STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
11
IN-GAME
62
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Founded
27 September, 2015
Showing 71-80 of 105 entries
3
about aced Lock N' Load affected weapons
5
ADS Sensitivity Equation Is Wrong
My notes:
Let fv = FOV/2 in whatever context it may pop up (it makes sense, because it has half the letters, 1.5 rounded to 2). All calculations revolve around this identity: tan fv = w/d where w is the half the (physical) width of the screen (h is also possible, referring to height) d is the (physical) distance of your head to the screen. It's rather abstract and thus eliminated from equations. The FOV slider and zoom in the game refer to the horizontal FOV given a 4:3 ratio. The game is set up in such a way that the vertical FOV is independent of aspect ratio. So the first step for the horizontal FOVs of other aspect ratios is to calculate the vertical fv (fvy): Let fv43 = horizontal fv given 4:3 ratio, i.e. essentially what the FOV slider and weapon sights modify. w43 and h43 = physical width or height of a 4:3 screen. These are abstract quantities on their own because they could refer to any screen width or height. tan fv43 = w43/d <=> 1/d = tan(fv43)/w43 => tan fvy = h43/d = h43/w43 tan(fv43) = 3/4 tan(fv43) fvy is the same regardless of aspect ratio. It depends solely on fv43, and fv43 is known, so fvy is known. fv43 is the only quantity that the user can influence, by moving the slider or using weapon sights. ==> tan fvy = 3/4 tan(fv43) Calculate the horizontal fv (fvx): Start with arbitrary width w, height h and distance d. 1/d = tan(fvy)/h = 3/4 tan(fv43)/h => tan fvx = w/d = w/h 3/4 tan(fv43) fvx depens on fv43 and the aspect ratio (w/h), both of which are known. ==> tan fvx = w/h 3/4 tan(fv43) Ingame slider and zoom: The slider and zoom change fv43. Hipfire: fv43 = 65 degrees, multiplied by 1.0 to 1.4 depending on slider. Sights: fv43 = 63, 60, 55, ... 20 degrees, multiplied by 1.0 to 1.2 depending on slider. Normalization: Let inp = mouse input, translated into degrees hip = fv when not using sights ads = fv when using sights Consider a point exactly halfway between the center and right edge of the screen. Given an fv of 40 degrees, what is the rotation required to aim at that point? tan inp = s/d where s is the distance from center (50% of the screen width in this case) tan fv = w/d => tan inp / tan fv = s/w w is unnecessary if we treat s as a dimensionless percentage or fraction. Drop w. s = tan inp / tan fv <=> inp = atan(s tan fv) So in this case, inp = 22.76 degrees. Normalization works as follows: For a certain s, make sure that the required input to reach that s is the same regardless of FOV. inp_hip = atan(s tan hip) inp_ads = atan(s tan ads) inp_hip is the plain, unmodified input. We want to modify inp_hip so that it becomes inp_ads. inp_hip * norm = inp_ads <=> norm = inp_ads/inp_hip = atan(s tan ads) / atan(s tan hip) So just multiply the normal input by norm to get the ads input. Special cases: Classic normalization (screen edge; s=1): norm = ads/hip Delta normalization (infinitely small; s=0): atan(s tan ads) / atan(s tan hip) \s->0 -> 0/0 Hopital rule: d/dx atan(s) = 1/(1+s^2) d/dx atan(s c) = c/(1 + c^2 s^2) = tan(ads)/(1+ tan(ads)^2 s^2) / tan(hip) * (1+ tan(hip)^2 s^2) \ s->0 = tan(ads)/tan(hip) *(1+tan(hip)^2 s^2)/(1+tan(ads)^2 s^2) \ s->0 = tan(ads)/tan(hip) *(1+0) / (1+0) = tan(ads)/tan(hip) norm = tan(ads)/tan(hip) ==> norm = atan(s tan ads) / atan(s tan hip) Double normalization: x and y should be normalized independently. Reminder: tan fvx = 3/4 tan(fv43) w/h => fvx = atan(3/4 tan(fv43) w/h) tan fvy = 3/4 tan(fv43) => fvy = atan(3/4 tan(fv43)) norm = atan(s tan ads) / atan(s tan hip) Consider the case s=1, 16:10 with hip=65, ads=20 (slider at 1.0): hipx = atan(3/4 tan(65) 16/10) = 68.76 adsx = atan(3/4 tan(20) 16/10) = 23.59 hipy = atan(3/4 tan(65)) = 58.13 adsy = atan(3/4 tan(20)) = 15.27 norm = ads/hip normx = adsx / hipx = atan(3/4 tan(20) 16/10) / atan(3/4 tan(65) 16/10) = 0.34 normy = adsy / hipy = atan(3/4 tan(20)) / atan(3/4 tan(65)) = 0.26 It cannot work out with a common normalizer. There is no harm doing independent normalization, so do it. Shifting FOV proportions: The data from double normalization also shows that the fvy/fvx ratios change: hipx/hipy = 68.76/58.13 = 1.18 adsx/adsy = 23.59/15.27 = 1.54 For small FOVs, the ratio approaches the aspect ratio (16:10, i.e. 1.6). For FOVs close to 180, the ratio approaches 1.0. Consider classic normalization with 16:10: For small FOVs, it takes 16 units to reach the right edge of the screen and 10 units to reach the top. For large FOVs, it takes the same number of units to reach either edge. The most sensible option would be the aspect ratio as the goal. The curious part is that hipfire is then affected. The x sensitivity should probably stay unchanged to have the least impact. The y sensitivity should adjust for hipfire: It takes roughly the same number of units to reach either edge. x should take more units than y, but x sensitivity is fixed. So y must need less units. The y sensitivity should be increased. I haven't had any personal problems with hipfire however. If I did change this, I would probably have to add a separate y sensitivity multiplier option somewhere anyway. So do not adjust. Summary: fv = FOV/2 Only fv43 is controlled by the user: Hipfire: fv43 = 65 degrees, multiplied by 1.0 to 1.4 depending on slider. Sights: fv43 = 63, 60, 55, ... 20 degrees, multiplied by 1.0 to 1.2 depending on slider. w/h = aspect ratio tan fvx = 3/4 tan(fv43) w/h tan fvy = 3/4 tan(fv43) => Let hip = 65/2 * slider ads = 63, 60 ... 20 * (slider+1)/2 tan hipx = 3/4 tan(hip) w/h tan hipy = 3/4 tan(hip) tan adsx = 3/4 tan(ads) w/h tan adsy = 3/4 tan(ads) Let user define an s between 0.001 and 1, which is the distance from the center of the screen at which the normalization should work perfectly. A value of 0.001 essentially corresponds to a single pixel offset for a display with 1920 width. normx = atan(s tan adsx) / atan(s tan hipx) = atan(s 3/4 w/h tan(ads)) / atan(s 3/4 w/h tan(hip)) normy = atan(s tan adsy) / atan(s tan hipy) = atan(s 3/4 tan(ads)) / atan(s 3/4 tan(hip)) When using sights, the x input is multiplied by normx, y input by normy.
This normalizes horizontal and vertical movement independently. Sensitivity adjusted according to aspect ratio. It also changes the function of the aiming sensitivity slider in the options to x from above. Leftmost position is your suggested change, rightmost is classic normalization.

function MenuManager:set_mouse_sensitivity(zoomed) self._controller:get_setup():get_connection("look"):set_multiplier(self._look_multiplier) -- Handle sensitivity via _pc_look_function. managers.controller:rebind_connections() local sens = managers.user:get_setting("camera_sensitivity") local xsens = sens local ysens = sens local s = math.clamp(managers.user:get_setting("camera_zoom_sensitivity"),0.001,1) * 3/4 if zoomed and alive(managers.player:player_unit()) then local currentState = managers.player:player_unit():movement():current_state() if alive(currentState._equipped_unit) then local fovMul = managers.user:get_setting("fov_multiplier") local aspectRatio = managers.viewport:aspect_ratio() local hip = math.tan(32.5*fovMul) local ads = math.tan((currentState._equipped_unit:base():zoom() or 65)*(fovMul+1)/4) xsens = xsens * math.atan(s * aspectRatio * ads) / math.atan(s* aspectRatio * hip) ysens = ysens * math.atan(s * ads) / math.atan(s * hip) end end MenuManager.xsens = xsens MenuManager.ysens = ysens end function FPCameraPlayerBase:_pc_look_function(stick_input, stick_input_multiplier, dt) mvector3.set_x(stick_input, (MenuManager.xsens or 1)*stick_input.x) mvector3.set_y(stick_input, (MenuManager.ysens or 1)*stick_input.y) return stick_input.x, stick_input.y end
I'm having some trouble understanding the ordinary normalization right now. I've run some stuff with autohotkey, basically variations of p::DllCall("mouse_event", uint, 1, int, 100, int, 0), where I move the mouse some steps (100 in the case above) to the right.

