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Improved armor tooltip

3
Mod version:v1.0
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

The Armor Hint in the Cyberware/Ripperdoc menu shows a % reduction in damage, but it is not very useful. It says you can get damage reduction of "X% or more", but in fact it is up to X%. The value it gives is based on the maximum armor you can have at the current level, which is a larger number (1500 at 50th level, shown in the picture in the header). It's really not very useful information, is it?!


This mod changes the displayed number to the current actual % of damage reduction your armor gives and updates the tooltip text accordingly (in all languages).


Translations are done with Google. If you want to improve any of them, just leave a note in the comments and I will update the mod.


How does armor work?


Prior to version 2.0, armor had to reduce DPS by a certain number of armor points, and it had several errors related to finding DPS for different weapons, which caused some weapons to reduce their damage too much. In addition, the enemies had no armor, although some old Perks mentioned that they had one.


In version 2.0, everything has become easier and works well, as far as I can tell. Armor now gives a % reduction in damage depending on the amount of armor.


Pseudocode:


effectiveHealthPerArmorPointBase = 0.004; // 0.003 on Easy/Normal

armorEffectivenessMultiplier = {value from 1.0 at 1 level to 0.24 at 28 level (on Hard/Very Hard)}

effectiveHealthPerArmorPoint = effectiveHealthPerArmorPointBase * armorEffectivenessMultiplier;

damageMultiplier = 1.00 / (1.00 + armorPoints * effectiveHealthPerArmorPoint); // non-DoT damage is multiplied by this value

damageReduction = 1.00 - damageMultiplier; // this value appears in the tooltip


The Armor Effectiveness Multiplier value is calculated from a curve based on the player's level, and each difficulty level has its own curve. Here is the curve for Very Hard and Hard:

image 1 for Advanced Armor ScreenTip



So, from 28 to 60, the multiplier is 0.24. It falls heavily from levels 9-12 and 17-20. But then you get access to higher levels of cyber programs at each level, multiples of 10. Strangely, at lighter difficulty levels, the armor's effectiveness is slightly lower. I don't know if it's a mistake or if it's intentionally embedded in the overall balance of the game.


Installation:

IMPORTANT: This mod has 3 dependencies (see "Requirements" section above).

To install this mod, unzip the zip file to the Cyberpunk 2077 installation folder.


Similar Mods/Addons

Game Version *

all (Better Armor Tooltips-9706-1-0-1696683222.zip)