Current max capacity with all shards/perks/engineer skill progression acquired is 310. Edgerunner grants another 50, and Chome Compressor is 70.
Maximum hovers 430 total, 380 without Edgerunner, and people often don't get that either because of the backwards cyberware shard system CDPR implemented in (i think) update 2.1, a lot of players will miss a capacity shard, or several. This builds been glitched/duped/whathaveyou to hell and back.
I am aware that the build is currently not obtainable without exploits or mods. The goal was to create the strongest build possible, without cyber capacity being a limiting factor.
You are not the first that mentioned this. That is why I created a save file with obtainable cyber capacity (optional files – clean save file) as starting point to test and create builds: https://www.nexusmods.com/cyberpunk2077/mods/10535?tab=files
It has 274 cyber capacity: (everyone with dlc can get this)
201 leveling
54 random drops
4 Dog Eat Dog – Reach the Catwalk
15 engineering tree
Remaining sources of cyber capacity:
20 Renaissance Punk
10 cyber junkies
6 Regina questline
50 Edgerunner
70 Chrome Compressor
A while back I posted a video of an fairly obtainable optimized melee/katana: https://www.youtube.com/watch?v=4PK6h-EvMKI. It only uses 285 cyber capacity and can kill MaxTac on Very Hard, without an Operating System. With Beserk (using Edgerunner) it is even stronger.
In the description I mentioned I would upload the build on the Nexus if people were interested. I did not get any reactions and that is why I got demotivated to create an fairly obtainable optimized netrunning build. I decided to not upload the katana build.
Right now, I do not have enough spare time to create an updated netrunning build. When I have more time, I might update the build. It requires more testing, because either survivability (skeleton/integumentary system) or crit damage (cox-2, visual interface, cool) needs cuts. I can’t tell which is more important without testing. Enemies still need to get one-shotted.
For what its worth, i was not knocking the build or the effort, merely responded to the question not only for that user but anyone else that would come across it and be under the impression that the cyberware capacity is obtainable in current patches.
Otherwise builds fine even now (especially with the chipware connoisseur work you did), and to "fix" the cyberware capacity you only need to remove two mods, the Deep-field Visual Interface that is eating 40 capacity and doing nothing (that netrunner already uber strong and RAM can regen very easily without overclock, does not require a gun or the interface) and the chitin. CDPR made armor incredibly underpowered since 2.0, and those 1411 will get the netrunner killed as easy as 700 would, the health regen is far too low to help either (tho the number 200 makes it look appealing).
Mitigation is the current tank stat (along with flat damage reduction, like the pain editor), replace the Deep-field Visual Interface for a neofiber and 11% mitigation (plus strength) , and the chitin for a countershell which an overclocking netrunner themselves can activate, very easy to draw 35% health while quickhacking. Thats up to 61% mitigation chance (heat shield perk under tech tree at 4 stacks already makes it 100%) and reduced cyberware cost by 56 down to 348. Keeps the outrageous (godly) damage, armor only drops by 175 and still very high, cyberware capacity now within edgerunner limits, and tanking substantially increased.
Of course, I understand you. You answered his question.
The previous build was outdated. I created time to update the build and tested several pieces of cyberware individually. Good suggestions you have.
Chitin is indeed a trap. Now the main healing outside Overclock (Sublimation) is Axolotl + Blood Pump. From my testing Feen-X is worth it though.
Deep-field Visual Interface is way too expensive. In the current version I rerolled for both % quickhack damage and crit damage. It is just enough damage to one-shot the mechs. So even if it was cheaply costed it would not make the cut.
The Pain Editor is too expensive and did not make a noticeable difference. The mitigation cyberware you recommended are indeed an upgrade. The mitigation cyberware in the Skeleton slot did not make a noticeable difference.
I made more changes. I added images and a description for clarification.
Thanks for making this but the real guide I need is how the f*#@ do you get to 6% +quickhack damage on your cyberware.
Upgrading just doesn't make any sense. Sometimes it goes up. Sometimes it goes down. Sometimes it doubles. Most of the time +quickhack damage just isn't there.
