness.
I do want there to be some sort of installable combat range or something on your ship to increase Aim.

Ramis basically can train all the other stats (Physique, Reflexes and Willpower) and she's on your ship making her very easily accessible and close to a bed making those stats easily farmable with the Augment-Weave Armour.
 

Theron

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Nov 8, 2018
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'Always Easy mode' was patched on April 21th when Chance was added.
I know when it was fixed, I don't know how long the bug was active. It's probably a JavaScript-exclusive bug, but it may go back even further.
One of my big tips reguarding combat is the importance of damage types (and therefore using 'sense' to figure out these damage types).
You'll most likely want:
  • One electric weapon for taking down shields (This is also why Charge Weapon is really good even on a ranged tech).
  • Your main weapon.
  • Usually each planet has a general weakness/something they are resistant to (e.g. Uveto enemies have a general weakness to burning and are in general resistant to freezing).
Techs get access to Hack Shield, so Shields aren't as much of a problem, even if you forgo Charge Weapon. They can also pick up Thermal Disruptor to always have access to Burning or Gravidic Disruptor for Unresistable damage. Granted, relying on special attacks is Energy-intensive.
Electric is good in general because it's rarely resisted (mostly just Janeria and Shock Hopper) and Robotic enemies are weak to it.
I'd argue that past a certain point, Flags are more important than raw damage. Bonus Hit Rate + Stun Chance on the Custom Shock Gear makes it much more attractive than other weapons that have a higher base damage. My Ranged Smuggler is still using the Shock Bow/Royal Shard Bow/Heavy Slut Ray depending on enemy. Stun Chance to set up Aimed Shot is extremely useful.

Is it just me, or are there more good Stat Sticks for the Melee slot? If you do go Ranged + Charge Weapon, your base damage doesn't matter, so you can go with Trick Bracer or Rouser (if you want to focus more on Evasion).
Ranged also has better Tease weapons.

Also, don't forget you have Paralyzing Shock! I don't use it much anymore, but it's especially useful early on. If you aren't using a Drone, Deadly Shock makes it do damage at the same time.

There are a few ways to mitigate Tech Specialist's low Energy regen.
1. Hand Milk will restore Energy depending on amount of milk produced, up to a cap. Go over it and you gain no Energy. Mega Milk can ensure you will always get a certain minimum. The Treated Milk perk causes more Energy Regen as does some milk types. Honey is best, but may not be necessary.
2. Energizing Libido. Small chance to restore Energy on orgasm, but it also acts as Amazonian Endurance without requiring it.
3. Prostitute Pro implant.
 
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OrangeBurner

Well-Known Member
Mar 13, 2022
254
47
There are a few ways to mitigate Tech Specialist's low Energy regen.
1. Hand Milk will restore Energy depending on amount of milk produced, up to a cap. Go over it and you gain no Energy. Mega Milk can ensure you will always get a certain minimum. The Treated Milk perk causes more Energy Regen as does some milk types. Honey is best, but may not be necessary.
2. Energizing Libido. Small chance to restore Energy on orgasm, but it also acts as Amazonian Endurance without requiring it.
3. Prostitute Pro implant.
To add a few more:
4. I personally use Pexiga Saliva (recovers 70 energy) Sadly, you can only have one in the inventory at a time given that you can't milk the Pexiga again with the Saliva in your inventory (Well, you can using the same trick I used for the Tarkus' Horse Cock but that's quite tedious to do 10 times for a stack).
5. Zil Honey (recovers 35 energy) can get 2 consistently from Zheniya every 5 hours and easily get just defeating Zil in Mhen'ga (Just store a lot in storage).
6. EDIT: I nearly forgot about the Power Potion (restores 100 energy) in the JS version you can carry stacks of 10 around (Just be careful of the 1 in 200 chance to grow a pair of wings).
 
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Kaplah

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Jan 14, 2017
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I know when it was fixed, I don't know how long the bug was active. It's probably a JavaScript-exclusive bug, but it may go back even further.

