Damage Mitigation Explained in Cyberpunk 2077 2.0 In Depth! (Mitigation Chance & Strength Breakdown)
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- Опубликовано: 7 сен 2024
- In this video I explain what damage mitigation and mitigation chance is in cyberpunk 2077. This is one of the coolest, yet simplest mechanics in Cyberpunk 2077! Hope you all enjoyed the breakdown!
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Something to keep in mind. The reflex perk "can't touch this doesn't give you 100% mitigation chance when dashing. Instead, it increases your mitigation chance by 100% (so, basically doubles it), meaning that the 11% you have on your video becomes 22% mitigation chance.
Thats what i said in my reflex tree breakdown. But i now went back and tested with no mitigation chance. You can’t double 0%. And i was mitigating damage. Only way that’s possible is if its additive. And we cant assume that default mitigation chance is under 1%. Because With the perk active i was mitigating damage way more than 1% of the time.
i don't know how the math work, i try equip with nothing mitigation chance(MC) , stats screen show nothing about MC (not 0 ,not show at all), i equip with neo fibber , so it become 10% , when i dash with the perk , it give me 18%, not 20%
That has nothing to do with that. You're likely getting increase from the passive shinobi skill. @@ianlaikf
@@zKarma you are right
Rank 40: Increased mitigation chance the faster you move. increase by 8% MC without equip NEO fiber
thank you
I can't say for certain cause my game isn't showing my mitigation chance on the stats screen, but when I pop a healing item and "Dorph-Head" kicks in I get 100% mitigation chance, and it has roughly the same text.
Dorph-Head: When using a Blood-Pump Cyberware or a Healing Item, get +100% Mitigation Chance for 2 sec.
Can't Touch This: +100% Mitigation Chance when preforming a Dash.
Maybe this was a change put in since you posted, but I doubt my mitigation chance is 50%, and they explicitly say ADD 100%, not DOUBLE your current.
You keep calling them boring, but I keep coming back for them
i love these "boring" math videos. Keep them up 🤩
There is a really nice combo for Overclock netrunning with cyberware in skin slot (Countershell) that gives like 50% mitigation chance for 4 seconds and it is additive. So my 10% chance jumped to 60%. Might be worth considering for future tests.
These in depth guides are very helpful, thank you very much and it helps a lot as I can't spend a lot of time in game to get to know every perk. Great work. Thank you 👍🏻❤.
Just discovered your channel - thank you SO much for breaking down all of this. All your videos so far have been unbelievably informative :)
this was the explanation I was looking for. Thanks for the good work.
Thanks, after 40 hrs of gameplay finally I know it :)
i'm curious about the armor effectiveness. in the game it says that can "give damage reduction up to x%" so moltiplicative, but i've read online its actually a costant-value reduction. wtf, i dont know where to get informations. i could test it myself but i want to see your video that talks about it. when is the armor math video programmed? very nice video anyway.
rolled implants to give 15% chance and 85% strength, it`s +12,75% damage resistance
+1311 Armor = 55,72% damage resistance, highest difficulty
+Pain Editor = 7% damage resistance
+ Perk = 5% damage resistance
Total 80,47% if applied % one after another, or 65,86% if multiplied damage reduction
I rolled my implants for damage over time resistance and got a total of 49.5% damage over time resistance. Combining this with the painducer making 30% of all damage taken into d.o.t. makes a 14.85% damage reduction, and only relys on rolling 1 stat, not 2
really helpful! more something like this pls
I'm kinda dumb ass about something like this, but the stealth mechanism actually makes me confused. I was just wondering if I should use Sonic Shock all the time because sometimes I hit them with silencer but the game forces me into combat state.
Yes, sonic shock followed by overheat, throw knives or shoot with silenced weapons while they burn all but the strongest enemies die quickly.
Yeah if the silenced shot doesn’t kill they will immediately call their whole team. Sonic shock will make it so you are only in combat with the one hit enemy so you have time to finish quickly.
You are the best bro. Very informative
Love your breakdown videos always. Stay strong… Choom ;)
Can you do the armor video plz
Do you know if iconic Immovable Force hand cyberware ("Automatically activates effects for ranged weapons that otherwise only occur when behind cover") makes Unexposed (from Cool) proc?
Im breaking down those perks in my cool tree breakdown vid. Coming later this week. I’m almost done
@@zKarma Does it include the answer if the Bonus from Crouching and aiming from cover stack?
I just realize i have no clue how dodging works in this game...has it to do with mitigation too? Do they stack if they do?
It does. But you gotta aim in
@@zKarma Got me thinking, if crouch and cover stack as you said...is cover a "stance" on the playerm and works from any direction? Or only certain directions?
