Based on
@maflynn Link post 28, here are my notes of the video, which is very informative and I added my description explaining the relationship of Attributes to Skills, to Skill Perks. I'll put this in post 1 eventually Or link to if from there.
Any obvious errors, please let me know!
Attributes, Attribute Levels, Skills, Skill Perks explained
Sourced on this video:
How they are organized:
• At first this is confusing and a bit overwhelming.
•
All Skill Perks List: https://www.powerpyx.com/cyberpunk-2077-all-perks-list/
•
All Skills List: https://www.powerpyx.com/cyberpunk-2077-all-skills-list/
Start Here: The relationship of Attributes to Skills, to Skill Perks
•
Attributes: At the top are 5 general Attributes (general abilities):
Body, Reflexes, Technical, Cool, and Intelligence. For example the
Body Attribute is enhancement of the body, physicality,
Reflexes improves reflexes, etc.
Note: At the beginning of the game you have points assigned to all Attributes, allowing you to use basically any type of weapon.
•
Skills: Each Attribute has associated Skills for example
Reflexes has 3 associated skills:
Handguns,
Blades,
Assault (Rifles, SMGs) These skills have levels that are acquired through experience for example Handguns has 20 levels. As you use a Handgun or a blade, you gain experience with these weapons and they level. However, note that these perks are capped by the Attribute Level. So if Reflexes are at Attribute level 10, Handgun skills will be capped at 10.
• Each skill through use, gains experience acquiring
Skill Perk Points that can be assigned to any unlocked skill perk under any attribute. So for example as you use a skill: handguns, you get better with handguns and Skill Perk Points are earned for using a gun, but can be assigned to any unlocked Skill Perk under any Attribute group. For this example, it would not have to be perk points that could only be assigned to handguns. They can be assigned to any unlocked skill in any attribute group.
• Skill Perks are very specific abilities. For example under
Handguns, (a Reflexes sub skill) there are
20 Hand Gun Perks. The availability of specific perks are restricted by Attribute Level. If Reflexes are at 10 Attribute points, only the Handguns perks levels 10 are and below are unlocked and can have perk points assigned to them. One such Handgun perk is
Wild West which removes the damage penalty from Pistols and Revolvers when shooting from a distance, making them as deadly as rifles. The number of skill points that can be assigned to a skill varies from 1-3 Skill Points depending on the specific Perk.
Most Attributes are easy to explain. Cool is more of a mystery.
What is Cool and it's associated skill, Cold Blood?
Cool is a
Stat in
Cyberpunk 2077. Each stat affects different capabilities, such as
skills or
Perks, and has a level cap of 20.
Cool determine your ability to how will the character stands up to stress, fear, pressure, physical pain, and/or torture. In determining your willingness to fight on despite wounds or your fighting ability under fire.
Cool determines your resilience, composure, and effectiveness in operating from stealth. Each level of Cool will:
- Increase Crit. Damage by 2%
- Increase all Resistances by 1%.
- Increase stealth damage by 10%.
- Reduce the speed at which enemies detect you in stealth by 0.5%
- Increase Monowire damage by 3.
COOL RELATED SKILLS
Cold Blood Description: Related Attribute:
Cool https://cyberpunk2077.wiki.fextralife.com/Cold+Blood
This skill, one of two skills associated with Cool, can be leveled up by killing enemies with a
bladed melee weapon's heavy attack (has a special kill animation). The Cold Blood skill focuses on improving V's basic stats and defenses such as Armor, HP, and Stamina.
Skills (4:40m)
- Skills are associated with specific attributes and are leveled with experience. Using skills, example guns, or blades, results in skill progression rewards, ie skill perks, that are applied to a skill raising the ability of that skill . They are capped by the level of the associated Attribute (ex: Body, Reflexes).
- For Reflexes there are 3 associated categories Categories: Assault, Guns, Blades.
- Skills can’t be bought, only raised by using the skill.
- To raise handgun skill, you must use handguns in combat.
- The attribute level sets a cap on the associated skills. Example: Cool (Attribute) 5= max of 5 in Stealth (Skill) and Cold Blood (Skill).
- 9:14 Craft whenever you can. Apply a point to Reflexes to be more effective with a Sniper Rifle? Use a variety of weapons to level those skills so even though I like katanas, I want to be good with a sniper rifle and a pistol.
- 9:21. Note: A lower skill with a gun does not mean less damage, it’s beens more recoil, slower reloading and less bonuses.
- 9:55 Note: Silencer on pistol increases your damage when undetected.
Body Attributes
- Increases Health and Stamina, and damage with fists and gorilla arms.
- Passive Increase melee weapon damage although bladed melee weapons and perks fall under reflexes.
- Decreases movement speed penalty when grabbing enemy or wielding heavy machine gun.
- Increases grapple duration.
- Allows opening doors with brute force.
- Body required to wield certain heavy weapons- shotguns, machine guns and borg pistols.
