Dermal plating
dermal plating
10 lbs. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
DermalPlating |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
Cybernetic Info
License point cost
|
3 |
---|---|
Slots
|
Body • Head • Back |
Destroyed when removed
|
No |
dermal plating is a moderate cost cybernetic implant that increases the user's AV by 1 when installed.
Advantages & Disadvantages=
This section is opinion-based. Your mileage may vary.
Advantages
- One additional AV provides a notable boost to survivability, especially when found early.
- All builds in some fashion utilize AV.
- Stacks with the Calloused skill, giving the user an innate AV value of up to 4 with 3 copies of dermal plating installed.
Disadvantages
- Becomes less relevant as the user finds more protective gear.
- Can be fully replaced by using a sphynx salt injector to safety cook with a dram of neutron flux. Two drams of which can be obtained by killing the alchemist located on strata 8 of Bethesda Susa, freeing up a slot for an implant with effects that cannot be as easily replicated, such as bionic liver, intravenous port or phase-adaptive scope.
- Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find dermal plating in a given playthrough, especially when the relatively limited availability of cybernetics (compared to other items) is taken into consideration. However, despite this scarcity, there are specific places where the user can look in order to maximize their chances of a successful acquisition.
- Due to dermal plating being considered a mid-tier implant, the following sources provide the greatest odds of finding a copy:
- Ezra's tinkerer Yla Haj who offers a non-restocking selection of 6-8 cybernetics taken from the tier 5 cybernetics drop table.
- village tinkers from villages which happen to spawn in mid-tier zones such as jungles, Rivers or banana groves can, upon restock, sometimes offer 2-4 implants taken from the zone's corresponding cybernetics table.
- Historical sites which spawn in mid-tier zones like the mountains or Rainbow Wood, have a chance of containing becoming nooks which each hold 1-2 zone-tier appropriate implants. The locations of such historical sites can be obtained with some reliability by water-ritualing legendary members of the Putus Templar and trading for secrets.
- The cybernetics ward on strata 13 of Bethesda Susa contains 4 becoming nooks which together provide 4-8 implants taken from the tier 4 cybernetics drop table.
- Certain lower-ranking members of the Putus Templar such as Knight Templars, Banner-Knight Templars and Gunner-Knight Templars have a 25% chance of spawning with the implanted prefix. Which, when killed and butchered drop cybernetics pulled from the cybernetics 4 table at 80% efficiency.
- Alternatively, if the user would rather guarantee eventual access to a copy of dermal plating, they can take the following action:
- Under normal circumstances, the guaranteed gutsmonger present at the Six Day Stilt only provides a restocking inventory of 6-8 implants taken from the cybernetics 1 drop table. However, gutsmongers, unlike most other merchants, adjust the tier of their wares to correspond with whatever zone they are currently standing within. This essentially means, that if the user were to make a gutsmonger a follower, such as by using the Proselytize skill or a love injector, the user could then transport said gutsmonger to a mid-tier location such as Ezra, in order to have access to a permanent and restocking source of mid-tier implants.
- The newly transported gutsmonger can then be cloned with a rebuked cloneling in order to massively increase the number of cybernetics available each restock. Allowing the user with enough dedicated farms to eventually obtain any implant of any tier.
Tips
- Having additional AV independent of equipment slots can allow the user to more safety use certain gear items which otherwise have powerful effects/utility abilities but are hampered by relatively poor(especially for the later game) protective stats. Such gear items include but are not limited to: