Up to 11
Can charge Tech Weapons up to 75%/100% capacity.
Up to 11 is a Technical Ability Perk in Cyberpunk 2077. Up to 11 allows you to charge Tech Weapons up to 75% / 100% capacity. Perks in Cyberpunk 2077 grant different bonuses and improvements to V. Technical Ability Perks are related to the Technical Ability primary stat.
Up to 11 Description
Allows you to charge Tech Weapons up to 75% / 100% capacity.
Up to 11 Upgrades
|Level 1||Allows you to charge Tech Weapons up to 75% capacity.|
|Level 2||Allows you to charge Tech Weapons up to 100% capacity.|
Weapons that can use Up to 11.
Videos Related to Up to 11
Up to 11 Notes & Tips
- While not explicitly stated, this perk has a side effect of causing Tech weapons to take longer to reach maximum charge.
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Just tested it, 0/2 with sniper headshot, 1600-1700~
after throwing both levels on, 2100~
(legend Neko at 25% charge mult. so x2 charging capacity = +25%, not double damage, so a +400ish increase was exactly what was expected., from 1600-1700)
this is ver 1.61
this is without uber.
however there is the logical downside, not error or bug, that the charged shot will not penetrate unless using the new fully extended charge (Tech description DOES say only fully charged shots so, it aint lying at least). but damage seemed unaffected.
As far as I can tell via testing with and without this perk, in its current state (Patch 1.04) this perk DOES NOT increase damage whatsoever.
Instead what it seems to do is increase charge time by 50/100% and then increase penetration power (and give penetration power to successive uncharged rapid fire shots like from the DR12 Quasar). might've been worth it except you get no penetration power at the original max charge, so it effectively nerfs tech weapons.
TL;DR: Don't take this trait unless it gets patched or changed. It increases charge time with almost no benefit.
WTF does charging the capacity to 75/100% even mean? Is it just more damage? Ammo use? ?????????