Best Throwing Knife Build - Cyberpunk 2077
Contents
Throwing Knife Build
This is one of the most stylish playstyles in Cyberpunk 2077. The main idea is to engage in close to medium-range combat using Throwing Knives. Of course, this is not as safe as a true ranged weapon, however, it's not a major problem.
The playstyle relies on your landing critical hits and headshots. With these and the Juggler perk, you can instantly return the throwable to hand and use it again. This is what creates the satisfying gameplay loop.
With all of this in mind, you get a very thrilling playstyle, that constantly keeps you on the edge. The good thing is that with correct cyberware the build will become stronger than one would expect.
Attributes
First, let's go through attributes, they provide stat bonuses and unlock new perks. The more points you invest the better options you unlock that allow creating the Throwing Knife build.
Starting Game
Here are what attributes we should be taking at the start of the game. You can allocate in total of 7 points.
Attribute | Allocation | Description |
---|---|---|
Cool | +3 | Unlocks Throwing Knives-related perks and boosts critical damage. |
Reflexes | +2 | Increases critical chance and unlocks the first tier of perks |
Body | +1 | Unlocks the first-tier perks |
Technical Ability | +1 | Gives bonus armor and unlocks first-tier perks |
End Game Attributes
Here is how the end-game setup would look with the build once you have all the attributes sorted out:
Attribute | Allocation | Description |
---|---|---|
Reflexes | 15 | Boosts critical chance and unlocks perks for better mobility - Dash and Air Dash. |
Body | 15 | I think the build needs a bonus sure |
Technical Ability | 20 | The base value gives access to some good perks for cyberware capacity and item recharge time. |
Cool | 20 | The main attribute of Throwing Knives. Unlocks higher tier perks and increases critical damage. |
Intelligence | 3 | We skip this attribute as we do not use anything |
The big decision without Phantom Liberty Expansion is whether to go for Body 15 or 15 Reflexes. However, I recommend evaluating what you need for prioritization - higher survivability or more mobility. 15 Body gives Adrenaline Rush, which is useful for Hard and Very Hard difficulties.
However, if you feel comfortable and have mastered Sandevistan usage, Air Dash from level 15 Reflexes is hard to skip.
Perks
Let's go through the perks of the Throwing Knives Build. You will need about 58~ perk points for the build, and the base game awards about 80 with skills progression and perk shards. So some should be left to adjust the build to your needs.
Cool Perks
Let's start with the main perks of the Best Throwing Knife build. I do not recommend heavily investing in stealth perks until you try the blades. The game is very lenient on kills outside of combat.
At higher levels, Sandevistan is a perfect substitute for stealth, as enemies will not be able to take action before a knife neutralizes them.
Level 4 Perks
Perk | Description |
---|---|
Feline Footwork | Improves crouching, allowing for better sneaking |
Blind Spot | This will increase the time it takes enemies to detect you. I think it may be optional on Easy difficulty but on Very Hard it is mandatory for any stealth build. |
Killer Instinct | Ensures that silenced weapons deal bonus damage when shooting outside of combat (or stealth) |
Gag Order | Delay detection is useful when you are playing stealth build. This will be a lifesaver if you accidentally miss your throw and the enemy will not die from a single hit. |
Level 9 Perks
Perk | Description |
---|---|
Scorpion Sting | Additional Poison damage when you land a headshot or critical hit. We also need this to progress further in the tree. |
Corrosion | Just some bonus damage against mechs and robots |
Accelerated Toxin Absorption | Bonus damage when using a second thrown weapon against an already poisoned target. |
Parasite | Amazing perk, that allows you to restore HP with thrown weapons. Gives some needed survivability. |
Neurotoxin | An additional blind effect is a good option to make combat easier against stronger enemies. |
Level 15 Perks
Perk | Description |
---|---|
Juggler | This perk is the goal of Throwing Knives. I think before it, it's not worth going only with throwing knives. |
Finisher: Act of Mercy | Instantly finishes off an enemy. With Sandevistan it is the perfect option due to fast animation against normal foes. |
Sleight of Hand | This encourages you to first take out weaker enemies. This way, you get more stacks of Critical Damage. Then, turn your attention to elites or bosses. |
Pounce | Mandatory perk, that gives you a huge closing distance to finish an enemy off |
Pay It Forward | It is good to have options when you will fight a stronger enemy and just using Throwing knives will not be enough. |
