Q: What happened to Level Scaling? (The game used to have enemies that were lower and higher leveled than you. This mod originally added level scaling to bring enemies up to the player's level.) A: The game has level scaling since patch 2.0. All enemies are exactly your level all the time. No enemies are lower level. No enemies are higher level. Skulls above enemies' heads means they are tough enemies, not higher level.
Q: Do the level-based multipliers stack with the other multipliers? A: Yes. For example, if the NPC is level 25 and the multipliers for levels 20 and 30 are 1.0 and 0.5, first the calculated level multiplier is the halfway point between 1.0 and 0.5, or 0.75. Next, if the enemy were a boss and the Boss multiplier was 0.5, then the final multiplier would be 0.75 * 0.5 = 0.375.
Q: What about other mods? A: This mod will work with anything else. If another mod modifies damage, this one will be on top of that, not instead of.
I have a question and hope someone can explain it a bit... I’m curious whether the "damage multiplier" refers to the multiplier for the weapon damage that NPCs use. To be straightforward, does a 1.0x value mean the damage from NPCs' shots equals the base damage of their weapons? I ask this because recently, I’ve encountered issues where gunfights between NPCs last extremely long, and even weak enemies can survive dozens of gunshots like nothing but rain drops dripping on their bodies. I want to fix this.
modifier for quickhack damage isn't doing anything. i can even change it to 0.0 and still one shot skulls with synapse
major mods include enemies of night city and hardcore22v2
edit: okay i figured it out. i renamed the folder in cyberenginetweaks to ZZZ_DamageScalingAndBalance. So now it overwrites anything else that uses cyberenginetweaks to change damage. because, believe it or not, ENC does everything it does not through an archive, but through CET! Crazy
It is almost impossible to pass the prologue for a nomad with increased damage. Wanted to play from the very first seconds of the game at 1.25 damage I do and 2.0 damage to me, with no-death run, but it's a dead end. Killed in the car during the chase every time.
To anyone else whos thinkin like this guy, hope you know you can change the scaling your self lmao. Idk why people just dont check mod options, its literally in the pictures too. If youre playing on very hard id suggest NOT RMK default settings, theyre the default settings from pre 2.0 when the game was brain dead easy. Id suggest for the first 20 levels to make it so its not more than 25% damage dealt. Id also recommend using Enemies of night city, it improves the AI a TON: https://www.nexusmods.com/cyberpunk2077/mods/8467
If you use enemies of night city Id suggest at max 5% damage reduction per level, maybe after level 30 you can do more. But that person mod makes I think more elites and such, and theyre a lot harder.
I know this comment was made a year ago, but for anyone else looking for an answer I recommend using the mod Flashback Fixer that reduces incoming damage during scripted sequences.
Hey! Do you have any pointers where you could even remove level scaling? I don't even know if there Is a curve or how the game manages scaling(I spend a considerable amount of time trying to find it)
This mod fixes every single instance of such misalignment in the game and disables automatic rarity scaling with player level and difficulty level - meaning that a sweatsuit hobo will remain WEAK forever, while corpo agent will forever be ELITE.
It's a great mod made by a guy who worked for CDPR and was a lead designer in Cyberpunk.
Could anyone share their settings? I'm not a pro player, I just want a balanced game. Damage to NPC I installed RMK Balanced. What other settings are better to set? I also increased the head damage by 2 for more realism. i am playing on very hard.
I just gradually tuned down incoming V damage from 100% to 85% for level 40 and above. It feels like melee damage scales down with the level multiplier, so I currently have that also at 85% but I'd have to test more It's only been an hour. I raised damage for V attacking NPC's from 100% (base1) to 110 for levels 10 - 40, and 130% when above level 40, with 150% for bosses because they are so tanky.
Thanks so much. While hard mode wasn't so bad, the melee aspect and some other small things were really driving me crazy. This fixes the ridiculous 3 hits melee kill I've been having. NPC's been chopping me up. And those braeler side gigs were ridiculous without sandevistan slow mo. But with just a few tiny tweeks, to keep the challenge, things feel way better. This mod works, thanks and good job.
Quick question: I see damage bracketed as lv [1,10,20,30,40,50,60] in the UI settings. Does this play nice with mods that raise the player level cap above 60?
Is your default settings good to use with that mod or will it require lots of tweaking. I just finished a playthrough using your Balanced setting and the game felt great!
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F.A.Q.
Q: What happened to Level Scaling? (The game used to have enemies that were lower and higher leveled than you. This mod originally added level scaling to bring enemies up to the player's level.)
A: The game has level scaling since patch 2.0. All enemies are exactly your level all the time. No enemies are lower level. No enemies are higher level. Skulls above enemies' heads means they are tough enemies, not higher level.
Q: Do the level-based multipliers stack with the other multipliers?
A: Yes. For example, if the NPC is level 25 and the multipliers for levels 20 and 30 are 1.0 and 0.5, first the calculated level multiplier is the halfway point between 1.0 and 0.5, or 0.75. Next, if the enemy were a boss and the Boss multiplier was 0.5, then the final multiplier would be 0.75 * 0.5 = 0.375.
Q: What about other mods?
A: This mod will work with anything else. If another mod modifies damage, this one will be on top of that, not instead of.
I’m curious whether the "damage multiplier" refers to the multiplier for the weapon damage that NPCs use. To be straightforward, does a 1.0x value mean the damage from NPCs' shots equals the base damage of their weapons? I ask this because recently, I’ve encountered issues where gunfights between NPCs last extremely long, and even weak enemies can survive dozens of gunshots like nothing but rain drops dripping on their bodies. I want to fix this.
major mods include enemies of night city and hardcore22v2
edit: okay i figured it out. i renamed the folder in cyberenginetweaks to ZZZ_DamageScalingAndBalance. So now it overwrites anything else that uses cyberenginetweaks to change damage. because, believe it or not, ENC does everything it does not through an archive, but through CET! Crazy
If youre playing on very hard id suggest NOT RMK default settings, theyre the default settings from pre 2.0 when the game was brain dead easy.
Id suggest for the first 20 levels to make it so its not more than 25% damage dealt. Id also recommend using Enemies of night city, it improves the AI a TON:
https://www.nexusmods.com/cyberpunk2077/mods/8467
If you use enemies of night city Id suggest at max 5% damage reduction per level, maybe after level 30 you can do more. But that person mod makes I think more elites and such, and theyre a lot harder.
It's a great mod made by a guy who worked for CDPR and was a lead designer in Cyberpunk.
Damage to NPC I installed RMK Balanced. What other settings are better to set?
I also increased the head damage by 2 for more realism.
i am playing on very hard.
rmk1234 thanks for mod ))
I raised damage for V attacking NPC's from 100% (base1) to 110 for levels 10 - 40, and 130% when above level 40, with 150% for bosses because they are so tanky.
Thanks!