My notes so far:

The vertical FOV does not change with aspect ratio. The horizontal FOV gets wider as the aspect ratio increases. The FOV slider increases both vertical and horizontal FOV the same. A 360° rotation contains 8000 units, regardless of resolution. More generally: A 360° rotation takes 8000/ratio units, where ratio is the current FOV divided by hipfire FOV. Number of units required to reach the edge of the screen (classic normalization vs none; FOV slider maxed, so the FOV values are actually 65*1.4 or FOV*1.2): 4:3 resolution (1024x768 and 1600x1200 yield the same results): 65: 1010 => 360° needs ~8 of these turns. This makes sense because the FOV is 91°, so each turn is 45.5°. 40: 1010 532 => 15 turns needed 20: 1010 266 => 30 turns needed 16:10 (1920x1200): 65: 1127 40: 1180 624 20: 1200 318 16:9 (1600x900 and 1920x1080, basically the same results): 65: 1190 40: 1293 680 20: 1330 351 For 4:3 resolution, everything is fine: The units to reach the edge of the screen remain constant, regardless of FOV. For other resolutions, the horizontal FOV does not match the expected values anymore (i.e. the game indeed seems to be based on 4:3 resolutions).

I'll try to sort this out before moving on to your tweaks. I do believe that the classic normalization should work as it does with 4:3 resolutions, i.e. it is correct for movement to the edge of the screen, and the validity for 360° turns should be just a byproduct of sorts.
4
New Skill descriptions
Combat Medic:
1: During a revive interaction: *0.3 received damage. On revive: *0.3 received damage for 5 s.
2: Players you revive gain *1.3 health.

Painkillers:
1: Crewmembers being revived take *0.7 damage for 5 s.
2: Damage reduction increased to *0.2 instead.

Quick fix:
1: Decreases FAK and med bag deploy time by 50%. (1->0.5 s; 2->1 s)
2: Crew members using your heal equip take *0.85 damage for 120 s.

Uppers:
1: Add 7 more FAKs
2: Add 3 FAKs. Your FAKs are automatically used if someone was downed in 5 m radius.
Each player has a separate 20 s cooldown for such an event.

Combat doctor:
1: 2 doctor bags.
2: 2 more charges.

Inspire:
1: Revive time 6 s -> 3 s. Shout increases movement and reload by 20% for 10 s. 3.5 s cooldown
2: Revive over distance. 20 s cooldown.



Forced Friendship:
1: Cable ties 2->6. Tie in 0.5 s instead of 2 s.
2: Crew. 0.5 damage absorption for every hostage up to 8. Does not include local minions.

Confident:
1: Range of intimidation is increased by 50%. And intimidation aura 10 m.
2: You can now have 2 converted enems. (Needs Joker)

Joker:
1: You can convert enemies. 1 enemy limit unless confident.
2: Convert takes *0.65 damage and deals 45% more damage.
Time to convert reduced by 65%. 1.5 * 0.35 s.

Stockholm Syndrome:
1: Civilians are intimidated by noise and remain 50% longer.
2: Hostages do not set a path to flee when freed (can always be affected with the basic effect due to that).
When going into custody, your hostages will trade for your return. Can happen only once per heist. ########### TODO. player.super_syndrome {true}

Partners in crime:
1: If converted enemy: +0.1 movement speed
Convert takes *0.55 damage
2: Having a convert increases health by +30%.
Convert takes *0.1 damage instead.