Do you need to start with a +% quickhack damage on a Tier5 cyberware then upgrade it? Or can you later get your +% quickhack damage just by side-grading it from Tier5++ to Tier5++ (so, no upgrade)? They made it so wtf this system
Yeah same here, I tried getting it but I don't see how you can do it without CET Item Spawns. Sometimes you just don't get the + Quickhack Damage. Other times it's not even in the reach of 6% even if it's Tier 5+.
I don't know, maybe we are doing something wrong. Would like to hear the answer to this question too.
EDIT: I saw a similiar build for +Stealth Damage on Youtube, the guy had like +15 Stealth Damages on his item pieces and I can only get like 6-9 lmao. I tried buying the Cyberware in PL and upgrading it with the Chip Coinessour (That let's you choose what you will have for affix) but still couldn't get it in the range of 15.
I can read your struggles and got those myself at first too. I am using CET to get the resources (money, mats) for rerolling the stats. However even with infinite resources it is a very tedious process to get 6%+ on all cyberware. I developed a strategy to get these stats as fast as possible. It will be difficult to explain, but I will try my best.
I agree how upgrading stats on cyberware works is weird and needs a rework in my opinion. You will understand why when you read the hoops I go through to upgrade the pieces. At first I did not want to explain the whole process, because of how convoluted it is to work around the upgrading system.
First you need Technical Ability 15 and I recommend equipping/max out the following perks: All Things Cyber, Chrome Constitution, Renaissance Punk, Driver Update, Chipware Connoiseur, Licence to Chrome, Cyborg, Ambidextrous and Extended Warranty. You don’t need all of these immediately. However the way stat modifiers on cyberware work in this game can be kind of wonky so it is best to use everything affecting it immediately.
Next I start with upgrading all intended cyberware to use to tier 5+. I pick random stats for these. If I get a stat roll that I want I upgrade an intended to use cyberware that is tier 5+ to 5++. I cancel out if it upgrades the piece to 5+. The options will be remain the same if you cancel out and upgrade on another piece. Like I said stat modifiers can be wonky so upgrading from tier 5+ to tier 5++ has the least chance stats getting reduced when upgrading.
Next I unequip the arms cyberware. I will be using these to reroll stats further. This slot is the fastest to reroll, because it has the most cyberware pieces to upgrade. Furthermore it only has one slot. I will explain later why that also saves time. Note that this is not the most economical way to reroll in terms of resources, because then you would choose the cheapest piece of cyberware instead.
To reroll a stat modifier I upgrade every arms piece to tier 5++, expect the intended to use arms cyberware, until I get the roll I want. Then I cancel out and upgrade an intended to use piece. If the roll has the stat I want I still upgrade the piece to tier 5++, even if it the percentage is not high enough to my liking. The reason for this is that these upgraded stats will almost always change after saving and reloading. So the true value is not immediately shown.
When all the arms cyberware are tier 5++ I sell them all, expect the intended to use arms cyberware. This is why rerolling with one slot is useful, because it is easier to not accidentally sell the wrong piece. I do sell the items, because otherwise the ripperdocs inventory will become large over time and it will slow down the upgrading process significantly.
After selling the arms cyberware it is time to go outside the shop and wait 24 hours to reset. When coming back all the sold items will be removed and new arms cyberware tier 5 will be available to upgrade. Next I repeat the process of rerolling stats modifiers until all intended cyberware are tier 5++.
Note that I only focus one single stat, the most important one. Otherwise it will take a literal million years to reroll for perfect stats. For example for netrunning you ideally want % quickhack damage, health and ram regen when killing. However getting these with high numbers or just at all in this combination is technically possible but not feasible in practice. That’s why my netrunner build has high % quickhack damage combined with other random stats.
Eventually all the intended to use cyberware are tier 5++ with the main stat on all cyberware. For example % quickhack damage for netrunning. I drop a quicksave and reload to check which cyberware to keep. I sell the cyberware that don’t have high enough values to my liking. The cyberware with good values stay equipped, to prevent me from accidentally upgrading a piece that already has good stats.
Next I upgrade (new) tier 5 versions of the intended to use cyberware to 5+. I repeat the process of rerolling stats (buying, upgrading, selling arms cyberware) and saving/reloading. At some point there are only one or two cyberware pieces left without good stats. For this I use a different reroll strategy on which I will come back on later.
