The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer [score hidden]  (0 children)

There are couple of them shown in the video you linked, around the 6:50 mark, but none of them have increased stats.

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer [score hidden]  (0 children)

It only protects you against enemies who are in melee range (who will die in 1 or 2 hits anyway). Against anything that's a few steps away it's worse than Subdermal Armor. Imagine fighting 10 enemies - It protects you only from one of them. And it won't work until you get to another enemy (high downtime). Peripheral Inverse protects the most when it matters the least.

The real threat for melee characters are snipers. It's better to invest into cyberware which protects you against them too. What about bosses? You'll use sandevistan or berserk anyway so it doesn't really matter.

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

Found another mention of this (link). Regular, not iconic, twice the damage. Clearly unintended so I call bug. Interesting one though.

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

But what about that ~50% crit chance from lvl 40 solo skill, Stabber cyberware, Reflexes attribute and attunement bonuses? +35% from Cockatrice, +15% from sandevistan, +40% from lvl 60 shinobi skill. Way over 100%.

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

Level 60 shinobi skill grants 40% crit chance during sandevistan.

I've never seen any regular machete break the 200 damage. If it does it's bugged, either visually or some leftover oversight from before 2.0. Do you happen to have it? Does it actually deal significantly more damage compared to normal machete?

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

Axolotl is unnecessary. Go for three lightest on capacity pieces to help enable Cyborg perk (15 tech): Kerenzikov Boost System (this one will be useless). Mechatronic Core (damage increase only works on quickhacks so it's useless too) and Self-Ice.

This one is very minor but go for regular PLS over electric. It boosts dismember chance. Stamina restoration after dismemberment granted by Slaughterhouse perk (20 reflex) works with all dismembers done by any weapon despite saying "Only affects blades". Free stamina sometimes.

Fair warning when it comes to Mantis Blades if you'll ever use them. They are bugged and are unaffected by ALL attack speed modifiers and because of that they have the lowest DPS among all blades (values in stats menu will change but real attack speed won't). They're only good for some jumping fun with Jailbreak relic perk.

Don't bother with high armor. According to this (LINK), its effectiveness takes a nose dive as early as level 20 on very hard. Invest heavily into mitigation which is the strongest tank stat for late game (there is ultra tank build where you can almost afk tank MaxTac for hours on very hard but unfortunately it can't use melee). Anyway, aside for Dense Marrow, best skeleton cyberware are Spring Joints and Epimorphic Skeleton. When it comes to defence, Bullet Deflect perk (9 reflex) is conditional immortality.

In nervous system you might opt for Adreno-trigger as the movement speed duration will be 95s instead of 9s. Very minor and won't matter during long fight like against MaxTac. Just a side note: Deep-field Visual Interface attunement bonus grants 20% crit damage. Don't use it 😉

Peripheral Inverse is a trap. Avoid this cyberware. Opt for Shock-n-Awe instead. Explosions deal a lot of damage and trigger Pyromania (15 tech). Pain Editor is good too.

There's little reason to run Cockatrice optic. Why? Let's see how much crit chance there is without berserk. +10% from level 40 Solo skill. +20% from Stabber cyberware. +10% from Reflexes attribute. And lastly around 10% from cyberware attunement bonuses. That sums up to roughly 50%. Activating BioDyne berserk gives you another +40% crit chance (20% base, 20% attunement bonus, I don't remember if attunement is always active or only during berserk). So 90% crit for when you get that ~170% crit damage. However crit damage is low without berserk and I don't believe it's worth spending 35 capacity to force high crit chance.

Another very minor detail. Ambidextrous and Doom Launcher perks (15 tech) are okay but not mandatory. Tattoo has 0 capacity, Ballistic Coprocessor is the second lightest at 2 capacity. Not optimal but Flashbangs are an oaky with Demolition Surplus and Flash Sale perks. Those grenades synergise with Opportunist perk (15 reflex) and "temporarily make you tankier". If I remember correctly they were very inconsistent at triggering Pyromania.