On of the bigggest Problems in cover are grenades, wonder if there is something to exploit and mitigate that threat.
I love these boring math videos. It demystifies a lot of the game. Thanks for making it.
thank you! great explanation
I wish you could put mitogation chance to 0 as an option not just for yourself but enemies too if they utilise this
the goat is back
TLDR: In this game the only good defense is a good offense. Kill the punks before they can hit you.
MATH: 62% * 11% = over a long combat you will mitigate 6.8% of damage. That is...nice?...I suppose. Overall, it does not seem that impressive.
THOUGHT EXPERIMENT, LETS GO REALLY OVERPOWERED WITH MITIGATION: 75% strength * 50% chance = 37.5% damage reduction to incomming damage. A typical hit by a sniper or a boss(avoiding the weak damage from Mobs is just a silly thing to worry about) would be around 500 damage, so OP mitigation will reduce the 500 incoming damge to 387 incoming damge. So, with truely MASSIVE Mitigation it still would not help that much. Kinda weak, to be honest.
If we use the orginal more realistic example(62%/11%) for 6.8% damage mitigation, the 500 incoming damage would be reduced by 34 points. That Is Just Pathetic!
Spending time, eddies, scarce resources(perk points) and effort to focus on increasing mitigation just does not seem be worth the effort.
This game is designed so that defense(whether that is armor damage reduction or mitigation damage recuction) does not have a big impact on gameplay combat.
So, what is Mitigation good for? If you have Blind Spot(middle Cool 4 tree), the more mitigation you have, supposedly the longer it takes enemies to find you if you are sneaking. Supposedly. I have no way to test to see if this works.
My reccomendation: Health and Heal, Heal, Heal...that's the ticket.
75% strength + 50% chance that is not reducing one hit from 500 to 387:)
75% is still 75%
so it is reducing damage from 500 to 125 but every second hit (with 50% chance)
in other words it is all about chances, there is no really long fights in game to make relevant calculating overall damage reduction via multiplication chance by strength.
but in short fights you have a chance to survive massive hit, which is just OK.
mitigation is still more useful for stealth but it is not completely useless in combat.
the same as for health and armor - it not enough only health or only armor for tanking damage, both are a part of tanking, just like mitigation
@@iKuba42 That only makes sense if the enemy only hits you once. That NEVER happens in-game. Out of 5+ hits you are going to take in a tough fight, sometimes the mitigation will proc once, sometimes it will proc several times, and sometimes, in fact, you might get unlucky and you could go an entire fight and the mitigation never procs.
So, you take the average over time as a more realistic assessment of the value. 75%*50% = 37.5% of damge per hit on average. This is just not a significant amount of damage mitigated. And this is for a situation that is highly unrealistic in actual gameplay! The 62%*11% example is something you are much more likely to encounter during an in-game combat situation. That is only 6.8% damage mitigation for an entire combat. That Is Pathetic! Adjusting your Build(Perks and Gear) to attempt to maximise damage mitigation is just ineffecient; in fact it is downright silly.
You absolutely can not Tank in Cyberpunk2077. Health + Heal + Armor + Mitigation will still not do it. I have tested this. 1400 armor + 900 health + bloodpump healbot + mitigation will only keep alive for 1 or 2 seconds longer in the middle of a scrum with multiple enemies compared to having only half value on all the above. Investing all that just to keep you alive for 2 more seconds of combat is ridiculous.
You have to add Sandy or Berserk, or avoid melee/short-range combat alltogeather.
Whether you use armor or mitigation, there are only 3 ways to sorta Tank: 1) Berserk(invulnerability), 2) Sandevistan(don't get hit), or 3) melee strikes will stun lock mobs so, if there are not too many of them, and a mini-boss doesn't shoot you from behind, you can tank by not allowing them to hit you. It is not really Face Tanking as you would do it in most games, but it will keep you alive. And if you are using Berserk or Sandy, you don't really need to worry about maxmizing armor or mitigation.
In this game an overpowering offense is the only good defense. Kill them before they can hurt you.
@@Zaypharnaw you didn't run enough test and use the right combo actions because there's ways to make a healing build. Mine has several healing loops and I have a playstyle that benefits from them by moving while I kill.
@@s3eriousbl9ck26 "My reccomendation: Health and Heal, Heal, Heal...that's the ticket."...Reading comprehension anyone?
You didn't read the what I wrote. The above is my summary. My criticism was for trying to stack Mitigation, not Healing.
@Zaypharlmao I read it but you should proof read before you send. This last comment barely makes sense 🤣🤣🤣
So how does one build to be tanky in Cyberpunk 2077? Is it mainly with these stats and armour, or is there more to it?
Health and damage reduction
Get armor and the mitigation perks in the cool tree, plus regen from body, as long as you're crouching and either in cover or crouch-sprinting, you're pretty much invincible. Bonus points, mitigation becomes stealth with another perk, so you're both invincible and invisible.
You absolutely can not Tank in this Game! Whether you use armor or mitigation, there are only 3 ways to sorta Tank: 1) Berserk(invulnerability), 2) Sandevistan(don't get hit), or 3) melee strikes will stun lock mobs so, if there are not too many of them, and a mini-boss doesn't shoot you from behind, you can tank by not allowing them to hit you. It is not really Tanking as you would do it in most games, but it will keep you alive.
In this game an overpowering offense is the only good defense. Kill them before they can hurt you.
@@zKarma Health + armor + mitigation = a pretty weak tanking ability. Offense is the only good defense under the game mechanics in Cyberpunk 2077.
@@metalhev3989 In other words...you tank by not getting hit. Which is really not tanking at all.
Thanks for the math, I appreciate it. I like data.
But does unexposed perk work with immovable force cyberware?
I'd like to know that too, having 20% higher mitigation chance all the time would be amazing
That is being discussed in my cool tree breakdown. It’s my next video, almost done
so just to check, if you get a maxed defenzikov (90% mitigation chance) with a maxed neofiber you do get 100% mitigation chance for its duration? I want to do that but man am I bad at testing
lol yeah it should. I can test later and i’ll reply
Great!
yes it does
Boring stuff is the best often
How does mitigation strength work with proxy shield or painducer or pain editor? Does the cyberware reduce the damage first then if mitigation chance triggers, its reduced again by mitigation strength?
Since the Pain Editor and Proxishield apply a flat % damage reduction, it doesn't matter whether it's applied before or after mitigation. Painducer, though - I'm not sure if the damage converted to damage-over-time is calculated before or after mitigation. I would tend to think it's applied after mitigation due to its description mentioning "damage taken", as opposed to "incoming damage", like in the description of Pain Editor. I mean, it wouldn't make sense for it to convert damage to DOT before mitigation since you'd end up taking a lot more damage overall.
All that is to say: I think all of those damage reductions are applied after armor and mitigation, like you said.
Does overclock count as self damage for the sake of mitigation or is it just a cost paid directly out of your health pool with no regard for perks and whatnot?
I just tried it out myself (oct 22)
There wasn't any difference in the listed health reduction and the actual health reduction, even with 100% mitigation chance (dorph head), so im guessing not.
My advice? Spec reflexes to get dashes and bullet deflection. Use proximate propagation, get in, upload, and dash away.
no lol. Would be nice tho
@@zKarma 😭 a man can dream. People say netrunning got nerfed, I'd argue it's stronger than ever with the Synapse Burnout max crit cyberware and damage exploits. I've seen people one shot Smasher with it.
Its been 7 months, where armor video?
Mitigation Chance stat not showing in my Stats page
Omg just tell us what the second armor number means
Does anyone know how armor works? And how armor penetrations stats on weapon works?
effectiveHealthPerArmorPointBase = 0.004; // 0.003 on Easy/Normal
armorEffectivenessMultiplier = {value going from 1.0 at level 1 down to 0.24 at level 28 (on Hard/Very Hard)}
effectiveHealthPerArmorPoint = effectiveHealthPerArmorPointBase * armorEffectivenessMultiplier;
damageMultiplier = 1.00 / (1.00 + armorPoints * effectiveHealthPerArmorPoint); // non-DoT damage multiplied by this value
damageReduction = 1.00 - damageMultiplier; // this value is displayed in the tooltip
How do you have cyberwarfare 5++ level? Is it phantom liberty feature?
yes
which is better? the armor or the mitigation build?
A blend of both but it's really build specific. Even down to the weapons you use and playstyles your most comfortable with. Nothing's really better
Here's an example. Headshot Damage Multiplier and Crit Damage Multiplier is the same. The only difference is accessibility. You only have to boost Headshot Damage Multiplier and be a good aim to get crits all the time but if you want to Crit where ever you hit you'll need Crit Damage and Crit Chance at near 100 to have the same access.
Headshot Damage is easier to stack and less Cyberware and perk dependent to get there. Going for Crit Chance or damage with as much access will eat up Cyberware slots and make your build less flexible but asi I said, you'll Crit wherever you hit.
Does mitigation mitigate the dmg you take from the dmg you take in overclock when quickhacking?
no
Yeah too much math for me. Thanks though! 😂
Is possible to max the armor 🤔?
Not sure yet. But I will be attempting during my armor breakdown. Should be out in the next couple of weeks
So it works exaclty how it say in game cool
no it works completely different. Shoulda watched
@@zKarma i watched it. Tooltip in the game says "Grants a chance to reduce incoming damage" how is it completely different?