Hostage taker:
1: Having at least one hostage or converted makes you regen 1.5% hp every 5 s.
2: 4.5% instead.




Stable shot:
1: You gain 8 stability.
2: 16 acc while standing still.

Rifleman:
1: Snap to zoom is 100% faster with all AR+SR. Unhindered movement speed with steel sight.
2: AR+SR: +2 zoom index. +8 acc with AR+SR while moving.

Marksman:
1: 8 acc with all non-shotgun, non-pistol in single-shot mode. Akimbo pistols are not pistols.
2: When using non-shotgun, non-pistol in single-shot mode with weapon sights: The spread difference due to accuracy addends is multiplied by 0.8. This skill makes you less accurate. E.g. your weapon has 80 accuracy without skills and 100 accuracy with skills. This difference of 20 is then multiplied by 0.8 and becomes your actual bonus, leaving you with 96 accuracy. That accuracy is then affected by stance multipliers as usual.

High value target:
1: Enemies you mark take 15% more bullet, explosion and melee damage.
2: You do 50% extra bullet damage against enemies marked with the damage bonus when further than 10 m.
Duration of mark increased by 100% (does not apply to tripmines) and can mark by aiming at them with any weapon (restricted by 40 m range).

Aggressive reload:
1: Increase reload speed with AR by 15%.
2: Headshot (killing or not) increases reload speed by 40% for 2 s. Cannot be stacked in any way. The 2 s must run out before another headshot can activate it again.
Only triggered by SMG, AR, SR in single-shot mode.

Ammo efficiency:
1: Getting 3 headshots in less than 6 s will add 1 bullet to total ammo. Only triggered by SMG, AR, SR in single-shot mode. Switching to invalid weapon type or auto-fire resets the skill. There is no cooldown, so with enough headshots, you can get many bullets within 6 s. Misses do not reset anything.
2: 2 headshots instead.







Underdog: Same as before.

Shotgun CQB:
1: Reload SG 15% faster.
2: Reload SG 50% faster instead. 125% increased sight speed with shotguns.

Shotgun impact:
1: Shotgun +8 stability. +10% damage with shotguns.
2: +5% damage with shotguns.

Far Away:
1: Stance value while aiming down sights with SG is decreased by -0.4.
2: SG when aiming sights: Minimum and maximum range *1.5.

Close by:
1: Hip-fire SG while sprinting. Redundant with Tech skill.
2: SG with magazines (IZHMA and Steakout) have magsize increased by 15.
ROF increased by 35% for hipfire from non-magazine shotguns.

OVERKILL:
1: When killing an enemy with SG or saw, extra 75% dmg for 20 s. Explosive and fire damage shotguns trigger also on killing civilians.
2: Damage bonus applies to all weapons except grenade launchers. Must still be triggered by SG/saw.
Weapon swap speed *1.8.



Resilience:
1: No effect.
2: Flashbang degradation rate *2.5. The flashbang effect degrades at a constant rate. A single flashbang does not completely fill out your flashbang value. The threshold at which your screen is white is below the maximum.

Die Hard:
1: Received dmg *0.5 while interacting.
2: Ballistic armor increased by +20.

Transporter:
1: Throw bags 50% further.
2: When carrying bags, your speed is multiplied by 1.01^floor(armor/10), where armor includes addends, but not the multiplier due to Iron Man or Armorer. If you have a multiplier, then you cannot use the inventory value directly. Anarchist counts as an addend and offers the greatest bonus. The skill cannot make you faster than when not carrying anything. So light and medium bags are not affected by the skill at all.

Shock and awe:
1: Armor recovery time *0.75 (crew).
2: Weapon can knock back shields. Ranged weapons have a 20% chance at 0 damage, 60% chance at 2000+ damage.

Bullseye:
1: Regen 5 armor for each successful headshot. Cooldown 2 s.
2: Additional 20 armor.

Iron man:
1: +30% armor.
2: Unlocks ICTV.



