High-grade dermal insulation
high-grade dermal insulation
3 lbs. Weight | |
Complexity
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4 |
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Character
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ç |
ID?
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HighGradeDermalInsulation |
Spawns in
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Infobox data from game version 2.0.207.72
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Cybernetic Info
License point cost
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3 |
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Slots
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Body • Head • Back |
Destroyed when removed
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Yes |
high-grade dermal insulation is a lower cost cybernetic which upon installation grants the user a +9 or 9% bonus to each of the four Elemental resistances.
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Can reduce the danger of certain enemies capable of heavy elemental damage, such as humors and gyrohumors.
- Can be useful for traveling in locations with extreme temperatures such as Bethesda Susa and the Asphalt Mines.
- Having nearly a 10% reduction to all elemental damage can be potentially lifesaving, especially against enemies capable of relatively large bursts like dawngliders or quatravolt gliders.
Disadvantages
- kaleidocera capes, kaleidocera muffs and kaleidocera krakows all provide a much higher increase to overall elemental resistance (+20) without taking up a valuable cybernetics slot.
- Does not provide a unique or especially difficult to obtain bonus.
- The Head, Body and Back slots are generally competitive, which can make the opportunity cost of installing less impactful implants very high.
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find high-grade dermal insulation 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 high-grade dermal insulation 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 high-grade dermal insulation, 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
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
- Becomes noticeably more effective if the user originates from Yawningmoon or Ibul. The innate +15 to heat or cold resistance castes from those arcologies are granted, is increased to 24 with the implant installed. Providing fairly substantial protection especially if found early.
- Provides an approximate 4% reduction to the seven-type composite damage of the exceptionally deadly Irisdual Beam possessed by the Girsh Nephilim, slightly improving survivability especially when used alongside other sources of resistance such as bionic liver, grounding shunts or additional copies of the implant.
- Melee-focused characters who generally do not need certain back slot exclusive cybernetics like gun rack or phase-adaptive scope may have an easier time finding space for high-grade dermal insulation or other utility implants such as intravenous port.