Techs get access to Hack Shield, so Shields aren't as much of a problem, even if you forgo Charge Weapon. They can also pick up Thermal Disruptor to always have access to Burning or Gravidic Disruptor for Unresistable damage. Granted, relying on special attacks is Energy-intensive.
Electric is good in general because it's rarely resisted (mostly just Janeria and Shock Hopper) and Robotic enemies are weak to it.
I'd argue that past a certain point, Flags are more important than raw damage. Bonus Hit Rate + Stun Chance on the Custom Shock Gear makes it much more attractive than other weapons that have a higher base damage. My Ranged Smuggler is still using the Shock Bow/Royal Shard Bow/Heavy Slut Ray depending on enemy. Stun Chance to set up Aimed Shot is extremely useful.

Is it just me, or are there more good Stat Sticks for the Melee slot? If you do go Ranged + Charge Weapon, your base damage doesn't matter, so you can go with Trick Bracer or Rouser (if you want to focus more on Evasion).
Ranged also has better Tease weapons.

Also, don't forget you have Paralyzing Shock! I don't use it much anymore, but it's especially useful early on. If you aren't using a Drone, Deadly Shock makes it do damage at the same time.

There are a few ways to mitigate Tech Specialist's low Energy regen.
1. Hand Milk will restore Energy depending on amount of milk produced, up to a cap. Go over it and you gain no Energy. Mega Milk can ensure you will always get a certain minimum. The Treated Milk perk causes more Energy Regen as does some milk types. Honey is best, but may not be necessary.
2. Energizing Libido. Small chance to restore Energy on orgasm, but it also acts as Amazonian Endurance without requiring it.
3. Prostitute Pro implant.

I've never looked into how the ability math works out, can you explain what you mean by base damage not mattering? Does charge weapon replace the damage output or is it just such a big boost that base damage is largely irrelevant? Everyone agreeing that Charge Weapon > Overcharge means I can put off choosing a path since the actual deciding factor is which path you take double attack for.
 

OrangeBurner

Well-Known Member
Mar 13, 2022
254
47
I've never looked into how the ability math works out
Charge weapon basically converts all your intelligence (or libido via Fuck Sense, this is quite insane if you get your libido to the +100 range EDIT: Nevermind it has a cap of level * 5) into raw electrial damage then adds that to you're current weapon.

Here's the code for it:
JavaScript:
static chargeWeaponImpl(fGroup, hGroup, attacker, target)
{
    if(!(attacker.getClassName() === "PlayerCharacter"))
    {
        if(attacker.isPlural) combatOutput(StringUtil.capitalize(attacker.getCombatName(), false) + " toggle wrist-mounted switches to light their weapons up with deadly arcs of electricity before thrusting them out for a quick, inaccurate strike!",null,attacker);
        else combatOutput(StringUtil.capitalize(attacker.getCombatName(), false) + " toggles a wrist-mounted switch to light " + attacker.getCombatPronoun("hisher") + " weapon up with deadly arcs of electricity before thrusting it out for a quick, inaccurate strike!",null,attacker);
    }
    else
    {
        if (attacker.hasPerk("Fuck Sense")) combatOutput("You try to remember how to turn on the lightning-shockey thing you built for your weapon. It’s just like a vibrator, only the electrons move back and forth instead of a wiggly pink fucktoy! Then you remember you painted the button for it bright pink and give it a smack. The sudden ‘<i>kzzzt</i>’ of your weapon electrifying nearly makes you drop it - and in the process take an accidental swing your foe’s way!",null,attacker);
        else combatOutput("You flick the switch on a wrist-mounted powercell, pumping arcs of deadly electricity into your " + attacker.inventory.meleeWeapon.longName + ", then try for a quick strike with the newly charged weapon!",null,attacker);
    }
    if (attacker.getClassName() === "PlayerCharacter") attacker.createStatusEffect("Charged Weapon", Math.ceil(attacker.bimboIntelligence() + rand(attacker.level)), 0, 0, 0, false, "Icon_OffUp", (attacker.hasPerk("Fuck Sense") ? "Your weapon is electrified and will deal bonus damage based upon your current inte... intelli... nahhhh, you’re pretty sure it’ll hit harder based on your libido. Fuck fighting. Literally! Wheeeeee~" : "Your weapon is electrified and will deal bonus damage based upon your current intellectual capacity."), true, 0);
    else attacker.createStatusEffect("Charged Weapon", Math.ceil(attacker.bimboIntelligence() + rand(attacker.level)), 0, 0, 0, false, "Icon_OffUp", "Weapon is electrified and will deal bonus damage based upon current intellectual capacity.", true, 0);
    output("\n");
    CombatAttacks.SingleMeleeAttackImpl(attacker, target, true);
}
And:
JavaScript:
//Electrified weapons do more damage based on int!
if (attacker.hasStatusEffect("Charged Weapon"))
{
    const chargeBonus = attacker.bimboIntelligence();
    baseHPDamage.add(new TypeCollection( { electric: chargeBonus } ));
}

