Clockwork Knight
Arcane
I took at the rebalance mod's page to see if the issue with the starting weapon being too weak had already been reported, and to be fair it's hard to blame the modder for lack of testing when the game is supposedly like this.
https://www.nexusmods.com/cyberpunk2077/mods/3010
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https://www.nexusmods.com/cyberpunk2077/mods/3010
Even with the current restrictions, I still get almost no damage sometimes. Let's say when the boss has a weapon with electrical damage. It was quite funny when we were at a distance of 5 meters for several minutes and could not kill each other. I couldn't destroy his 5k or 6k health pool(I don't know how many hit points he has, but a crit at 1300-1500 took off somewhere 20-25% HP.) before he healed, and he couldn't deal me enough damage. Of course, he would have one-shot me if he had a different type of damage or a different weapon.
Author said:Enemies don't actually have damage types, so the resistances aren't what's lowering their damage. I think I've also made the enemy armor a bit high, although math-wise I haven't. I'll be putting out another change later today that addresses this and a few typos.
If the enemies do not have the type of damage, then I do not understand why sometimes (very rarely) they cannot kill me, although in most cases 1-2 bullets are enough for me (I only have 230 hit points). I believed that it was the resist that saved me.
And if they do not have a type of damage - why are resists needed at all? However, I will experiment on the next boss (I will take off my armor with resists, put on the same class of armor without resists and see what happens).
Author said:Maybe try a higher difficulty. It's all customizable. As for why do we have resistances, who on earth knows. Bleeding wasn't even a thing for the player until this mod so why have we had immunities for it.
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Hey, playing melee character, and I see a strange thing - my hits agains melee enemies do like 10x less damage...
I'm hitting someone with a gun for 40/50 dmg, and a melee guy for 2-4 dmg.
What is causing this and how to change it?
EDIT: Seems the same with ranged weapons, some enemies have really high damage reduction, maybe it's like high armor or something?
Author said:Some of the armor was a bit high so I've lowered it. Although it wouldn't actually make sense math wise and no enemy has more than 150 armor (~30% reduction). I'll be putting out a hotfix soon addressing some of the typos and this. If you want to change it now, look at the variables at the top of the AI file, and there's a bunch of armor values for each enemy type you can change.
It's kinda strange, as I feel it's more like 90% reduction, but only on some (random?) enemies.
Is armor a percentage reduction, or does it depend on hit damage?
I'm using light melee attacks, maybe low damage attacks get reduced more than high damage attacks?
Like, would shotgun get reduced more cause it has a lot of low damage projectiles?
I don't think 150 armor would give as much reduction, I have more and was not nearly as tanky as those guys.
Author said:Honestly who knows with this game. It should only be around 30% reduction at 150, but it's definitely not. But then reducing it down to 100 makes it feel a lot more normal. Also there was an if statement that shouldn't prevented player hits on the enemy from even applying armor, but I know that wasn't working. I'm just going to lower the enemy armors.