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None |
Rookie (4) |
- Level 1: 5% Instant recharge of Health items and grenades after neutralizing an enemy.
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Glutton for War |
Rookie (4) |
- Level 1: +15% Recharge speed for Health items when you've only used 1 charge
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Glutton for War |
Rookie (4) |
- Level 1: +30% Health from the final charge of your equipped Health Item
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Glutton for War |
Pro (9) |
- Level 1: +8% Recharge Speed for health items and grenades.
- Level 2: +1 Health item charge. +150% recharge speed for health items outside of combat.
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Health Freak |
Pro (9) |
- Level 1: 100% instant recharge of a Health item after neutralizing an enemy if you are below 25% Health and have no charges remaining.
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Health Freak |
Pro (9) |
- Level 1: +50% recharge speed for grenades when you have none available
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Health Freak |
Pro (9) |
- Level 1: 15% faster use of Health items in combat.
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Health Freak |
Pro (9) |
- Level 1: +1 max grenade charge +250% recharge speed for grenades outside of combat
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Health Freak |
Phenom (15) |
- Level 1: +8% Recharge speed for health items and grenades.
- Level 2: +10% Explosion radius for grenades and the Projectile Launch System.
- Level 3: +5% Movement Speed and +10% Explosion Damage for 12 sec, after hitting an enemy with an explosion in combat. If you take damage from the explosion, the effect adds 2 stacks instead of 1. Effect and duration can stack 5 times.
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Pyromania |
Phenom (15) |
- Level 1: When you accumulate 5 stacks of Pyromania, they will be consumed to instantly replenish a grenade charge, but all bonuses from those stacks will remain active for 6 secs.
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Pyromania |
Phenom (15) |
- Level 1: +10% Mitigation Chance per stack of Pyromania
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Pyromania |
Phenom (15) |
- Level 1: +50% resistance to damage and effects from explosions you cause
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Pyromania |
Phenom (15) |
- Level 1: For Flash, Smoke, and Recon Grenades:
Double Grenade Charges Double Recharge Rate
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Friendlier Fire Ambidextrous |
Phenom (15) |
- Level 1: Projectile Launch System cyberware receives:
+1 max charge(s) +20% recharge speed +25% additional recharge speed when you have no charges available +200% additional recharge speed outside of combat +5% instant recharge after neutralizing an enemy It also receives the same bonus as grenades from the Burn this City perk.
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Pyromania License to Chrome |
Legend (20) |
- Level 1: Charges a powerful EMP that hits nearby enemies after 3 sec, whenever you activate Operating System Cyberware (Berserk, Sandevistan) or Overclock. Applies Stun and deals damage proportionate to the quantity and Tier of cyberware implants you have installed. -50% incoming damage while charging the EMP
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None |
Pro (9) |
- Level 1: +10% to all Cyberware stat modifiers.
- Level 2: -20% Cyberware Capacity Cost for cyberware in the integumentary System and Skeleton
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All Things Cyber |
Pro (9) |
- Level 1: +4 Cyberware Capacity for each attribute at 9 or higher
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All Things Cyber |
Pro (9) |
- Level 1: -5% incoming damage if all Integumentary System and Skeleton Cyberware slots are filled
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All Things Cyber |
Pro (9) |
- Level 1: +25% Crafting components from looting.
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All Things Cyber |
Pro (9) |
- Level 1: All cyberware gain an additional stat modifier
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Driver Update |
Pro (9) |
- Level 1: When upgrading cyberware, you can choose from two stat modifier options. A third option is available at Tier 3 and higher
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All Things Cyber |
Phenom (15) |
- Level 1: +10% to all cyberware stat modifiers.
- Level 2: +40 Armor
- Level 3: Unlocks a new cyberware slot for the Skeleton. All Skeleton Cyberware have boosted stats.
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License to Chrome |
Phenom (15) |
- Level 1: Unlocks a new cyberware slot for your Hands
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License to Chrome |
Phenom (15) |
- Level 1: 15% faster cooldown for all cyberware if all available cyberware slots are filled.
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License to Chrome |
Phenom (15) |
- Level 1: Allows you to install and use Cellular Adapter cyberware for the Integumentary System. Available for purchase at ripperdoc clinics.
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License to Chrome |
Phenom (15) |
- Level 1: +15% duration for all cyberware effects.
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License to Chrome |
Legend (20) |
- Level 1: Allows you to exceed your Cyberware Capacity by up to 50 points at the cost of -0.5% Max Health per point. When you neutralize an enemy during combat, there is a 0.1% chance for each point you're over capacity that you will enter a Fury state. In this state, you gain:
+10% Damage +30% Crit Chance +50% Crit Damage Duration: 12 sec.
- Level 2: -
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None |
Rookie (4) |
- Level 1: +33% vehicle health Vehicle-mounted weapons receive:
+25% damage -0.7 sec. lock-on time
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None |
Phenom (15) |
- Level 1: +20% Charge Speed for Tech Weapons
- Level 2: +15% Damage for charged shots with Tech Weapons
- Level 3: Unlock Bolt shots. To fire a Bolt, release the trigger for a charged shot right before it fully charges:
Counts as a fully charged shot +30% damage -50% Penalty for penetrating cover Full-auto Tech Weapons fire Bolts in a short burst. To continue firing Bolts in full-auto, press and hold the trigger again after firing the initial burst.
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Bolt |
Phenom (15) |
- Level 1: Increased time window to fire a Bolt
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Bolt |
Phenom (15) |
- Level 1: +10% Charge Speed after firing a Bolt. Stacks 3 times. Swapping weapons or firing a non-bolt shot resets the stack.
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Bolt |
Phenom (15) |
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Bolt |
Phenom (15) |
- Level 1: Tech Weapons no longer fire automatically when reaching full charge.
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Bolt |
Legend (20) |
- Level 1: Bolt now deals Electrical damage and releases an electric arc that can electrocute up to 3 nearby enemies
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I've done some testing on Gun Whisperer and here's how things break down as of version 1.06:
Works fine: Omaha pistols, Achilles rifles, Satara double barreled shotguns
Doesn't Work: Kenshin pistols, Quasar revolvers, Burya revolvers
Works, but absolutely ruins: Nekomata snipers (insanely jittery crosshair when aiming)
All iconic weapons should work or not depending on what model gun they are based on. I think Kenshins are the only ones that are "bugged". Quasars will rapidly fire bullets when fully charged as long as you hold down the fire button which conflicts mechanically with this perk (you can't hold down the fire button to simultaneously hold fire AND keep firing). Buryas can't be charged (seems they are "fully charged" every time you fire to compensate for low magazine size). And Nekomata is just bad design so who knows if it will be fixed.
1
+10
-1