Ninjutsu | I would say this is an optional perk. However, the last perk in the tree needs this for progression. I did not use much this one and mostly went with Sandevistan + Dash |
Creeping Death | Pick only if you are using Optical Camo cyberware |
Vanishing Act | Pick only if you are using Optical Camo cyberware |
Level 20 Perks
Perk | Description |
---|---|
Style Over Substance | The perk encourages you to make cool moves and they are rewarded with guaranteed critical hits. However, I do not recommend sacrificing headshots for style. Still, with this perk, many Cyberware like Stabber, Kiroshi "Cockatrice" Optics, etc. become obsolete, if you can sustain it. So I will leave this for expert players to decide. |
Reflexes Perks
This ability tree is mainly taken to unlock mobility perks. They will make it easier to traverse the world, and also improve your combat capabilities. For example, you can move faster from enemy to enemy using Dash
Level 4 Perks
Perk | Description |
---|---|
Stuntjock | Cool move that can greatly open up combat options |
Slippery | Base perk, that we will need to progress to other levels |
Parkour! | Vaulting faster through obstacles can result in the enemy dead a second earlier. Moreover, it will be a lifesaver when you are running with low health. |
Multitasker | Want to do cool kills? Well, this is for you |
Level 9 Perks
Perk | Description |
---|---|
Dash | Another new perk that gives a short dash to avoid or get close to the enemies. |
Can't Touch This | A 100% mitigation chance while dodging is very valuable. This will give you a higher chance of reaching an enemy if you are under heavy fire. |
Steady Grip | Shooting while Dashing? What can be cooler? |
Level 15 Perks
Perk | Description |
---|---|
Air Dash | The perk decreases the stamina cost of dashing and allows air dashing for even cooler combat mobility. |
Aerodynamic | Mitigation strength will ensure that you take a fraction of the damage while dashing in the air. |
Technical Ability Perks
This tree is responsible for higher cyberware capacity, better healing, and improvements to Sandevistan.
Level 4 Perks
Perk | Description |
---|---|
Glutton for War | Faster health item restoration after each kill |
First Aid | Increased recharge time for healing items |
Transfusion | Even more health restoration from the last item. |
Level 9 Perks
Perk | Description |
---|---|
Health Freak | 3rd health item will give a huge survivability increase. |
Borrowed Time | Easily regain health items when close to death. |
All Things Cyber | Mandatory perk as we will need as much Cyberware as we can. Reduces its costs for Skeleton and Integumentary Systems |
Renaissance Punk | With this build, we will have 4 attributes above 9, so worth taking it. |
Chrome Constitution | The damage reduction is a good improvement, but I would leave this perk for the late game. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | Additional cyberware slot and higher stat modifiers. We also want this for progression to get the next perks. |
Extended Warranty | The increased duration is useful for Sandevistan |
Ambidextrous | The additional cyberware slot is necessary to activate the Cyborg perk, but most importantly, there is good cyberware specifically for throwing weapons. |
Cyborg | The reduced cooldown will work very well with Sandevistan and Kerenzikov effects. |
Level 20 Perks
Perk | Description |
---|---|
Edgerunner | Unlocks a higher capacity for cyberware and gives a unique Fury mechanic that drastically improves critical damage and other offensive stats. |
Body Perks
Body perks are relevant for health regeneration and overall survivability. They will be extremely useful during combat.
Level 4 Perks
Perk | Description |
---|---|
Painkiller | With the recent 2.0 patch, I think this perk is mandatory for any build. Especially early game healing is sparse, so to be able to regenerate in combat is a good quality of life improvement |
Comeback Kid | It seems an obvious choice, who does not want higher health regen closer to death? |
Dorph-head | Blood Pump is one of the mandatory cyberware for the build, and getting a 100% mitigation chance is great |
Level 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | Drastically increases your survivability, by giving a second layer of HP. This will activate any time we use a healing item. For this reason, I recommend having Blood Pump, especially in the late game. |
Calm Mind | Optional perk. Because you will be under constant fire, the three seconds may never come. Pick this perk once you have everything else covered |
Juggernaut | 20% movement speed and 10% damage while Adrenaline Rush is active? Let's go |
Unstoppable Force | Being squishy and getting knocked down is the worst thing that can happen. |
Perks - Relic
These perks are available with Phantom Liberty DLC. They will give further improvements to some of the game mechanics.
