Talk:Cyberpunk 2077 Cyberware
Why does this require its own article? This should be a category or be inside the Cyberwear article. Karnemir (talk) 18:39, March 4, 2020 (UTC)
Nervous System Inaccuracy
Neofiber cyberware currently provides 10% additional mitigation strength not 2%, I'd edit it if I knew how
- It's 2% per quality. ArasakaApart (talk) 09:51, 26 February 2022 (UTC)
Please disregard this. Thanks.
Bonus data collection
| Modifier | Type | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 |
|---|---|---|---|---|---|---|
| Aim Speed | Arm, Circ, Cortex, Eye, Nerve | 4.0% | 4.0% | 4.4% | 4.8% | ? |
| Armor | Skele | ? | ? | ? | 3.6 | ? |
| Bonus damage against enemies at full health | Eye | ? | ? | ? | 2.4% | ? |
| Bonus Ricochet Damage | Circ, Eye, Integ, Nerve | ? | ? | ? | 1.2% | ? |
| Bonus Stealth Damage | Arm, Cortex, Eye, Hand, Integ, Leg, Nerve, Skele | 4.4 | ? | ? | 4.8 | ? |
| Carrying Capacity | Circ, Hand, Integ, Leg, Nerve, Skele | ? | 10 | 11 | 12 | ? |
| Chemical Damage | Arm | ? | ? | ? | 2.6%* | ? |
| Damage Over Time | Arm, Circ, Cortex, Hand, Nerve | ? | ? | ? | 2.4% | ? |
| Damage Over Time Resistance | Arm, Circ, Cortex, Integ, Skele | ? | ? | ? | 1.9% | ? |
| Decreased enemy vision | Arm, Circ, Cortex, Eye, Integ, Nerve | ? | ? | 1.1% | 1.2% | ? |
| Electrical Damage | Arm, Cortex | ? | ? | ? | 2.4% | ? |
| Explosion Damage | Arm, Circ, Cortex, Eye, Hand, Integ, Nerve | ? | ? | ? | 2.4% | ? |
| Explosion Damage Resistance | Arm, Circ, Cortex, Integ, Leg | ? | ? | ? | 0.6% | ? |
| Grenade Recharge Speed | Arm, Circ, Cortex, Eye, Hand, Leg, Skele | ? | ? | ? | 2.4% | ? |
| Headshot Damage Multiplier | Circ, Cortex, Eye, Skele | ? | 2.0% | 2.2% | 2.4% | ? |
| Health | Arm, Circ, Cortex, Eye, Hand, Integ, Nerve, Skele | 2.0 | 2.0 | 2.2 | 2.4 | ? |
| Health Item Effect | Arm, Circ, Integ, Skele | ? | ? | ? | 1.2% | ? |
| Health Item Recharge Speed | Arm, Circ, Cortex, Leg, Skele | ? | ? | ? | 1.4% | ? |
| Health Regen Bonus | Arm, Circ, Cortex, Integ, Leg, Skele | ? | ? | 1.1% | 1.2% | ? |
| Melee Damage | Arm, Circ, Cortex, Hand, Integ, Leg, Nerve, Skele | ? | ? | 2.2% | 2.4% | ? |
| Melee Damage Resistance | Arm, Cortex, Hand, Integ, Nerve, Skele | ? | ? | 1.8% | 1.9% | ? |
| Mitigation Chance | Integ | ? | ? | ? | 0.5% | ? |
| Mitigation Strength | Skele | ? | ? | ? | 0.5% | ? |
| Quickhack Damage | Arm, Circ, Cortex, Eye, Hand, Leg | ? | ? | ? | 1.9% | ? |
| RAM Regen from neutralizing an enemy | Arm, Circ, Cortex, Eye, Hand, Integ, Skele | ? | ? | ? | 0.12 | ? |
| Reduced damage from Poisoned enemies | Integ | ? | ? | ? | 2.4% | ? |
| Reload Speed | Circ, Cortex, Hand, Nerve | 1.4% | 1.4% | 1.5% | 1.7% | ? |
| Thermal Damage | Arm | ? | ? | ? | 2.6%* | ? |
| Weapon Handling | Cortex, Eye, Integ, Leg, Nerve, Skele | ? | 2.0% | 2.2% | 2.4% | ? |
* includes +10% bonus from All Things Cyber. Needs to be adjusted.
- Tattoo: Tyger Claws Dermal Imprint has wacky numbers totally out of line with the others. -Caraamon (talk) 18:45, 18 October 2023 (UTC)
Some value/tier changes
I noticed the optics (under Face cyberware) don't have tiers yet. Basic Kiroshi Optics, Kiroshi "Doomsayer" Optics, Kiroshi "Sentry" Optics and Kiroshi "Stalker" Optics are all starting at Tier 1 (will verify the others later).
Also per patch 2.02 the Kiroshi "Doomsayer" Optics have an range of 10 instead of 14 meters (so Highlight explosive devices and traps near your crosshair and within 10m instead of Highlight explosive devices and traps near your crosshair and within 14m) at Tier 1.
Reflex Tuner has been changed to 2 instead of 4 seconds duration and a cooldown of 60 instead of 40 seconds at Tier 1.
The Shock Absorber's lower value needs to be changed in colour from green to white (the value already applies at Tier 1 instead of Uncommon/Tier 2). ScoutBen (talk) 12:05, 29 October 2023 (UTC)
- Should be updated. In the future, you could also try your hand at it yourself perhaps.😊 ArasakaApart (talk) 12:29, 29 October 2023 (UTC)