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This is largely due to the Perks this tree offers, a good number of which are absolutely crucial for players trying to make the most out of crafting. so, let ‘s take a front at which perks are needed and which are not .
Updated on June 1 , 2021, by Kim Dailey: Cyberpunk has had a bite of a rocky release but has leveled out slightly. We ‘ve revisited this post to refresh it and keep it up to date. The layout and format have been reworked to facilitate easy fact-checking and a more fluid interpretation know.
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Mechanic: Gain more Components when disassembling
The Mechanic perk up is necessity if people plan on using Cyberpunk ‘s crafting system to its fullest. It makes every disassembled item worth twice the investment, and it only requires three Tech Attribute points. There ’ sulfur a reason it ’ second properly in the center of the craft skill corner, after all .
Isn’t Worth It: Scrapper
Scrapper: Junk items are mechanically disassembled .
Scrapper might seem like one of Cyberpunk’s worthwhile crafting perks, but it absolutely is not worth it in the long run. Scrapper does precisely what the description says : disassembles all items labeled as “ Junk ” automatically upon being picked up .
The merely trouble is that some junk sells for a set of Eddies, and there ’ s no way to enable or disable this perk without spending 100,000 Eddies on a Tabula E-Rasa. And, apparently, players are reporting that this Perk has a habit of scrapping Quest Items that fit into the debris class, which, if true, is precisely so absurd .
Needed: True Craftsman, Grease Monkey, and Edgerunner Artisan
- True Craftsman: Allows you to craft Rare items.
- Grease Monkey: Allows you to craft Epic items.
- Edgerunner Artisan: Allows you to craft Rare, Epic, & Legendary items.
A vital skill set for crafting aficionado, these three Perks offer multiple benefits .
- Unlock the ability to craft higher-tier items for V.
- Provide a way to take Iconic guns all the way to Legendary. That’s because V can take a weapon and keep recrafting it as a higher-rarity variant.
Simply put, True Craftsman, Grease Monkey, and Edgerunner Artisan are more or less required perks for anyone wanting to get their favorite gun to the next rarity .
Isn’t Worth It: Sapper
Sapper: Crafted grenades deal 10 % ( 20 % at max tied ) more damage .
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Unless players are heavily relying on grenades, this Perk international relations and security network ’ thyroxine all that worth invest in. 20% is a tad low for a damage increase, specially for a Perk that costs two points to max. If it applied to all explosives rather than barely grenades, it would be worth it. But, since it doesn ’ deoxythymidine monophosphate, Sapper is a perk up that should only be grabbed if players can ’ thyroxine find anything better to put their points in. Literally, anything .
Needed: Efficient Upgrades and Ex Nihilo
- Efficient Upgrades: Grants a 10% chance to upgrade an item for free.
- Ex Nihilo: Grants a 20% chance to craft an item for free.
These two Perks are just besides similar ; we ‘d might a well talk about both of them. Because it ‘s a rather gloomy casual for these Perks to proc, people might not think they ‘re worthwhile. But, Ex Nihilo applies to any item crafted, even other Components, so it ‘s bound to proc a fairly sum. similarly, Efficient Upgrades’ modest proccing upgrades Legendary weapons barely often adequate for the results to be worth it .
Isn’t Worth It: 200% Efficiency
200% Efficiency: Crafted clothes gain 2.5 % more armor .
The Perk 200 % Efficiency doesn ’ metric ton feel closely ampere useful as Field Technician does, even if they basically do the like thing. Both Perks shock crafted items/weapons by 5 %, but 5% more armor compared to 5% more damage is a huge difference .
Armor doesn’t seem to do much for V in Cyberpunk ‘s late game, while every individual digit of damage matters. thus, if there ’ s nothing good to grab, 200 % efficiency might be worth it. otherwise, save this Perk for last .
Needed: Waste Not Want Not
Waste Not Want Not: When disassembling an token, you get attached mods back .
This next one is by far Cyberpunk 2077 ‘s best Perk for quality-of-life improvements. By default, if V disassembles a gunman with mods on, those mods get destroyed along with the grease-gun, and there ’ s no way for them to take these mods off. surely, V can craft them, but, with Waste not Want not, V gets those mods back !
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What ‘s more — it ’ randomness not barely specific to guns or weapons, either. Waste not Want not besides applies to clothing. For one measly Perk point, V can start to break down guns and armor sets they find in the loose worldly concern to build up a sizeable collection of overpowered modifications .
Isn’t Worth It: Tune-Up
Tune-Up: Allows you to upgrade lower quality components into higher quality ones .
hera ’ s the thing about Tune-up : if players could craft multiple items at once, or if the exchange rate between component tiers wasn ’ t so awed, this Perk would be a must-have. unfortunately, neither of those things are on-key, meaning Tune-Up cannot be worth the time investment .
Players can spend that time more efficiently by crafting Epic items with Uncommon Components, then breaking down that craft item into Epic Components — yes, crafting presently works like that. The craft arrangement is a sting break and unbalance at this time. Until that ’ s fixed, Tune-Up up is n’t arsenic worthwhile as the devs credibly intended .
Needed: Cutting Edge
Cutting Edge: Improves damage and all damage-related stats of crafted weapons by 5 % .
Cutting edge might seem like a minimal buff, but read closer. not only does this Perk improve the basis damage of crafted weapons by 5 %, but it besides increases all damage-related stats by 5%, which affects more than you might think .
due to player tendencies to recraft and upgrade their best weapons until they hit fabled, most if not all gear a crafting-focused player uses in Cyberpunk will be crafted gear by end-game .
Isn’t Worth It: Crazy Science
Crazy Science: Increases the sale price of crafted items by 10 %. ( Each Perk Point adds 1 %. )
last, this is another one of those “ finishing touch ” Perks that aren ’ deoxythymidine monophosphate in truth worth the investment. To unlock this, players have to get their crafting skills all the way to 20, and that takes an absurd sum of craft .
It precisely takes army for the liberation of rwanda excessively long to level this improving. Plus, this Perk has no use outside of making more money from crafted items, which is slowly adequate to do by default .
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About The Author
Jacob H Buchalter
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Jacob Buchalter is a writer and gaming dweeb based in Arizona. He ’ s the type to get irrationally obsessed with anything related to gaming, animation, art, manga, and anime. And while he isn ’ t the argumentative character, he sure is refractory about speechless details in shows and games from 5+ years ago .
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