One important thing I forgot to mention is that with the three available upgrade options, the most left one will never change in value (after save/reloading) and has a relatively low value. So I am always looking at the two right options for upgrades.
Sometimes it can happen that the two right options both have the stat I am looking for. In this case I exit out and drop a save. Then I upgrade to tier 5++ and drop another save. After that I check the real value by reloading the latest save.
Next I remember the value if it is high enough for my liking. If it is bad I delete the latest save. Then I go back to the first save and upgrade the other roll. I also make a save for this and reload to check this value.I keep using the save which has the highest value.
I go back to the first save, before upgrading to tier 5++, if both upgrades were bad. If I use the first save it means both values were bad. So then I know I can safely upgrade it on an arms cyberware which I am not intending to use, just like with any other bad roll.
When only two cyber pieces to upgrade to tier 5++ are left I also save/reload more often. When a good roll gets shown I exit out and drop a save. Then I go back and upgrade to tier 5 and drop another save. I save/reload to check the real value. If it is good I keep the save and otherwise I go back to the first one and delete the new one. I repeat this until all pieces have high stats.
When I am satisfied with the stats on all cyberware I remove the ‘Chipware Connoisseur’ perk. Note that it is important to not remove ‘Driver Update’. You need to have this equiped to keep the 3 stats. If you do remove ‘Driver Update’ it can really screw you over. It will lowers the amount of stats on cyberware to 2 and when you equip it again, it will most likely leave you with lower values on all your cyberware then before.
One final note is to not touch cyberware that has good values and you want to keep. You want to have it equipped at all times. The reason is that equipping and unequipping can result in lowered values then before the cyberware piece was unequipped. This does not always happen, but it is better to not have the risk.
I hope everything I explained is clear and does make sense.
Nice guide. I tested it in a temporary save of mine, and although i am missing a couple of cyberware i can see damages in 15k - 40k range. Tested it in 3 different NCPD assault scenarios.
Main problem i see in this approach: I cant seem to be able to have all cyberwares with %x bonus to quickhacks. I managed to get 5 or 6 pieces so far but not all of them. IF the bonus +x% to quickhacks is random to appear, then this build will be extremely expensive to normal playthroughs (not so much in eddies but in upgrade mats). Nevertheless, it is also extremely powerful as far as i can see. Cant wait to enter dogtown to test it in the bosses there.
Thank you man :) You are correct it will be difficult to get the % quickhack damage on all cyberware. The same is true for getting a large amount of cyber capacity. This build might not be reasonable to make in a standard playthrough. However it does show the true potential if fully optimized.
My goal is to provide knowledge on what to work towards as a netrunner and the reason behind it. For example I do put a lot of emphasis on getting % quickhack damage on cyberware. Every little bit helps. The second reason I did not make a budget netrunning build is to satisfy people who enjoy being the strongest as they can be in a game.
Also a small suggestion for your description page: perhaps it will be good to add as optional requirement perks the "Driver Update" -> "Chipware Connoisseur". Add points to perks, re-roll your cyberwares to try to get the +%X quickhack modifier and when done, remove the perks and assign the points elsewhere. It helps a lot.
Before patch 2.02 someone asked me to make a netrunning build. At that time I purposefully did not make one. This was my response:
"I have thought about making a netrunning build. However I seen that the COX-2 Cybersomatic Optimizer is currently bugged and provides 1000% quickhack damage. I want to wait a while until they patch this before making a netrunning build.
It will be more interesting to make a build for it then, because right now it is possible to overkill every enemy in the game with a minimal setup. % quickhack damage on cyberware is now redundant and will become more important once they fix this game breaking bug."
The video shown is indeed footage before 2.02 when the Optimizer was extremely overpowered in an obviously unintended way.
His build and mine has some similarities in perks and cyberware, which is inevitable because there are only so many things that support netrunning. However this build is more powerful (and also more expensive in terms of cyber capacity cost).
The main difference between his build and mine is that he does not have any % quickhack damage on his cyberware. That is a huge difference. Each piece can provide up to 6% quickhack damage. With 20 pieces that is around 120% quickhack damage. He needs to use multiple quickhacks in a queue to kill one enemy. In the core setup I explained why that is not optimal.