Scavenger:
1: Ammo box pickup range increased from 2 m to 3 m.
2: Every 6th enemy killed drops extra ammo box.

Bulletstorm:
1: Your ammo bags let players shoot without using ammo for up to 5 s. Scales linearly with the amount of ammo taken, i.e. 200% = 5 s. Does not affect the saw.
2: 20 s max

Portable saw:
1: Unlocks saw as secondary weapon.
2: Saw ammo *1.5. Saw damage *1.4 versus static on map objects like locks.

Extra lead:
1: 2 ammo bags.
2: +200% ammo

Saw massacre:
1: By default, the saw needs 1-10 ammo (randomly chosen), plus 15 against enemies, else 5. The skill lowers the 15 to 10. I.e. the average cost against enemies is lowered from 15+5.5 to 10+5.5.
2: Saw attacks penetrate everything; you have only a 1 m range though. Upon saw kill: Fully suppress and evaluate 50% chance for panic in enemies in 10 m radius around you.

Fully Loaded:
1: Total ammo capacity *1.25.
2: Ammo pickup bonus 1.75. Does not stack with perk deck. 5% chance for throwable; multiplied by *1.01 on fail.




Third law:
1: Deploying sentry leaves you 30% ammo left. Where ammo is the difference (current total ammo - magazine size), considering only your active weapon. Ammo is rounded down. Having no skill leaves you 20%. So sentries take variable amounts depending on your current total ammo. To be able to place a sentry, you must have (current total ammo - magazine size) / (maximum total ammo - magazine size) > 0.33. In other words, after accounting for that mag size subtraction, you must be 33% on your way to maximum total ammo. As, even if your current ammo is max, you only have slightly less than 30% ammo less after placing a sentry, you cannot place two sentries in a row without picking up ammo. Because the skill always subtracts the magazine size, the best equipment are weapons with a large ammo pool where the magazine is almost as large, e.g. DMR AK with 63 bullets and 60 mag size has diff 3 and is therefore better than a GL with 1 round and 6 mag size.
2: Sentry guns gain protective shield.

Sentry targeting practice:
1: Spread 2.5° instead of 5°.
2: Rotation speed increased by 150%. 225 ammo instead of 150.

Eco sentry:
1: Deploying sentry leaves you 40% ammo left instead. At maximum ammo, this usually allows you to place 2 sentries in a row without rearming (or 4 if you cycle to your other weapon as well).
2: 150% increased health.

Engineering:
1: Sentry does not make alerts apparently.
2: Toggle AP. Delay between shots is 0.525 instead of 0.15. 75 damage instead of 30. Cannot penetrate Tan armor (it aims for the head anyway), but does penetrate shields. Ammo consumption is unchanged, so you get more damage out of AP sentries.

Jack of all trades:
1: Deploy/interact twice as fast with deployables.
2: Equip secondary deployable. You only get half as many items (rounded up). So having the upgrade for a second ammo bag does not make any difference.

Tower defense:
1: +1 sentry gun.
2: +2 sentry guns.




Hardware expert:
1: Fix drills and saws 25% faster (10 s-> 7.5 s). Silent. -20% time to place trip mines (2 s->1.6 s).
2: 10% autorestart chance.

Combat engineering:
1: Tripmine explosion radius *1.3. 3 m radius by default.
2: Tripmine damage AND radius *1.5.

Drill sawgeant:
1: Drill timer *0.85.
2: Drill timer *0.7 instead.

More firepower:
1: +1 shaped charge. +4 trip mines.
2: +2 shaped charge. +7 trip mines.

Kickstarter:
1: 30% autorestart chance instead. (Instead of Hardware expert aced. Experience tells that this does not work properly.)
2: Reset broken drill with melee. 50% chance. You only have one chance per time the drill is broken.

Fire trap:
1: Tripmine have fire like molotovs for 10 s. Diameter should be 6*0.75 m = 4.5 m.
2: Diameter increased by 50%. Duration increased to 20 s.



Steady grip:
1: +8 acc
2: +16 stab

Heavy impact:
1: 5% chance to force heavy hurt animation on enemies except Bulldozes and Winters.
2: 20% chance instead.

