About this mod
Fixes the armor tooltip in the Cyberware/Ripperdoc menu to be factually correct and show your actual current damage reduction from armor rather than a theoretical maximum.
- Requirements
- Permissions and credits
- Changelogs
- Donations
The armor tooltip in the Cyberware/Ripperdoc menu shows a damage reduction %, but it's not very useful. It says you can have damage reduction of "X% or more", but it's actually up to X%. The value it's giving is based on the maximum armor you can have at your current level, which is the higher number shown (1500 at level 50, shown in the header image). That's really not very useful info, is it?!
This mod changes the number shown to be the current actual damage reduction % that your armor is giving you, and it updates the tooltip text to match that (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'll update the mod.
How does armor work, anyway?
Before 2.0 armor was supposed to reduce DPS by a certain amount per armor point, and it had several bugs related to the DPS lookup for different weapons leading to certain weapons having their damage reduced too much. Also enemies did not have armor, even though some old perks mentioned them having it.
In 2.0 it's simpler and works well as far as I can tell. Armor now gives a % damage reduction based on the amount of armor you have.
Pseudocode:
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
That armorEffectivenessMultiplier value comes from a curve based on player level, and the curve is different for each difficulty level. Here's the curve for Very Hard and Hard:
So from level 28-60 the multiplier is 0.24. Huge drop offs from 9-12 and at 17-20. But then you get access to higher cyberware tiers at every multiple of 10. Strangely, the easier difficulty levels actually have slightly lower armor effectiveness. I don't know if that's a mistake or intentional within the overall game balance.
Installation:
- IMPORTANT: This mod has 3 dependencies (see requirements section above!)
- To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Credits:
- Thanks to the maintainers of, and all contributors to, Wolvenkit
- Thanks to the authors of all required mods
Check out my other mods:
- Custom Quickslots for Consumables and Cyberware Abilities
- Weathermancer - Weather Select Menu
- Lifepath Bonuses and Gang/Corp Traits
- Stealthrunner - Stealth Gameplay Expansion
- AI Netrunners Enhanced (probably won't be updated for 2.0)
- Lynx Paws Reimagined (not sure yet if I will update for 2.0)
- Damage Scaling and Balance (Formerly Level Scaling)
- Simple XP Multiplier
- Silent Silencers and Throwing Knives
- Challenging Breach Minigame
- Convo Skill Check Scaling
- Status Bar Bug Fixes
- Don't Hide Stamina Bar on Holster
- Optical Camo Bug Fixes (not updated for 2.0, may not be needed anymore)
- Hacking Bug Fixes (not updated for 2.0 yet)
New Features/Systems