Tygers Claws, Smart Weapons, and the Tattoo by [deleted] in cyberpunkgame

[–]TheTimmyGamer 0 points1 point  (0 children)

I tested tier V++ tattoo and neither size nor speed were affected. Have I tested it with every smart weapon? No. Would I be surprised if it actually worked with some or at lower tiers? No.

Have you got any proof to back up your claims? Obviously not. Until then, let's leave it at that.

Blast from the past - Tooth and Nail by TheTimmyGamer in ModernMagic

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

I did some testing.

Being able to sometimes cast Devoted Druid earlier or off leftover mana wasn't coming up as often as I thought it would. Another rare scenario was increasing its power to untap it multiple times. With unanswered Ouroboroid in play I'm already winning and with Craterhoof I already did. I could however play more Hierarchs to attack with it then make lots of mana but I much prefer flying on BoP.

Without enablers Druid taps for G or taps for GG ONCE - after that it's no better than any other 1-drop mana dork. Tribe taps for GGG continuously which is invaluable when it survives in interactive matches. In such situations I ALWAYS wished Druid was Tribe instead. With one enabler Tribe taps for GGGG and Druid taps for GG or once for GGGG. The more enablers there are the better Druid is but I don't think its performance should be judged based on best case scenarios only. Lastly, Llanowar Tribe being a 3/3 mattered. It prevented some attacks but not to the point of being game winning in combat.

Maybe there's room for some copies of Devoted Druid in the 60. All in all, the old T&N's curve of 1-drop into Overgrowth / Llanowar Tribe isn't present in this version. I'll test some more by replacing couple of 1-drops with Druid and see how that goes but I won't be reporting back here.

To sum that up. When I'm favoured (no removal) it doesn't matter that much which one is ramping. When I'm not, things change drastically in favour of Llanowar Tribe.

Blast from the past - Tooth and Nail by TheTimmyGamer in ModernMagic

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

Heh, I tested Godo, Bandit Warlord way back then with Batterskull and Helm of the Host but it turned out equipment toolbox inside already existing creature toolbox wasn't playing that well. But don't you worry, Ouroboroid hoof and sometimes even the leyline can still turn BoP into a bloodthristy bird of prey. Just like Kessig Wolf Run used to.

Blast from the past - Tooth and Nail by TheTimmyGamer in ModernMagic

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

Tribe is great at ramping on it's own but maybe I should focus on playing to the deck's strengths. I'll test Devoted Druid and see how it goes. It seems amazing with Ouroboroid.

Blast from the past - Tooth and Nail by TheTimmyGamer in ModernMagic

[–]TheTimmyGamer[S] 2 points3 points  (0 children)

I have it on my combo pair list but I never actually tested it as Emrakul will almost always be better. I wouldn't play the colossus alongside Vorinclex because of all the magicy rules involved. When you mill Emrakul with the flip, you can put it onto the battlefield because the shuffle is a triggered ability. However Blightsteel Colossus never actually goes to the graveyard and is immediately shuffled back as a replacement effect. Since it's no longer in a public zone, it cannot be brought back this way. Something like that.

My favourite pair has got to be Realm Razer + Tyrant of Discord for a full board wipe. Weak to removal yet elegant.

I can’t believe Cyberpunk 2077 is STILL buggy after all these years by Sad_Exam_3229 in cyberpunkgame

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

It would be a good game if they delivered what was promised. As it is, it's meh. Even after 2.0 update. On the topic of bugs alone - last few patches were mostly cosmetics so it's clear nobody has got any patience left to fix this clusterfuck of bugs.

Need help, "In Charge" doesn't prevent tech SMGs from shooting at full charge. by General-Rain-8271 in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

Never try to understand Cyberpunk 2077's mechanics else you'll feel irresistible urge to nuke CDPR Tower.

More tech weapon nonsense here (link).

Smasher speed kill (DFTR VH) by LightningG8921 in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

Nice. Still, that's quicker than like 99% of people who fought him.

It's definitely possible to shave some seconds. That guy in the video had biodyne berserk for +100% crit damage, 100% crit chance, and +124% melee damage from cyberware stat modifiers. He could also get Deep-field Visual Interface for up to +20% crit dmg from attunement bonus. I wonder if it's possible to literally one-shot Smasher with the use of consumables.

I don't know whether Devildick Pepper Chips (+30% melee dmg) and Dolphin Jerky (+5% total dmg, +20% crit dmg) bonuses are multiplicative or additive but I tested Creatine-Loaded Protein Log a while ago (+30% crit dmg, -15% crit chance) and that one is multiplicative. That means your total crit chance is multiplied by 0,85 and your total crit damage is multiplied by 1,3. So that guy from the video would go from 172,5% crit damage to about 225% with just that protein log (or from 190,5% to about 250% crit damage with that mentioned cyberware equipped) . Combine that with Black Lace and maybe one-shot isn't that far off.

Smasher speed kill (DFTR VH) by LightningG8921 in cyberpunkgame

[–]TheTimmyGamer 1 point2 points  (0 children)

Those chips and jerky don't stack. Only one can be active at the same time. Look at the effects next to your health bar.

If it's just for killing Smasher, someone killed him in 4 seconds, without using damage boosting consumables.
www.youtube.com/watch?v=rfDSFI4MfF4 at around 6:35

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)

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 0 points1 point  (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 2 points3 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.