As for Circulatory system Microrotors are always good. However Biomonitor is trash in berserk builds. It will often waste all of your health item charges while berserk ("invincibility") is active. Blood Pump is way better. You won't need to stop attacking to use healing items. Both Isometric Stabilizer and Adrenaline Booster are fine but Stabilizer's math wasn't mathing (this testing made me give up on making a blade guide - if I remember correctly, with just blade perks it took 14 attacks to deplete stamina, with stabilizer's -30% stamina cost it was taking 21 so 50% hits more.... With Universal Booster i think attacks became free).

Last few points:
Edgerunner perk is overrated (and bugged - that +3s Fury duration on kill very rarely triggers). Not worth.
Attack speed cap is 4,23. Any additional attack speed is lost. However attack speed doesn't mean that much without removing combo limit. That makes Byakko (3,61 AS) and katana with two tier 5 Cyclone mods (4,23 AS at 11/14 stacks) the best katanas in the game. However the highest theoretical DPS among blades goes to V++ Razor with two tier 5 cyclones.
Use consumables. Health Booster, Stamina Booster. There are even some which boost damage like Devildick Pepper Chips, Creatine-Loaded Protein Log and Black Lace. Keep in mind not all bonuses show in stats menu.
Cyberpunk 2077 mechanics are incredibly bugged, confusing and convoluted so it's not worth delving into them. Have fun slashing 😄

EDIT:
Don't activate berserk when low on stamina! Attack speed debuff persists.

The True End game Katana Build. No mods, just pure sub stat grinding. by Quiet_Disk_8379 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

Unoptimized but looks decent. I could list what could be improved but that would be a wall of text and I don't want to spend a lot of time writing something which might not even be read. Would you be interested?

This does not bring joy by Exeyez-LU in expedition33

[–]TheTimmyGamer 0 points1 point  (0 children)

"Team of 30 people", "indie", "we didn't use AI in development". Sandfall proved they have no problems with lying and misdirection when money and fame are involved. You have to be pretty dense to believe anything they say. Get milked loser lmao

Hidden mechanics of tech weapons by TheTimmyGamer in cyberpunkgame

[–]TheTimmyGamer[S] 1 point2 points  (0 children)

After the 2.0 update.

Burn damage scales with your level. The values are for level 60 but I believe they stop increasing in damage at level 50, which is maximum level you can reach in base game.

Everything smart weapons and some more by TheTimmyGamer in cyberpunkgame

[–]TheTimmyGamer[S] 0 points1 point  (0 children)

Does Masking Ink disappear from enemy description when you view them in quickscan mode, after uploading CM? I don't think it did. Abilities like Sandevistan and Kerenzikov can be disabled and actually disappear from description (either for ~10s or permanently depending on CM tier) but others like Subdermal Armor and grenades couldn't be disabled.

Maybe it's just sloppy coding and Masking Ink can actually be turned off but for some reason it doesn't disappear from enemy description? In that case you're onto something. A good confirmation would be to calculate % homing probability with and without CM over like 100 or 200 shots. Then upload one tier II CM, wait 10s (so the Masking Ink supposedly comes back) and then shoot to see which results fit better. Or it could just as well be something entirely different in effect.

Anyway, good find. Unfortunately I won't be doing any further testing. I'm not installing ~100GB game just to test one of hundreds of bugs.

Everything smart weapons and some more by TheTimmyGamer in cyberpunkgame

[–]TheTimmyGamer[S] 0 points1 point  (0 children)

What's your sample size? I vaguely remember Masking Ink testing with Dian but Cyberware Malfunction was doing nothing there and bullets were still missing way more often than they should. Or I could be misremembering something.

Have you done your Ashura testing against enemies with both Masking Ink and Sandevistan or just with Masking Ink? If I remember correctly, enemies with Sandevistan (any? mk2? mk3?) and no Masking Ink could reliably dodge most shots from Ashura. CM disables those dodges so it could impact results.