He is also missing some important cyberware pieces. Most noteably Ex-Disk. For netrunning it is important to have Overclock active as much as possible. The upload speed from Ex-Disk helps a lot with killing enemies faster, which means faster procs on Synapse Burnout to extend the duration of Overclock.
There are more differences of course. His build is cheaper and does not have as much damage, Overclock uptime, survivablity (budget skeleton/integumentary cyberware) and disengagement options (he ditched reflexes).
15 comments
Current max capacity with all shards/perks/engineer skill progression acquired is 310. Edgerunner grants another 50, and Chome Compressor is 70.
Maximum hovers 430 total, 380 without Edgerunner, and people often don't get that either because of the backwards cyberware shard system CDPR implemented in (i think) update 2.1, a lot of players will miss a capacity shard, or several. This builds been glitched/duped/whathaveyou to hell and back.
without cyber capacity being a limiting factor.
You are not the first that mentioned this. That is why I created a save file with obtainable cyber capacity (optional files – clean save
file) as starting point to test and create builds: https://www.nexusmods.com/cyberpunk2077/mods/10535?tab=files
It has 274 cyber capacity: (everyone with dlc can get this)
Remaining sources of cyber capacity:
A while back I posted a video of an fairly obtainable optimized melee/katana: https://www.youtube.com/watch?v=4PK6h-EvMKI. It only uses 285 cyber capacity and can kill MaxTac on Very Hard, without an Operating System. With Beserk (using Edgerunner) it is even stronger.
In the description I mentioned I would upload the build on the Nexus if people were interested. I did not get any reactions and that is
why I got demotivated to create an fairly obtainable optimized netrunning build. I decided to not upload the katana build.
Right now, I do not have enough spare time to create an updated netrunning build. When I have more time, I might update the build. It requires more testing, because either survivability (skeleton/integumentary system) or crit damage (cox-2, visual interface, cool) needs cuts. I can’t tell which is more important without testing. Enemies still need to get one-shotted.
Otherwise builds fine even now (especially with the chipware connoisseur work you did), and to "fix" the cyberware capacity you only need to remove two mods, the Deep-field Visual Interface that is eating 40 capacity and doing nothing (that netrunner already uber strong and RAM can regen very easily without overclock, does not require a gun or the interface) and the chitin. CDPR made armor incredibly underpowered since 2.0, and those 1411 will get the netrunner killed as easy as 700 would, the health regen is far too low to help either (tho the number 200 makes it look appealing).
Mitigation is the current tank stat (along with flat damage reduction, like the pain editor), replace the Deep-field Visual Interface for a neofiber and 11% mitigation (plus strength) , and the chitin for a countershell which an overclocking netrunner themselves can activate, very easy to draw 35% health while quickhacking. Thats up to 61% mitigation chance (heat shield perk under tech tree at 4 stacks already makes it 100%) and reduced cyberware cost by 56 down to 348. Keeps the outrageous (godly) damage, armor only drops by 175 and still very high, cyberware capacity now within edgerunner limits, and tanking substantially increased.
The previous build was outdated. I created time to update the build and tested several pieces of cyberware individually. Good suggestions you have.
Chitin is indeed a trap. Now the main healing outside Overclock (Sublimation) is Axolotl + Blood Pump. From my testing Feen-X is worth it though.
Deep-field Visual Interface is way too expensive. In the current version I rerolled for both % quickhack damage and crit damage. It is just enough damage to one-shot the mechs. So even if it was cheaply costed it would not make the cut.
The Pain Editor is too expensive and did not make a noticeable difference. The mitigation cyberware you recommended are indeed an upgrade. The mitigation cyberware in the Skeleton slot did not make a noticeable difference.
I made more changes. I added images and a description for clarification.
Upgrading just doesn't make any sense. Sometimes it goes up. Sometimes it goes down. Sometimes it doubles. Most of the time +quickhack damage just isn't there.