This for only 15 energy and it lasts for the whole combat encounter is really useful for stacking damage, energy management and completely fucking up shields. (It does Hack Shield's job way better, Hack shield only has the advantage that it cannot miss and can attack flying enemies without wings/light jetpack)

can you explain what you mean by base damage not mattering?
Given that the weaknesses of some of these 'Stat sticks' like the Trick Bracer is low base damage.
Charge Weapon fixes that problem by giving you just a extra +50 (at level 10 and maybe even more with Dumb4Cum) electrical damage for only 15 energy.
And the damage being electrical matters alot because that's beats pretty much all shields easily and as Theron said very few enemies are actually resistance to electrical attacks (Just Zheng Shi enemies are in general resistant to them BUT this is just for their HP their shields are very weak to eletrical damage so it's still useful).

Everyone agreeing that Charge Weapon > Overcharge
Pretty much everyone agrees on it but I will say that Overcharge is actually a pretty good choice as well (its just Charge Weapon is just too good).
200% extra damage still hits hard and a high chance to stun the energy is also really good when you get Rapid Recharge.
And you can just keep spamming it (as long as you got the energy) so you can actually stun lock the enemy.
But, it's just that Tech can't just easily spam a 20 energy move with it's lacking energy regen. (Well, you can if you pack some Power Potions/most energy restorative items)
 
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Theron

Well-Known Member
Nov 8, 2018
1,791
955
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can you explain what you mean by base damage not mattering?
Bonus Hit Rate, Stun Chance and Draining are extremely good and are worth sacrificing some base damage for.
1. Bonus Hit Rate removes the penalty on Second Attack, making it a lot more likely to hit.
2. Stun Chance greatly reduces the damage you take by making the opponent skip two turns. At level 10, you also get Shields back. Smugglers get their bonus damage vs Stunned or Blinded targets. Normally, they have to use a Special Attack (Flash Grenade) to set it up, but with Stun Chance, it has a high chance of occurring from normal attacks. With Second Attack/Shot, the second can get the bonus damage if the first one Stunned.
3. Draining effectively reduces the amount of damage the opponent does at the beginning of the fight, assuming they have Shields. If they can regenerate Shields, you can continue draining them. It's especially fun if they can also drain your Shields.
Weapoons get +50% Physique or Aim as bonus damage. At 50, you get +25 (divided evenly between damage types). And yes, Charge Weapon's bonus damage is so high it overwhelms the weapon's base damage.
Everyone agreeing that Charge Weapon > Overcharge means I can put off choosing a path since the actual deciding factor is which path you take double attack for.
Overcharge gets a damage boost (+50%?) if you choose Second Shot. Charge Weapon applies to Second Attack.
Charge weapon basically converts all your intelligence (or libido via Fuck Sense, this is quite insane if you get your libido to the +100 range) into raw electrial damage then adds that to you're current weapon.
Doesn't Fuck Sense cap at your normal Intelligence?
This for only 15 energy and it lasts for the whole combat encounter is really useful for stacking damage, energy management and completely fucking up shields. (It does Hack Shield's job way better, Hack shield only has the advantage that it cannot miss and can attack flying enemies without wings/light jetpack)
And you get an attack on the turn you activate it.
And the damage being electrical matters alot because that's beats pretty much all shields easily and as Theron said very few enemies are actually resistance to electrical attacks (Just Zheng Shi enemies are in general resistant to them BUT this is just for their HP their shields are very weak to eletrical damage so it's still useful).
Not to mention, a 50% Resistance only brings it down to being equivalent to Physique.
Pretty much everyone agrees on it but I will say that Overcharge is actually a pretty good choice as well (its just Charge Weapon is just too good).
Charge Weapon would probably still be extremely good if it were a one-round buff.
200% extra damage still hits hard and a high chance to stun the energy is also really good when you get Rapid Recharge.
And you can just keep spamming it (as long as you got the energy) so you can actually stun lock the enemy.
Deadly Shock is probably generally better because of the longer disable. Overcharge does have the advantage of being the same Damage type as the weapon you're using, while Deadly Shock is always Electric. Deadly Shock is slightly more expensive (25 vs 20).
They're the same target, too. Intelligence Vs Physique.
 
