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What do you count as a "weapon"
is Cyberware fair game?
What about grenades?
Quickhacks only. Some of the hardest parts have been in the DLC so far. Getting rushed by hordes is tough. Same with a lot of the bosses where you can't hide well
I'm pretty sure stealth doesn't affect quickhacks as there are other ways to boost quickhack damage. Like through cyberware, perks and decks. I'm not 100% sure but stealth really didn't seem to do anything for my Netrunner but it certainly helped my suppressed pistol.
Was testing this myself with +48% stealth damage and can confirm that it does not.
I have a "zero weapon" but monowire (it's required for tough spots with bosses for RAM Regen and extra Control Hack slot later on form Relic), level 57 character, max difficulty. Stealth build with Optical Camo and LOTS of Cyberware.
It's definitely doable to play and arguably more tanky than other quickhack builds because you can invest in Centre Body tree/left Tech tree for uber refresh on blood pump and all the other Cyberware goodies. Lots of layered defence.
Unfortunately It would take forever to test stealth damage with hacks and I don't know the answer to weather quickhack damage is effected by Stealth Damage mods or not.
I will say that if you're going for quickhacks only + sexy monowire, you want +00.XX increased RAM regen upon neutralizing an enemy above all else as a mod on all cyberware possible. You're going to need it.
There's also ways to build your netrunner so you don't rely on pure damage and instead take things down with unconscious inducing hacks and various high tier unconscious combos (like queued T4 Memory Wipe --> T2 or T5/T5 Iconic Reboot Optics --> T5/T5 Iconic Sonic Shock = auto neutralize).
For Bosses, you can use hack combos or hack stacks to take them down easily. Honestly once you know the combos that create massive spike damage mostly between Cybernetic Malfunction Stacks then Short Circuit thereafter, Synapses Burnout mechanics etc., pure hack damage isn't an issue vs. Bosses they will melt and be seriously debuffed in many ways.
If that doesn't work well or you become cornered, you can pull out your Monowire with either Weapon Glitch in it (make it's charge attacks force switch enemy to secondary weapon), Cybernetic Malfunction (increase ability to stack it to high levels combined with casting it) or Crippling Movement (prevents enemy from moving which can be really useful, allows easier finishers and allows you to gain Health/RAM on finish. Twice as much with T5 Iconic version).
Endgame Monowire + Malfunction/Synapses Stacking + Short Circuit is really your (my) Boss killer for DPS when forced, hitting multiple/all weakpoints with monowire and/or Malfunction/Short circuit combo if you're in a pinch. Due to your awesome Blood Pump you just keep Adrenaline Temp HP up and other goodies to protect your Overclocking while Monowire attacks refill RAM. My build is 20 INT, 20 Tech, 15 Cool, 15 Body then 20. Reflect 4 up to 8. Arasaka Deck. Perk point spending is reversible and doesn't need any explanation really.
But to TLDR: Stealth/Hack damage mods on Cyberware are secondary to getting 00.XX RAM regen on neutralizing. Regardless, Stealth Damage will come in handy for Monowiure I guess. RAM Regen > Hack Dmg > Stealth Damage/other things. Zero weapon Netwunner builds need Overclock, Optical Camo and Monowire at least as a backup for clutch situations. Hack only damage isn't an issue when you get high tier hacks and are able to combo and stack for massive damage.