The Surge

The Surge

View Stats:
Bluethroat May 20, 2017 @ 4:11pm
Cerberus/Black Cerberus set bonuses
Do they like... actually do anything? Because nothing indicates that the effect has turned active for either set of armour, and the numbers I'm putting out and taking out for each respective set look unchanged.
< >
Showing 1-15 of 27 comments
CovertWolf May 20, 2017 @ 6:45pm 
What is the set bonus?
Burusagi May 20, 2017 @ 6:51pm 
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.
Last edited by Burusagi; May 20, 2017 @ 6:52pm
きょすけ May 20, 2017 @ 7:04pm 
Originally posted by Alcohol Fueled Brewtality:
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.

I wonder how well could it synergies with the rig capacitors...it could be nice.
Burusagi May 20, 2017 @ 7:10pm 
Originally posted by きょすけ:
Originally posted by Alcohol Fueled Brewtality:
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.

I wonder how well could it synergies with the rig capacitors...it could be nice.

Currently running with two +30% Energy Generation Implants as well as one which prevents it from going below 1/3 Energy from decay and it fills it up really quickly - especially since it starts off filled a bit.

Has the nice side-effect of also keeping me well fed with both Drone shielding and Energy-to-Health injectables. ;)
きょすけ May 20, 2017 @ 7:14pm 
Originally posted by Alcohol Fueled Brewtality:
Originally posted by きょすけ:

I wonder how well could it synergies with the rig capacitors...it could be nice.

Currently running with two +30% Energy Generation Implants as well as one which prevents it from going below 1/3 Energy from decay and it fills it up really quickly - especially since it starts off filled a bit.

Has the nice side-effect of also keeping me well fed with both Drone shielding and Energy-to-Health injectables. ;)

Definitely :) . I'm surprised about the amount of builds we can make with implants (granted with at least 12 slots available for use). I'm a bit worried about NG+ though, don't know till which level implants go.
Bluethroat May 20, 2017 @ 11:43pm 
Originally posted by Alcohol Fueled Brewtality:
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.

Really? Because I'm doing about ~7 extra damage per hit against the final boss with The Judge 2.0 at max energy compared to being empty.
きょすけ May 20, 2017 @ 11:45pm 
Originally posted by Weathercock:
Originally posted by Alcohol Fueled Brewtality:
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.

Really? Because I'm doing about ~7 extra damage per hit against the final boss with The Judge 2.0 at max energy compared to being empty.

Maybe resistance/weakness are factored in (and profiency too)? I hope it's way better though, hearing aboout the ~7 extra damage is kinda sad :/ .
Freya Crescent May 20, 2017 @ 11:48pm 
Originally posted by きょすけ:
I'm a bit worried about NG+ though, don't know till which level implants go.

NG+ Doesn't increase the level of implants; you'll still find V.1s and what not.

You keep all your implant slots from previous playthroughs, and each Rig upgrade you get will increase your maximum slots by 1. I assume this maxes out at 20, since that's the max Mk for gear.
きょすけ May 20, 2017 @ 11:56pm 
Originally posted by Freya Crescent:
Originally posted by きょすけ:
I'm a bit worried about NG+ though, don't know till which level implants go.

NG+ Doesn't increase the level of implants; you'll still find V.1s and what not.

You keep all your implant slots from previous playthroughs, and each Rig upgrade you get will increase your maximum slots by 1. I assume this maxes out at 20, since that's the max Mk for gear.

I see, thanks for the clarification. Kinda sad though, I hoped implants would upgrade too to XX versions. This will definitely make NG+ onward harder :/ .
Freya Crescent May 21, 2017 @ 12:04am 
Originally posted by きょすけ:
Mk XX Implants

Imagine Aggression Amplifier Mk20: Grants 200% healing on finishers. Or Rig Capacitors raising minimum energy to over 100%. Voltaic Dynamos would grant max energy every auto attack, unless you have a couple of Vanadium E-Cell Mk20s. Enemies wouldn't be able to get through a full SCARAB set with a few MkXX Vital Boosts!

Really though, I would like to at least get some of the Implants to Mk5. I have perhaps 10 Mk1 Vanadium E-Cells and Vital Injection V.1s... Would be nice to have something to do with them.
Terra Blade May 21, 2017 @ 12:12am 
Actually what I am wondering is if you can mix the two cerberus armors and keep the bonus? I think it would be cool to have the helm and arm of black cerberus, but keep the rest normal. Cause who doesn't like a bit of 'fashion souls'? ;p
Neunmalklug May 21, 2017 @ 12:20am 
Originally posted by Freya Crescent:
NG+ Doesn't increase the level of implants; you'll still find V.1s and what not.

You keep all your implant slots from previous playthroughs, and each Rig upgrade you get will increase your maximum slots by 1. I assume this maxes out at 20, since that's the max Mk for gear.

every rig you pick up in ng+ increases your implant slots by 1
Bluethroat May 21, 2017 @ 12:33am 
Originally posted by Terra Blade:
Actually what I am wondering is if you can mix the two cerberus armors and keep the bonus? I think it would be cool to have the helm and arm of black cerberus, but keep the rest normal. Cause who doesn't like a bit of 'fashion souls'? ;p

You can't, since they have different set bonuses. Cerberus increases defense, and Black Cerberus increases attack. That said, it looks like the bonuses themselves provide an effect of only single digits, so mixing them isn't going to be setting you back much at all anyway, since the set bonuses are worthless.
きょすけ May 21, 2017 @ 1:03am 
Originally posted by Freya Crescent:
Originally posted by きょすけ:
Mk XX Implants

Imagine Aggression Amplifier Mk20: Grants 200% healing on finishers. Or Rig Capacitors raising minimum energy to over 100%. Voltaic Dynamos would grant max energy every auto attack, unless you have a couple of Vanadium E-Cell Mk20s. Enemies wouldn't be able to get through a full SCARAB set with a few MkXX Vital Boosts!

Really though, I would like to at least get some of the Implants to Mk5. I have perhaps 10 Mk1 Vanadium E-Cells and Vital Injection V.1s... Would be nice to have something to do with them.

Obviously I wasn't talking about EVERY implant, just some (which could be easily toned down effect wise). Honestly being healed by 200% doesn't change anything, as in NG+ you get one shotted even more than on a NG :) .
Last edited by きょすけ; May 21, 2017 @ 1:03am
Burusagi May 21, 2017 @ 4:45am 
Originally posted by Weathercock:
Originally posted by Alcohol Fueled Brewtality:
The damage of Black Cerberus is definitely noticable at full Energy - so much so that I am hesitant to actually Finish enemies now because I want to keep the full Energy gravy-train going.

Really? Because I'm doing about ~7 extra damage per hit against the final boss with The Judge 2.0 at max energy compared to being empty.

I'm getting a boost in the 100's against regular mooks at full energy.
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: May 20, 2017 @ 4:11pm
Posts: 27