Priority | Perk | Description |
---|---|---|
1 | Vulnerability Analytics | Shows vulnerabilities, that allow for huge damage boosts. Very effective against stronger enemies like mechs, elites, or drones. |
2 | Machine Learning | Increases the frequency of vulnerabilities. |
There are still multiple relic points that you can spend. One option is taking Emergency Cloaking if you plan on using Optical Cloak. Can be helpful to take better control of the encounters.
If you plan on using Arms Cyberware like Projectile Launch System, don't forget to take Jailbreak and Launch Capacity Override. Otherwise, I don't think other options are worth it.
Equipment
This section will cover what gear I recommend using with the Best Throwing Knife build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
For weapons, I recommend having one weapon for stealth kills that use a suppressor. Then, a second one will be used in most of the encounters.
Best Throwing Knives
Here is what I recommend to use for maximum knife build effectiveness. The good thing is that you can melee attack with them. You can check my Throwing Knife tier list for all options.
Item | Description |
---|---|
Knife | The simple knife is one of the best weapons due to its 200% Headshot damage multiplier. You just need to obtain high-tier ones. |
Headhunter | I think this is the best option for Throwing Knives. In case the first headshot does not kill, the second gets a 200% damage bonus. |
Blue Fang | This knife has the unique effect of stunning an enemy. However, there is a slight delay, so that could be problematic. Use this on Elite enemies, to better crowd control them. |
Stinger | Although not as strong as the others, it can apply bleeding which is additional damage over time effect. |
Some weapons, especially not the iconic ones, can be modified. Try to get the highest-tier upgrades. Sadly, none of them are truly game-changing:
Modification | Description |
---|---|
Zero-G | Throwing weapons flight straight, making it easier to hit. |
Slice 'Em Up | Increases the chance of activating the finisher, but this requires you to neutralize an enemy first. |
Bleedout | Bleeds have a 100% crit chance. |
There are other modifications, but those only work when hitting with melee, not throwing:
Modification | Description |
---|---|
Silencio | This gives a huge boost to critical damage and guarantees a critical hit. However, this only works for melee attacks, not throwing. |
Severance | The unique modification gives a chance to dismember enemies when attacking with melee hits. |
Throwing Axe
Although, technically it is not a throwing knife, it can be still thrown. One weapon that I urge you to get:
Item | Description |
---|---|
Agaou | Okay, this is an amazing weapon, although not stealthy. Critical hits release a shockwave and by itself, it has a 30% shock chance. So not only you will most likely kill the single target, but damage everyone around it. |
Cyberware
Cyberware is a unique mechanic that allows us to fill the build with implants. Early games can be quite difficult as you will have limited capacity. However, as you progress and drop more Capacity Shards, you will be able to equip more.
I will be covering here what is your goal for the end game, to make the build as powerful as possible
First Priority Cyberware
This is what is essential to make the build work. I would even recommend dropping everything else to equip these if cyberware capacity doesn't allow it. These cyberware selections make the core of the build.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 1 | Axolotl | This cyberware will take the build to the ultimate level. It has a very steep cyberware capacity cost. But it gives cooldown reductions for almost everything. |
Newton Module | Gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. | |
Skeleton 1 | Dense Marrow | The bonus damage also works with Throwing Weapons. |
Nervous System 1 | Kerenzikov | While aiming with Throwing Knife this allows stopping down time. With Defenzikov you will also gain a huge survivability, so benefits are two-fold. |
Integumentary System 1 | Painducer |
This is recommended if you can afford the cyberware cost. This is a huge lifesaver that greatly reduces big damage and spreads it over a while. |
Carapace | Improves armor effectiveness while attacked from flanks. Generally more armor with higher cyberware cost. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Operating System 1 | Militech "Apogee" Sandevistan | This version of Sandevistan provides a bit higher damage bonuses but comes with a shorter duration and increased cyberware capacity cost. |
Militech "Falcon" Sandevistan | A bit weaker version, but enough for the the end game. Has 10 10-second duration and adequate combat bonuses. | |
Dynalar Sandevistan | This is the base version that I recommend using from early levels. | |
Face 1 | Kiroshi "Cockatrice" Optics | The best eye cyberware for the throwing build. However, the cost is very steep, so I would leave this for the end game. |
Kiroshi "Clairvoyant" Optics | Similar to the Basic version in terms of bonuses. However, the main aspect is that it highlights enemies when scanning, but comes with a steeper cyberware capacity. | |
Basic Kiroshi Optics | Simple eye cyberware, that I think does the job for this build as you get bonus headshot damage. | |
Hands 1 | Handle Wrap | It's the only true hands cyberware that gives a direct boost for throwing axes and knives. |
Circulatory System 1 | Biomonitor | Automatically heals, makes the combat somewhat easier, as you do not have to worry how long it takes to use a healing item. |
Circulatory System 2 | Blood Pump | The most powerful healing item in the game, it will ensure that you don't die while using Overclock |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Second Priority Cyberware
This is what you should be getting once you have the core cyberware, or you have free capacity.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | Kerenzikov Boost System | Very cheap cost and can be used to gain an advantage with targeting while Kerenzikov is active. |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing Defenzikov, Countershell, and Neofiber. |
Nervous System 2 | Neofiber | Thanks to Defenzikov, the bonus mitigation strength will prove effective in ensuring you receive as little damage as possible. |
Nervous System 3 | Stabber | Increases crit chance for throwing weapons. |
Integumentary System 2 | Defenzikov | Enables a 90% mitigation chance after Kerenzikov ends. Greatly improving the survivability of the build. |
Final Cyberware setup
The last tier of cyberware options. Here is how the build should look in the end. The goal is to fill all the slots to activate the Cyborg perk.
