The unbalanced and unintuitive armor ... - Cyberpunk | Forums

All armor pieces could have a flat damage percentage stat. And mods like armadillos granting +1/2/3/4% additional damage reduction. Perks that increase armor, granting flat damage reduction instead. A soft cap at 30% damage reduction could reduce the effectiveness of damage reduction beyond this point and up to 50%, by say 0.7.

Hidden caps all over - Cyberpunk | Forums - CD PROJEKT RED

5) Armor/damage reduction. Damage reduction definetely caps at some point. Even on very hard with moderate armor you get almost no damage from bullets. However you get substantial damage from melee weapons. Testing wtih 7K armor vs 12K armor plus several other bonuses for taking less damage from the cold blood skill tree, i took exactly …

Armor Fix for All Weapons - Cyberpunk 2077 Mod

Armor Fix for All Weapons. Makes armor reduce damage from ALL weapon types (instead of only ranged) and fixes some ranged weapons where armor was working too much (shotgun) or not at all (Oda's gun). The Problem: Thanks to some observations by Scissors123454321 that shotguns and some other weapons were doing very little damage to …

Armor Mods | Cyberpunk 2077 Wiki

22 Armor Mods in Cyberpunk 2077 are a group of Mods that can be used …

Armor Mods | Cyberpunk 2077 Wiki

Armor Mods in Cyberpunk 2077 are a group of Mods that can be used to enhance Armor stats. Mods in Cyberpunk 2077 are modifications that can be used to improve Weapons, Armor, and Cyberware in terms of both stats and usage. Players may use them to improve and change gear effects and adapt their playstyle accordingly. Mods can be used in …

Does armor actually working? | Forums - CD PROJEKT RED

difference between 280 and 3800 armor results in about twice as long for enemies to kill me. the resistances to elements seem to work as intended, and i've never received any dots from elements that resist them. the +25% damage to high threats had no noticeable effect during my tets. the +damage, +crit damage, +crit % on weapons, does ...

don't worry about armor, it has a negligible affect on ...

that means going from a puny 102 armor (i was naked except for cyberware i was too lazy to take off) to a fairly hefty 819 armor you get a 20% reduction in damage taken. granted you can certainly get a lot more than ~800 armor if you cheese it by scouring every vendor in the game for shit tons of high quality armadillos and having 2-4 mod slots ...

Is it or do you take a lot of damage in this game ...

if they've got like 1k attacks, you need like 1k armor to make that survivable - if you've got like 1-700 armor, it kinda doesn't help. but on the flipside, if you've got like 1500 armor, they're not doing much damage. i seen video of a guy with 2200 armor, and a foe with a shotgun was doing like six damage each shot.

Armor Rebalance - Cyberpunk 2077 Mod

Armor Rebalance. This mod does two things: Provides better early game scaling for armor. Clothing all started at 2 armor, hence why you take so much damage in the beginning of the game. The initial armor value of clothing has been increased. Fixes a possible exploit with Armadillo. The DPS reduction that armor provides is a constant value.

Explosions auto kill player? :: Cyberpunk 2077 General ...

Cyberpunk 2077. All Discussions ... 1000 hp and approximatly 50% damage reduction those explosion still insta-kill. I doubt anything shields that. #5. ... There is physical damage in the game >armor is helping< and non physical damage >armor is doing nothing<. Basic RPG 101 :D #7. ewpayne. Jan 14 @ 12:03pm ...

Armor Fix for All Weapons at Cyberpunk 2077 Nexus - Mods ...

Armor is supposed to reduce damage by 0.1 DPS per point of armor. That's what it says in the game. That means that the reduction per hit is different for each weapon, since a shotgun or submachine gun hits more often and for smaller amounts of damage than a rifle or something like that.

Full Armor Rebalance at Cyberpunk 2077 Nexus - Mods and ...

The initial armor value of clothing has been increased. Fixes a possible exploit with Armadillo. The DPS reduction that armor provides is a constant value. Meaning, 100 armor = -10 DPS taken. Armadillo provided too much armor, and was capable of bring your armor to such a high amount that you just would not take any damage.

How Armor translates into Damage Reduction : cyberpunkgame

The damage reduction percentage increases per armor linearly and varies depending on the enemy's level. The varying part I explain towards the bottom of the post. Melee weapons completely ignore armor. Status effects from enemy attacks or quickhacks also ignore armor. Even with infinite armor you still take 1 damage per hit from guns.

Maximum Armor Possible at the Moment + Breakdown ...

40 armor = 1 damage reduction. Armor only reduces physical ranged weapon (which maybe 90% of damage in this game). Melee damage is reduced by blocking, elemental damage reduced by resistance, explosion & fall damage reduce by its reduction. Difficulty affect damage taken, roughly: easy = 50%, normal = , very hard = 200%.

Armor | Cyberpunk 2077 Wiki

Unique Armor In Cyberpunk 2077 there are pieces of clothing throughout the world that players can only obtain under certain conditions. These Unique Armor can not be acquired from Merchants nor looted from Enemies, so if players miss out on obtaining them, these unique clothes will not be available for rest of the game.Furthermore, collecting Johnny Silverhand's …