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OrangeBurner

Well-Known Member
Mar 13, 2022
254
47
Overcharge gets a damage boost (+50%?) if you choose Second Shot
I don't actually see that in the code.
The actual damage boost Overcharge gets is with the perk 'Heroic Reserves' not Second shot. (The same level as you get Second Shot/Attack)
(Goes from 150% the damage to 200% the damage)
JavaScript:
const d = attacker.rangedDamage();

if (attacker.getClassName() === "PlayerCharacter")
{
    if (attacker.hasPerk("Heroic Reserves")) d.multiply(2);
    else d.multiply(1.5);
}
else d.multiply(1.75);

damageRand(d, 15);
applyDamage(d, attacker, target, "minimal");

Doesn't Fuck Sense cap at your normal Intelligence?
For some reason I completely forgot that Fuck Sense caps.
But, I will say it doesn't cap at normal Intelligence it actually caps at level * 5.
The only main difference this actually makes is that you can get a higher intelligence value via Cybernetic Subprocessor (+10 max). (and Cybernetic Synchronization (+5 max) but you can only console this perk in because it's a removed perk that Goblinola used to give you.)
 
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Theron

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Nov 8, 2018
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I don't actually see that in the code.
The actual damage boost Overcharge gets is with the perk 'Heroic Reserves' not Second shot. (The same level as you get Second Shot/Attack)
(Goes from 150% the damage to 200% the damage)
I misremembered. It's Power Strike that specifically looks for Second Attack.
But, I will say it doesn't cap at normal Intelligence it actually caps at level * 5.
The only main difference this actually makes is that you can get a higher intelligence value via Cybernetic Subprocessor (+10 max). (and Cybernetic Synchronization (+5 max) but you can also console this perk in because it's a removed perk that Goblinola used to give you.)
I mean, isn't that normal Intelligence?
There are a couple of other ways to increase Intelligence cap. Dumb4Cum (which I think is bad design), and Goo Core. Not that Tech Specialist really needs the help.
 

OrangeBurner

Well-Known Member
Mar 13, 2022
254
47
I mean, isn't that normal Intelligence?
Yeah, it's the same cap as normal intelligence. I just wanted to highlight that they was ways to increase intelligence cap above the usual level * 5 and no current ways to increase the cap of bimbo intelligence.
There are a couple of other ways to increase Intelligence cap. Dumb4Cum (which I think is bad design), and Goo Core. Not that Tech Specialist really needs the help.
Goo Core doesn't increase the intelligence cap it just gives +20 intelligence and +20 Willpower. So it does nothing when those stats are naturally maxed (To my Steele's disappointment).