One thing that I would like to point out is that Quantum Tuner and Kerenzikov might have some problems. The former is drained for any kind of cyberware, so if you constantly activate Kerenzikov, you will be left with no capacity for your Sandevistan.
It's not a major problem, but if you find that irritating remove Kerenzikov + Defenzikov. This will of course greatly reduce your survivability, so check the next section for some tips
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 3 | Quantum Tuner | If you can obtain this one, it is one of the best cyberware to have for cooldown heavy build. Just remember that it will be used up fast due to Kerenzikov, Sandevistan, and other cyberware with cooldowns. |
Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. | |
Arms | Projectile Launch System | To be honest, any cyberware works here, so pick the one that you prefer. |
Skeleton 3 | Universal Booster | Provides good bonuses for stamina costs and increases armor. However, the cyberware cost is steep. |
Kinetic Frame |
Bonus mitigation chance while stamina is high | |
Bionic Joints | Gives bonus armor for higher survivability. Overall, just filling this slot with something cheap | |
Integumentary System 3 | Rangeguard | This is another good cyberware that increases headshot damage and provides a little armor from enemies in longer ranges. |
Optical Camo | For pure stealth players, I recommend the Optical Camo. | |
Hands 1 | Shock Absorber | Although this does not give a direct increase, it provides a 4% bonus headshot damage. |
Any Tatoo | If you need low-cost alternatives just pick any tattoo. | |
Circulatory System 3 | Black Mamba | Bonus damage against poisoned enemies. |
Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. | |
Threatevac | Low-cost alternative to fill the slot |
How to Use the Build
Here I would like to share some general tips that I would like to recommend for the best approach with this build.
Core Mechanics
Let's go through what I think are the core mechanics of the build to maximize its effectiveness.
Sandevistan
In my opinion for this build, Sandevistan is the lifesaver. It allows you to concentrate and land the perfect shot, which is essential for a fast-moving build like this. Moreover, in the early game, you may need to wait for Sandevistan cooldowns a lot, but this becomes better once you reach level 30 and get access to Militech ones.
Sandevistan + Kerenzikov
Okay here is the tricky part of the build which I think you should learn to get the most out of it and feel like an ultimate Blade Juggler. So Kerenzikov and Sandevistan don't work together, and if they work, it becomes a bugged mess.
However, Kerenzikov is extremely important for this build as using it together with Defenzikov, makes you extremely resilient to damage for 4 seconds. So my recommendation would be:
- When initiating combat, start aiming with a Knife in hand and use a Dash.
- This is when Kerenzikov will activate and you can easily remove an enemy with time slowed down.
- Once Kerenziko ends, Defenzikov will activate
- Now you can activate Sandevistan, which will not interfere with Kerenzikov effects.
Early Game Combat
Okay, let's go through some early-game combat approaches.
Early game - no knives
Unfortunately, an early game is not good for knives. The build only starts to shine once you get Juggler maximized and can capitalize enemy kills via headshot, Crit Hit, or Poison. For this reason, I recommend using Ranged Weapons. The perfect alternative? Sniper or Revolver will require you to practice precise shots to land the headshot.
You use all knives, now what?
