Difference between revisions of "Implants"
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| − | | + | + | | +25 [[AP Regen]] |
| − | | + | + | | +25 [[AP Regen]] <br> +1 damage for each bullet |
| − | | + | + | | +25 [[AP Regen]] <br> +1% total damage for each [[Charisma]] |
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Revision as of 10:30, 17 February 2022
Implants allows you to enhance your damage resistances, increase maximum Hit Points or boost SPECIAL stats.
Note: SPECIAL is still limited to 20 in each category, so trying to use an implant to boost Endurance, for example, on a character that already has EN 20, will not work.
Contents
Information
Dr Fung in San Francisco is able to perform implant operations. In order to do that (for each operation), he needs:
- A module for a particular augmentation,
- 100.000 local Currency.
- There is limit for base special implants: 6 max per character
- There is limit for base combat implants: 5 max per character
- Cyborg perk resets implants limits change to 12 special, and 10 combat but charisma doesn't increase limit
- You can increase special implant limits by every 4 Charisma (4 = 1, 8 = 2, 7 = 1 etc)
- You can increase combat implant limits by every 10 Charisma (10 = 1, 20 = 2, 14 = 1 etc)
- Wrecker have extra 3 special implants limits
To reach 2nd and 3rd tier, any of the combat implants can be installed twice (or 3 times for cyborg) unless you already reached the maximum number of combat implants your character can have
Recovering implants:
Once installed, implants can be taken out upon rerolling your character or by "~cmd" command if your character has Cyborg class perk.
Obtaining Implants
- The Military Bunker Special Encounter
- Hidden Bomb Shelter Special Encounter
- GM Auctions or Events
- From Trader Events
- A special footlocker in New Reno
- A special locker in glow
- A special 2 lockers in Ares Rocket Silo
Special implants
Combat Implants
| Name | Tier 1 (requires 30 lvl) | Tier 2 (requires 40 lvl) | Tier 3 (requires Cyborg perk) | |
|---|---|---|---|---|
|
Dermal Impact Assault Enhancement | 4% Normal / Explode Resistance | 4% Normal / Explode Resistance 1 Normal / Explode Threshold |
4% Normal / Explode Resistance -1 enemy critical roll for each Charisma |
| Phoenix Assault Enhancement | 4% Fire / Laser / Plasma Resistance | 4% Fire / Laser / Plasma Resistance 1 Fire / Laser / Plasma Threshold |
4% Fire / Laser / Plasma Resistance +3% Fire damage for each Charisma | |
| Aggresive Sensors | 15% lower target crit resistance | 15% lower target crit resistance +25% accuracy |
15% lower target crit resistance +4 base critical roll for each Charisma | |
| Dragon System | +5% Critical Chance | +5% Critical Chance +1 Action Points |
+5% Critical Chance +1% stronger critt effects for each Charisma | |
|
Claw Module | +25 AP Regen | +25 AP Regen +1 damage for each bullet |
+25 AP Regen +1% total damage for each Charisma |
|
Tiger Movement | +10 Melee damage | +10 Melee damage +10% movement speed |
+10 Melee damage Melee critt tier up +1 Melee damage for each Charisma (x2 if Bruiser) |
|
Tactical Chip | +11 FoV points | +11 FoV points -15 to respawn time |
+11 FoV points +1 motion sensor range for each Charisma |
| Nemean Armor | +10% HP | +10% HP +15 healing rate |
+10% HP 1% Damage Reduction for each Charisma | |
|
EMP Shield | +30% EMP Resistance | +30% EMP Resistance You cannont crit |
+30% EMP Resistance 35-Charisma% reduced move speed |
Examples & Explanations
A 50 lvl sniper character
- installs 6 luck implants, already using up all the special implants limit (6/6)
- installs 2 dragon implants, first giving +4% extra critical chance, second one giving +4% critical chance and 5 extra dmg per attack, for total +8% extra critical chance and 5 extra damage per attack (2/5 combat implant limit)
- installs 2 aggressive implants for a total +10% extra crit roll and +25% extra accuracy (4/5 combat implant limit)
- also decides for nemean armor implant for +20 extra hp. Normally a character could've installed second nemean armor implant, but the total combat implants limit has already been reached (5/5 combat implant limit)
A 100 lvl sniper from previous example takes Cyborg perk
- total implant limitations gets resetted
- a sniper character can now install any combination of 6 additional special implants up to a total 12 of these. For example 3 perception implants and 3 additional luck implants (12/12 special implant limit)
- installs third aggressive implant for a total +15% extra crit roll, +25% accuracy and 50% penetration of the target defensive rolls (6/10 combat implant limit)
- installs second and third nemean armor implant, second one giving +20 hp and +15 healing rate, third one giving +20 hp and -5cd for healing rate, for a total of +60 hp, +15 healing rate, and -5cd for healing rate (8/10 combat implant limit)
- installs 2 tactical implants for 10 extra FoV, and 15 seconds faster respawn time (10/10 combat implant limit)