Fire control:
1: +12 acc while hipfire.
2: Moving spread multiplied by 0.8. The result is then added to the stance value. The original moving spread ranges from 0.5 to 2.5, which is then multiplied. Values below 1 are accuracy bonuses.

Lock N Load:
1: Hipfire while sprinting.
2: On every other enemy kill: If the weapon is GL, bow, or flamethrower or a weapon set to full-auto, activate. While active, wait for a weapon switch or reload event. On weapon switch, deactivate. On reload: Let modified ammo = current ammo in magazine minus (if applicable) 15 if Surefire basic (even for akimbo SMGs). If modified ammo <=20: Use reload multiplier 1.6. Otherwise, use reload multiplier 1.6*0.99^(modified ammo - 20). The reload multiplier is actually additive in the end, so subtract 1 from the result and then add it to other reload speed bonuses.

Surefire:
1: SMG, LMG, AR gain 15 more bullets. 30 for akimbo SMG.
2: Bullets can pierce Tan body armor. Does not apply to throwables.

Body expertise:
1: When using SMG, LMG, AR set to full-auto upon spawning, or special weapons (bow, crossbow, minigun, saw): Bodyshot bullet damage multiplied by (1 + 0.1875*headshot multiplier). Only bullet damage is affected.
2: 0.625 instead.




Chameleon:
1: Casing mode: 25% time increase until detected and you can mark enemies+cameras.
2: Casing mode: Pick up items. 30% more value to instant cash that you pick up.

Cleaner:
1: 2 body bags in inventory. Inventory space increased to 3.
2: Place 2 body bag cases ability.

Sixth sense:
1: Automatically mark enemies in 10 m radius after not pressing any buttons (only looking around is allowed) for 3.5 s in stealth.
2: Access to all insider assets. Civ cleaning costs in whisper mode reduced by 75%.

Nimble:
1: Loop a camera to disable it for 26 s.
2: 50% lockpick duration. Can lockpick hard locks (i.e. safes).

ECM overdrive:
1: Duration for jam+feedback *1.25.
2: Open doors with ECM.

ECM specialist:
1: 2 ECMs
2: Duration for jam+feedback *1.25. Pagers delayed.




Duck and cover:
1: Stamina regen starts after 0.75 s instead of 1 s. 25% faster regen. Sprint speed +0.25.
2: 10% increased dodge while sprinting.

Parkour:
1: +0.1 movement speed. +0.2 climb speed.
2: Sprint in any direction. Run and reload.

Inner pockets:
1: Melee conceal increased by 2.
2: Conceal of ballistic vests increased by 4.

Dire need:
1: Upon armor breaking: First shot on every enemy causes enemy to stagger. End upon armor regen.
2: Persists for 6 s after regen.

Shockproof:
1: Upon tased, evaluate 30% chance to knock back the Taser every second. A tase needs 10 seconds to incapacitate you, so you should have 9 chances or so; the chance to be incapacitated is 0.7^9 = 4%.
2: When tased, you can free yourself by pressing the interaction button (no target needed) within 2 s.

Sneaky bastard:
1: 1% dodge chance for every 3 points of concealment under 35. Up to 10%.
2: 1% dodge for every 1 point instead.



Second wind:
1: As long as you have 0 armor and your armor regeneration is stuck in the 1 s const regen time: Movement speed increased by 30% for 5 s for the entire crew.
2: No effect.

Optical illusions:
1: Priority multiplier *0.65.
2: 1 concealment for each silenced weapon. Concealment penalty of silencers reduced by 2, so that silencers with a concealment penalty of 2 or less will not change your concealment anymore.

The Professional:
1: For silencers: +8 stab and +100% weapon sight speed.
2: For silencers: +12 acc

Low blow:
1: 3% crit chance for every 3 points conceal below 35 up to 30%.
2: 3% for every 1 point.

Specialized Killing:
1: +15% damage with silenced weapons.
2: +15% damage with silenced weapons.

Unseen strike:
1: If you have not taken bullet or explosion damage in the past 4 s: 35% crit chance
2: No effect.