Unfortunately, this will happen, especially when fighting stronger enemies like elites or bosses. What can you do then?
- Wait
- Run and pick it up
- Equip a ranged weapon.
The first two options can be fatal especially if Sandevistan is on cooldown. So definitely have a ranged weapon in inventory if this situation happens.
Use Grenades
Consumables like grenades are another great choice to give some crowd control for free. Just throw them on the enemy that you want to stagger. This is perfect when you are waiting for the throwing item to return.
Late Game Combat
So late game is when the builds take off and become the ultimate Throwing Knife master. You will have accumulated more experience and more importantly, there will be plenty of weapons and cyberware to use.
Here are the main points:
- Overall you will want to start the combat from stealth. It's just a great way to remove a few targets before you engage in pure offensive combat
- Learn to enable/disable the high-tier Sandevistans, to save up the duration. This is possible with both - Militech "Falcon" and "Apogee"
- Landing headshots is the bread and butter of this build, so practice to land them, both for increased damage and activation of Juggler.
- Use Kerenzikov to enable Defenzikov for a 90% mitigation chance for 4 seconds. This is what will give you a huge survivability boost.
- Dashing around is a great way to ensure survivability from bonuses to mitigation, reach enemies faster, and activate Kerenzikov.
Conclusion
Thank you for reading this post on the Best Throwing Knives build in Cyberpunk 2077. The build offers a perfect balance between style and combat capabilities. You can easily go in loud with the support of Sandevistan or take a stealthy approach and let enemies wonder where are all their comrades gone.
Feel free to leave a comment below!
Discussion
the iconic cockatrice optics give 25-35% crit chance. much better than doomsayer.
Definitely! But it has a steep cyberware cost, so priority would be Axolotl and Apogee Sandevistan. I have a few improvement ideas, like Countershell when updating the build :)
To add to the knife recommendations, a regular knife has a headshot modifier of 200%, 50% higher than most if not all Iconic knives. They also have the versatility of additional mods, making them just as deadly if you are trying to go on a headshot spree
Hey, that's a good point, thank you.
Bad build. And that you reset the dislikes is the proof of that you are a really pathetic person.
If you really know what you are talking about you would bring constructive criticism and tell zanuffas which part of the build is bad.
Nah I don't reset them, I just remove spam :) If it is a viable critique I am always welcome to hear it. However, again, you are not able to critically tell what is wrong with the build. Hope you can learn from this
Cheers!
what is a good point to strive for for each piece? (Example you should have xyz cyberware equipped by level x etc)
Hmm, it is hard to say what to reach at what level, but I would prioritize these ones - Axolotl, Militech Sandevistan and Reinforced Tendons. The last one should be obtainable at level 10, the second one at level 25 (I think) and the last one is rewarded after you are done with Regina Jones gigs.
that is more or less what I am talking about, but also need to account for the cyberware limit and assume no shards as they are very rng. Little tiny details I know but it's the tiny "details" that sink ships as my old mentor used to say.
All in all playing with this at level 45 and having fun.
Yeah unfortunately, very hard to account what is cyberware limit of each player :)
Glad that you are enjoying it, Cheers!
bad build
Cool! Care to share what is bad and how to improve it? :)
The build has been updated for 2.0, enjoy!
Not a bad build, but it could be seriously improved upon, because as-is it is really hurting because of wasted synergy.
What do I mean by that? The 9 Intelligence that is seemingly only there to qualify for the +4% Crit Chance bonus of the Limbic System Enhancement. It is a massive waste of Attribute points that could be much better spent elsewhere, and the measly 4% Crit Chance is not worth a whopping 6 points of Attribute investment. With Intelligence you are either using a Cyberdeck and spending at least 12 points into it so you can attain Legendary Quickhacks with the Datamine Virtuoso perks from Breech Protocol, or you are using Berserk/Sandevistan and anything above 3 does nothing for you. Outside of extra Perk Points, there would be no benefit (outside of bonus perks points) to this type of build from getting your Breech Protocol and Quickhacking up to Lv9, and even then that would require you spending a lot of time using a Cyberdeck instead of Sandevistan. Wasted time, wasted potential.
I'd keep Cool at 20 since both Ninjutsu and Cold Blood have some really nice 18+ perk options. Same for keeping Technical at 18 for crafting Legendary gear. But I'd keep Intelligence at 3, and only raise Reflex to 18, losing Dragon Strike but still keeping Deathbolt and Crimson Tide. That frees up enough points to raise Body up to 12, which pays massive dividends in terms of increased health, stamina, and base melee damage. You're giving up a bunch of useless bonuses to RAM/quickhacks and 0.5% to Crit Chance in exchange for a 12% (1.5% x 8) boost to melee damage.