Do you need to start with a +% quickhack damage on a Tier5 cyberware then upgrade it? Or can you later get your +% quickhack damage just by side-grading it from Tier5++ to Tier5++ (so, no upgrade)? They made it so wtf this system
I don't know, maybe we are doing something wrong. Would like to hear the answer to this question too.
EDIT: I saw a similiar build for +Stealth Damage on Youtube, the guy had like +15 Stealth Damages on his item pieces and I can only get like 6-9 lmao. I tried buying the Cyberware in PL and upgrading it with the Chip Coinessour (That let's you choose what you will have for affix) but still couldn't get it in the range of 15.
I agree how upgrading stats on cyberware works is weird and needs a rework in my opinion. You will understand why when you read the hoops I go through to upgrade the pieces. At first I did not want to explain the whole process, because of how convoluted it is to work around the upgrading system.
First you need Technical Ability 15 and I recommend equipping/max out the following perks: All Things Cyber, Chrome Constitution, Renaissance Punk, Driver Update, Chipware Connoiseur, Licence to Chrome, Cyborg, Ambidextrous and Extended Warranty. You don’t need all of these immediately. However the way stat modifiers on cyberware work in this game can be kind of wonky so it is best to use everything affecting it immediately.
Next I start with upgrading all intended cyberware to use to tier 5+. I pick random stats for these. If I get a stat roll that I want I upgrade an intended to use cyberware that is tier 5+ to 5++. I cancel out if it upgrades the piece to 5+. The options will be remain the same if you cancel out and upgrade on another piece. Like I said stat modifiers can be wonky so upgrading from tier 5+ to tier 5++ has the least chance stats getting reduced when upgrading.
Next I unequip the arms cyberware. I will be using these to reroll stats further. This slot is the fastest to reroll, because it has the most cyberware pieces to upgrade. Furthermore it only has one slot. I will explain later why that also saves time. Note that this is not the most economical way to reroll in terms of resources, because then you would choose the cheapest piece of cyberware instead.
To reroll a stat modifier I upgrade every arms piece to tier 5++, expect the intended to use arms cyberware, until I get the roll I want. Then I cancel out and upgrade an intended to use piece. If the roll has the stat I want I still upgrade the piece to tier 5++, even if it the percentage is not high enough to my liking. The reason for this is that these upgraded stats will almost always change after saving and reloading. So the true value is not immediately shown.
When all the arms cyberware are tier 5++ I sell them all, expect the intended to use arms cyberware. This is why rerolling with one slot is useful, because it is easier to not accidentally sell the wrong piece. I do sell the items, because otherwise the ripperdocs inventory will become large over time and it will slow down the upgrading process significantly.
After selling the arms cyberware it is time to go outside the shop and wait 24 hours to reset. When coming back all the sold items will be removed and new arms cyberware tier 5 will be available to upgrade. Next I repeat the process of rerolling stats modifiers until all intended cyberware are tier 5++.
Note that I only focus one single stat, the most important one. Otherwise it will take a literal million years to reroll for perfect stats. For example for netrunning you ideally want % quickhack damage, health and ram regen when killing. However getting these with high numbers or just at all in this combination is technically possible but not feasible in practice. That’s why my netrunner build has high % quickhack damage combined with other random stats.
Eventually all the intended to use cyberware are tier 5++ with the main stat on all cyberware. For example % quickhack damage for netrunning. I drop a quicksave and reload to check which cyberware to keep. I sell the cyberware that don’t have high enough values to my liking. The cyberware with good values stay equipped, to prevent me from accidentally upgrading a piece that already has good stats.
Next I upgrade (new) tier 5 versions of the intended to use cyberware to 5+. I repeat the process of rerolling stats (buying, upgrading, selling arms cyberware) and saving/reloading. At some point there are only one or two cyberware pieces left without good stats. For this I use a different reroll strategy on which I will come back on later.
One important thing I forgot to mention is that with the three available upgrade options, the most left one will never change in value (after save/reloading) and has a relatively low value. So I am always looking at the two right options for upgrades.
Sometimes it can happen that the two right options both have the stat I am looking for. In this case I exit out and drop a save. Then I upgrade to tier 5++ and drop another save. After that I check the real value by reloading the latest save.