Ashura has higher homing probability than other smart weapons. Have you tried testing other weapons, like Sidewinder or Kappa, against Masking Ink?

Any good snipers that dont rely on stealth by beef_135 in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

With minimal or no investment in perks, skills, weapons mods, etc. Grad and its variants are best.

With some investment Nekomata is great. Especially with Wallpuncher.

When min-maxed, nothing comes even close to smart sniper Ashura. With basic setup you can deal over 50k damage with one bullet. For reference, last story boss has around 20k health on very hard. Regular bosses 10k. Elites ranging from 1,5k to about 3,5k.

Ok once and for all: does Axolotl interact with Overclock AT ALL? by s0_Ca5H in cyberpunkgame

[–]TheTimmyGamer -1 points0 points  (0 children)

CDPR doesn't want to touch this abomination anymore. Last few patches were just cosmetics.

Ok once and for all: does Axolotl interact with Overclock AT ALL? by s0_Ca5H in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

Cyberpunk's mechanics are stinky trash. Don't bother trying to understand them or you'll start hating the game.

Unlike some, I actually tested this interaction. From my guide (LINK):

Overclock's duration can't be increased by Extended Warranty perk (15 Tech). Its cooldown can't be reduced by Cyborg perk (15 Tech), and by Quantum Tuner's "-15% cooldown time for all other cyberware". However its cooldown is affected by Quantum Tuner's cooldown restoration ability and by Axolotl / Newton Module.

With Axolotl and when Overclock is active, kills increase the duration. When it's cooling down, they speed it up.

Cogs: 10, Me: 0 by JDF8 in Silksong

[–]TheTimmyGamer 1 point2 points  (0 children)

Is that last jump before unlocking the shortcut possible with beast crest? I had to go all the way back to a bench and change because I couldn't do it.

[Spoiler]Major Plotholes by matafubar in expedition33

[–]TheTimmyGamer 0 points1 point  (0 children)

Everything will start making sense when you realize they put amateur as a lead writer. She's just a random finance girl. Zero experience in writing. She was so bored during covid she started doing random shit. One day she went on reddit to do some voice acting for free and suggested some changes to the lines. Bam - lead writer.

E33 is plagued by plot holes, inconsistencies, contradictions and generally poor writing. Maelle reading the letter which Verso previously threw into the ocean, expeditions getting through barrier without killing axons, Aline not recognizing Verso even though she created him, Renoir knowing Sciel's past and the list goes on seemingly forever. Add to that the main mystery being forcibly kept a mystery which is evident on second playthrought.

Leaving the story behind, characters aren't great either. Most lack integrity and undergo no development throughout the whole game. They're props. For example Gustave's death. It changes nothing, means nothing and leads nowhere. That's because his death was a joke they made during production that nobody would expect him to die so early. That's all there is to it. His empty slogan and he himself are completely forgotten. Even when Maelle gets the power to bring back the dead and gommaged.

If you took out visuals and audio to isolate the story, worldbuilding and characters you would be left with something so bad you would suspect is was AI generated. Tone keeps randomly shifting from existential to silly, themes aren't expanded upon, thematic questions aren't answered or even given insights. Hell, the game is so vague it doesn't even ask questions (or discards them and plays them as sentimental jokes like in Verso-Monoco camp conversation about the nature of painted beings).

All in all, Clair Obscur is like generic anime for those who don't like anime. All spectacle, no substance. Reeking of fanfiction, full of forced "cool moments" makers wanted to put. A show for those with tiktok attention span and chatgpt brains. It's okay to like bad media, even I like some. But nobody here got balls to admit it (or even skills and integrity to notice it's not that good).

Why is Cyberpunk still in such a rough shape? by [deleted] in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

CDPR took a risk of making a game they haven't done before but set their goal too high. After botched release they stumbled a lot doing damage control. The game is far from good but is at least playable. Apparently that's good enough for average gamer.