For Sandevistan, I think the winner is the Quaint Sandevistan Mk.4 and its 15 second cooldown. It is tied for the lowest cost (28K) and lowest requirements (15 Reflexes), meaning it is tied for the earliest Legendary option you can slot in. Upgrade slots are not type specific, so you can stack multiple Legendary Heatsinks, potentially bringing down that already short 15 seconds to as little as 3 seconds (I prefer having one Arasaka Software for better stealth and a still fast 7 second cooldown), and you can purchase the crafting spec for the Heatsinks in Arroyo for little over 1K.
But what other cyberware can you now equip with 12 Body? Rare Adrenaline Booster (+30% Stamina on kill), Bioconductor (10% cyberware cooldown reduction), Rare Synaptic Signal Optimizer (+40% health), Supra Dermal Weave (bleeding immunity).
Plus not only will getting to 12 in Athletics net you some nice useful bonuses (+60 carry weight, +5% stamina, +10% stamina regen, +10% health), you'll also get access to a much better suite of combat and quality of life perk options. 15% more health with Invincible, the ability to do stuff while sprinting and vaulting with Divided Attention and Multitasker, +20% more melee damage with Steel & Chrome. Plus, if you want to double down on HP regen in combat, you now have access to most of the perks you need to enable and improve that capability; Regeneration, Epimorphosis, Wolverine, and Tenacious V. These all dovetail nicely with Rapid Bloodflow from the Cool tree and both Bloodlust and Deathbolt from the Blades tree.
So in exchange for a small drop in Crit Chance (4.5%), you get a whole heck of a lot more health, stamina, base melee damage, better Cyberware options, better passive bonuses, and a generally more usefully and far more survivable V. If you ever really need to force a reset of Juggler to get some knives back (and just 1-shotting isn't an option, like in a boss fight), remember that Critical Antidote gives you 100% Crit Chance with a strong or thrown knife attack against a poisoned enemy, Venomous Fang makes all knife attacks cause poison, and Corrosive Poison lets you poison machines; so you are never more than a light/strong combo away from getting your thrown knives back.
Wow, thank you. This is a good comment (maybe even a post). The thing with a critical chance it is now (After the big 1.5 patch update) hard to get this stat and you need to make sacrifices to obtain it.
The thing with your suggested options is they do not provide any DPS increase. This is the only downside I see. Otherwise, in terms of versatility (bonus hp, faster movement, health regen, etc.), it is a way to go :)
Cheers!
Except, that's factually not true. It does provide a DPS increase. Not only does it show up in the Stats menu, but it is demonstrable in the game as well.
20 Cool, 20 Reflex, 18 Technical, 9 Intelligence, 4 Body
Lv50 crafted Legendary Tanto
103 Base Damage, 303 Physical Damage, 1083 DPS
20 Cool, 18 Reflex, 18 Technical, 3 Intelligence, 12 Body
Lv50 crafted Legendary Tanto
142 Base Damage, 331 Physical Damage, 1184 DPS
Hey,
Does this improve the ranged damage of the build?
Are the DPS values here with Visual Cortex and Limbic System Enhancement?
Unfortunately, when I was making the build (it may have changed now), many of the perks did not affect the ranged damage with the blade, so I had to remove them. That is why the flat increase to critical damage and the critical chance is valuable
Another aspect, especially if you are playing on Very Hard, is more HP does not necessarily provide an equal amount of survivability. At level 40+ the scaling is broken and no matter how many bonuses you have enemies still take you out with a few shots. Again this may have been fixed with the recent 1.61 patch
Cheers!
but why you didn't buy ninjitsu skill in ninjitsu skill tree? this is one of the best right?
This is now called Jeepers Creepers. Unfortunately, it does not work with Throwing Knife, only with melee hits.
What is the overall best cyberpunk build?
I would say netrunner. No need to engage enemies directly with it
Hi! What build is the most fun?
Exactly. Depends on you role playing fantasy. I am a NetRunner with knifes. I need knifes because the Cyberdeck is useless against single boosses with mass health.
Hey! I think it depends on you role playing fantasy :) For me personally it is either a sniper or katana samurai build