- Allows you to go beserk.
- Rarely benefits dialog options.
Body Skills
- Athletics- physical prowess, tankyness, stamina.
- Annihilation- shotguns, machine guns.
- Street Brawler- Blunt weapons, fists, gorilla arms.
- Note: Bats and Hammers are non-lethal, but good for debilitating.
- Note: Blades is found under Reflexes.
- Note: There are non-lethal in game mods for weapons?
Reflex Attributes
- Increases evasion, crit chance, and something about damage?
- Used in dialog checks to represent perceptive abilities.
- Some weapons require high reflexes, some bladed weapons, pistols, rifles, and cyberware that slows time.
Reflex Skills
- Handguns- Pistols, Revolvers.
- Blades- Bladed Weapons, Mantis Blades, and Bleed Effects.
- Assault- Rifles, SMGs.
Technical Attributes
- Passively increases armor.
- Fix things, unlock doors, and hot wire cars.
- Comes up as dialog check often.
Technical Skills
- Crafting- Creating and Disassembling items.
- Engineering- Tech weapons, grenades and upgrading Projectile Launch System.
Cool Attributes
- Increase crit and stealth damage, resistances, monowire damage, increases stealth. (3m)
- Comes up as dialog checks.
Cool Skills
- Stealth- Stealthiness, Knives, Poison.
- Cold Blood- Invest in this. At first increases movement speed, more potent effects obtained as skill level is raised.
- Put least 1 point in Cold Blood (9:00)
Intelligence Attributes
- Netrunning ability.
- If you don’t plan on hacking, not really needed.
- Increases fast hack speed, ram capacity, duration of quick hacks.
Intelligence Skills
- Breach Protocol- Manually breaching into targets.
- Quickhacking- Combat oriented hacking. Hacking at a distance using deamons and RAM. Ram functions as mana in a fantasy game. You can make targets do things against their will like shoot themselves in the head.
Builds
Tanking Build
- Invest in Body and Reflexes.
- Tech for armor.
- Cool to increase resistence, armor, damage output while Cold Blood is active.
Generalist Build
- You could invest in all attributes equally and be suited to all situations, but with less specific abilities.
- Get tons of skill progression rewards.
Specific Perks that the author likes and mentions. There are many more than these, see the All Skill Perks List: https://www.powerpyx.com/cyberpunk-2077-all-perks-list/
- Athletics: Regeneration- Get without any Attribute investment?
- Anniliation: Popping Off & Blood Bath.
- For Snipers: Assault: Longshot- Increased damage from Rifles and SMGs
- Assault: Executioner- Extra damage to enemies above half health.
- B]Reflex: Handguns: Wild West-[/B] Removes distance penalty from handguns.
- Add Silencer in combo with Wild West for Handgun to be effective sniper weapon. Don’t need to distract enemies as much when sneaking.
- Reflex: Blades: Offensive Defense- 200% increase in defensive blade usage per point. Do 2 points or more. Largest damage increase perk on chart.
- B]Reflex: Blades: Dragon Strike-[/B] Continued investment here increase crit damage, increasing DPS.[/SIZE]
- Technical:Crafting: Mechanic- More items when disassembling items. Most important at the beginning of the game for an exponential effect.
- Technical:Crafting: True Craftsman- Craft rare items. Grease Monkey- Craft Epic items. Does this need points in Engineering? Confusing in video.
- [SB]Technical:Engineering: Jackpot-[/B] Increases crit damage of grenades.
- Technical:Engineering: Gun Whisperer- Lets you hold a tech gun at full charge without firing automatically.
- Technical:Engineering: Revamp- Increases Damage of Tech Weapons by 25% (chargeble weapons) and Projectile Launcher (a rocket launcher in your hand).
- B]Cool: Stealth- Dagger Dealer-[/B] Lets you throw knives. Very effective when not detected.
- Cool: Stealth: Ninjitsu- Stealth attacks from crouch with melee weapons deals 100% increase in damage plus a guaranteed crit. If results in a kill you remain in stealth.
- Cool: Stealth: Cheat Death- When health below 50% reduces incoming damage by 50% for 10 sec, no more than once per minute.
- Cool: Cold Blood: Cold Blood- Defeat enemy gives you cold blood for 10 sec and increaes movement speed by 2%, stacks 3 times. Plus 10% crit chance and plus 3% armor.
- To become killing machine all in with the Cold Blood tree.
- Intelligence: Breach Protocol: Big Sleep- Disables all cameras in the network for 3 min.
- Intelligence: Breach Protocol: Turret Tamer- Turn all turrets to friendly status for 3 min.
- Intelligence: Quick Hacking: Critical Error- Deal Critical Hits via QuickHack.
- Intelligence: Quick Hacking: Bartmoss Legacy- Unlock legendary quick hacks.
- Tabula E-Rasa- Can reset Perk Points for $100k, but Attributes can’t be changed.