Equilibrium:
1: Pistol+Akimbo swap speed *1.5.
2: +8 acc with all pistols+akimbo.

Gun nut:
1: Pistol mag size increased by 5 bullets. 10 for akimbo. Revolvers not included.
2: 50% ROF with pistols+akimbo.

Akimbo:
1: Akimbo stability penalty reduced by 8.
2: Akimbo weapon stability penalty reduced by 8. Ammo capacity *1.5.

One handed talent:
1: Pistol+akimbo damage +5.
2: Pistol+akimbo damage +10.

Desperado:
1: Upon successful pistol+akimbo enemy hit: Create a 10 second frame, initialized with a 1.1 multiplier. Upon more hits, multiply that by 1.1 up to 1.1^4. This value minus 1 is added to the stance value. This skill makes you less accurate. The frames cannot be stacked on top of each other, so there is a short downtime between frames.
2: Pistol+akimbo reload speed +50%.

Trigger happy:
1: Same as Desperado, except that the frame is 2 s, with a 1.2 damage multiplier per stack. Stacks up to 4 times.
2: Duration boosted to 10 s.



Equilibrium:
1: Pistol+Akimbo swap speed *1.5.
2: +8 acc with all pistols+akimbo.

Gun nut:
1: Pistol mag size increased by 5 bullets. 10 for akimbo. Revolvers not included.
2: 50% ROF with pistols+akimbo.

Akimbo:
1: Akimbo stability penalty reduced by 8.
2: Akimbo weapon stability penalty reduced by 8. Ammo capacity *1.5.

One handed talent:
1: Pistol+akimbo damage +5.
2: Pistol+akimbo damage +10.

Desperado:
1: Upon successful pistol+akimbo enemy hit: Create a 10 second frame, initialized with a 1.1 multiplier. Upon more hits, multiply that by 1.1 up to 1.1^4. This value minus 1 is added to the stance value. This skill makes you less accurate. The frames cannot be stacked on top of each other, so there is a short downtime between frames.
2: Pistol+akimbo reload speed +50%.

Trigger happy:
1: Same as Desperado, except that the frame is 2 s, with a 1.2 damage multiplier per stack. Stacks up to 4 times.
2: Duration boosted to 10 s.



Nine lives:
1: Bleedout health increased from 100 to 150.
2: You go into custody on your fifth down instead of fourth.

Running from death:
1: After being revived: Reload speed and swap speed *1.8 for 10 s.
2: After being revived: Movement speed *1.3 for 10 s.

Up you go:
1: After being revived: *0.7 received damage for 10 s.
2: Health when being revived: *1.4.

Swan song: Same as before (except that less weapons are ammo restricted, same as Bulletstorm).

Feign death:
1: Upon being downed by bullet, explosion or melee, 15% chance to get revived after a second.
2: 45% instead.

Messiah:
1: In bleedout: If you kill an enemy, you can press jump to revive yourself as long as you do not enter fatal mode. 1 charge.
2: Charge replenished on using doctor bag.



Martial arts:
1: No effect. Because of training.
2: Received melee damage *0.5.

Bloodthirst:
1: Every non-melee kill increases your next melee damage by 100%. Up to *3 damage possible. Reset on melee attack on enemy.
2: On enemy melee kill, +50% reload speed increase until heist end.

Pumping Iron:
1: Melee attacks against non-special do 50% more damage.
2: Melee against special do 50% more damage.

Counterstrike:
1: Charging melee weapon knocks down enemies meleeing you. No damage to them.
2: Counter Cloakers.

Berserker:
1: Melee and saw: Damage multiplier bonus scaling from 0% at 50% HP to 250% HP at 0 HP.
2: Up to 100% more damage with ranged.
Does not apply to Grenade launchers.
Gambler regen by other players disabled while this is provides bonuses.

Frenzy:
1: You only heal 25% of your original values (also applies to FAKs). You only get 30% of your max health (revive health also multiplied by 0.3). Received health damage *0.75; the damage cooldown is not informed about this, so you are protected only against attacks with at least 0.75^-1 of the previous damage.
2: You heal 50% instead of 25%. Received health damage *0.4.
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XP tracking script
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