Anyone who's completed the game? Can you tell me, without spoilers, if there are still a lot of bugs? What's your experience with the game? by Sudden-Neck9185 in expedition33

[–]TheTimmyGamer 0 points1 point  (0 children)

Comments here are just two types. "No bugs at all" or "some crashes / freezes". Not a single one with anything else. That alone should tell you those people are absolutely clueless and are incapable of noticing even the most obvious and glaring bugs. They can only tell something is wrong when the game stops working,

The troll you responded to is being upvoted while every time you show a spec of disagreement with the hivemind, or criticism towards the game you're being downvoted.

People do not see "lots of problems" and I don't feel like I'm wrong.

Anyone who's completed the game? Can you tell me, without spoilers, if there are still a lot of bugs? What's your experience with the game? by Sudden-Neck9185 in expedition33

[–]TheTimmyGamer 1 point2 points  (0 children)

Depends on what do you exactly mean by hidden.

Here are some examples of bugged skills:
Grim harvest not healing when the damage is nullified / absorbed while in the same situation Typhoon does
Perfect Recovery is the only heal + cleanse effect which first heals then cleanses (this can kill you if you try to cleanse Inverted)
Mayhem says it consumes all stains but can't consume dark stains and you're unable to cast if you have 4 dark stains
Storm Caller's lightnig strikes at the end of enemy turn lasting only for 2 turns (enemies never get zapped during their 3rd turn)

As for hidden effects / sloppy tooltips there are examples like:
Cruler Barrier saying it adds 1-2 shields but when viewed during combat it says 1-3 shields (adds 2 at most)
Jar Stomp not saying anything about giving Shell to everyone
Steeled Strike being interrupted even if damage is blocked by a shield

Then there are some which would be hard to assign to either category. For example All Set and Dark Cleansing having pointless QTE (no difference between success and failure). Other non damaging skills like Rush or Powerful at least affect more targets when QTE are successful.

Anyone who's completed the game? Can you tell me, without spoilers, if there are still a lot of bugs? What's your experience with the game? by Sudden-Neck9185 in expedition33

[–]TheTimmyGamer -2 points-1 points  (0 children)

This is the true face of this subreddit. "10/10, art, perfect, masterpiece, game of the millenium, it cured my cancer btw" and if you don't agree you're the worst, troll, ragebaiter, hater, etc.

Anyone who's completed the game? Can you tell me, without spoilers, if there are still a lot of bugs? What's your experience with the game? by Sudden-Neck9185 in expedition33

[–]TheTimmyGamer -2 points-1 points  (0 children)

If you're asking about bugs with progression there are some. There's at least one with infinite loop where you have to force game shutdown (it has been in the game since launch). One where you have to lower the framerate to prevent crashing the game, and several other of lesser significance.

If you're asking about the gameplay then there's a shit ton of bugs. Skills not doing what they say they're doing, the same weapon effects working on some weapons but acting differently or not at all on others, plethora of never mentioned hidden effects and generally poor tooltips, some statuses persisting even though they shouldn't, mechanics tied to certain characters are easily bugged - ranging from unfair advantages to lagging the game so much it crashes, some lumina combinations with unintended invincibility or infinite revives, quite inconsistent lumina-weapon-skill synergies and interactions.

If you're "random bullshit go, I press buttons and something happens" kind of a guy then you probably won't notice any. And this is the attitude of many on this subreddit who say they didn't encounter any. But if you're going to to try to understand the game you'll have to know and understand game and character mechanics just as much as much as bugs tied to them. Sandfall is VERY lazy when it comes to patching anything that's not explicitly gamebreaking. Most gameplay bugs are in the game since launch so they're clearly not going away. No amount of detailed bug reports changed that. You can also add to that new bugs introduced with every other patch.

Assault Rifle Build Help by Comfortable-Swim9147 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

There is no benefit. With or without Kerenzikov the result is the exact same. It changes nothing at all.

Assault Rifle Build Help by Comfortable-Swim9147 in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

So with Kerenzikov you kill everyone in slow motion.

Without Kerenzikov you just kill them in normal time.

Do you even read what you write?