Next I remember the value if it is high enough for my liking. If it is bad I delete the latest save. Then I go back to the first save and upgrade the other roll. I also make a save for this and reload to check this value.I keep using the save which has the highest value.
I go back to the first save, before upgrading to tier 5++, if both upgrades were bad. If I use the first save it means both values were bad. So then I know I can safely upgrade it on an arms cyberware which I am not intending to use, just like with any other bad roll.
When only two cyber pieces to upgrade to tier 5++ are left I also save/reload more often. When a good roll gets shown I exit out and drop a save. Then I go back and upgrade to tier 5 and drop another save. I save/reload to check the real value. If it is good I keep the save and otherwise I go back to the first one and delete the new one. I repeat this until all pieces have high stats.
When I am satisfied with the stats on all cyberware I remove the ‘Chipware Connoisseur’ perk. Note that it is important to not remove ‘Driver Update’. You need to have this equiped to keep the 3 stats. If you do remove ‘Driver Update’ it can really screw you over. It will lowers the amount of stats on cyberware to 2 and when you equip it again, it will most likely leave you with lower values on all your cyberware then before.
One final note is to not touch cyberware that has good values and you want to keep. You want to have it equipped at all times. The reason is that equipping and unequipping can result in lowered values then before the cyberware piece was unequipped. This does not always happen, but it is better to not have the risk.
I hope everything I explained is clear and does make sense.
What kinda spaghetti design is THIS
I'm laughing so hard at the absurdity of it all, but kudos to you for having figured it all out. Thanks for the pointers!
No wonder I barely get the good %, I didn't know it's that weird to upgrade something lmao.
Thank you very much for the write-up! And don't let people discourage you by saying the build is not good and stuff! Keep doing your work! <3
Main problem i see in this approach: I cant seem to be able to have all cyberwares with %x bonus to quickhacks. I managed to get 5 or 6 pieces so far but not all of them.
IF the bonus +x% to quickhacks is random to appear, then this build will be extremely expensive to normal playthroughs (not so much in eddies but in upgrade mats). Nevertheless, it is also extremely powerful as far as i can see. Cant wait to enter dogtown to test it in the bosses there.
My goal is to provide knowledge on what to work towards as a netrunner and the reason behind it. For example I do put a lot of emphasis on getting % quickhack damage on cyberware. Every little bit helps. The second reason I did not make a budget netrunning build is to satisfy people who enjoy being the strongest as they can be in a game.
perhaps it will be good to add as optional requirement perks the "Driver Update" -> "Chipware Connoisseur".
Add points to perks, re-roll your cyberwares to try to get the +%X quickhack modifier and when done, remove the perks and assign the points elsewhere.
It helps a lot.
i use this one. well 200k dmg is to much even for very hard. maybe they change with 2.02 update but still i see a lot of 20k+ crits
"I have thought about making a netrunning build. However I seen that the COX-2 Cybersomatic Optimizer is currently bugged and provides 1000% quickhack damage. I want to wait a while until they patch this before making a netrunning build.
It will be more interesting to make a build for it then, because right now it is possible to overkill every enemy in the game with a minimal setup. % quickhack damage on cyberware is now redundant and will become more important once they fix this game breaking bug."
The video shown is indeed footage before 2.02 when the Optimizer was extremely overpowered in an obviously unintended way.
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His build and mine has some similarities in perks and cyberware, which is inevitable because there are only so many things that support netrunning. However this build is more powerful (and also more expensive in terms of cyber capacity cost).
The main difference between his build and mine is that he does not have any % quickhack damage on his cyberware. That is a huge difference. Each piece can provide up to 6% quickhack damage. With 20 pieces that is around 120% quickhack damage. He needs to use multiple quickhacks in a queue to kill one enemy. In the core setup I explained why that is not optimal.
He is also missing some important cyberware pieces. Most noteably Ex-Disk. For netrunning it is important to have Overclock active as much as possible. The upload speed from Ex-Disk helps a lot with killing enemies faster, which means faster procs on Synapse Burnout to extend the duration of Overclock.
There are more differences of course. His build is cheaper and does not have as much damage, Overclock uptime, survivablity (budget skeleton/integumentary cyberware) and disengagement options (he ditched reflexes).