Post by Usagi on Aug 5, 2013 19:24:41 GMT -5
Volgon sent me a link to a rip of the data for skills here. It seems that this is from an earlier build because some of the skills have had their names changed or been moved up or down the tiers. Sorry if it comes in bits and pieces, this might take a while.
First of all, the Crime.net discount that comes with the Career Criminal Edition is 10%. Much higher than I expected.
Secondly, Tier Bonuses are unlocked when the you've spent enough points in a tree to unlock the skills in that tree, none of the skills in that tier have to be purchased to get the Tier Bonus.
Mastermind:
Tier One:
Bonus: Time to heal from a Doctor bag multiplied by 0.8 (25% faster)
Cable Guy: Time to tie up civilians multiplied by 0.5 (twice as fast)
Cable Guy Ace:You are given 8 extra cable ties (10 in total) This was nerfed on launch to 3 extra cable ties (5 in total)
Combat Medic: You deal 25% more damage for 10 seconds after reviving an ally.
Combat Medic Ace: Allies that you revive will have 25% more health (players normally have 50% health when revived, 0.5*1.25=0.625, so players that you revive will have 62.5%)
Endurance: Your total stamina is doubled.
Endurance Ace: The total stamina of all teammates, including you, is multiplied by 1.5 (This stacks with Endurance, giving you triple stamina)
Tier Two:
Bonus: Total stamina of you and your allies is increased by 15% (NOTE: The files say that this is increased to 30% if you have purchased Leadership. Seems too weird to be true.)
Tactician: You deal 5% more damage to special enemies.
Tactician Ace: If you mark a special enemy you will deal 15% extra damage to him instead of 5%. You must have personally marked him and only you get the damage boost.
Fast Learner: You earn 10% more experience from everything.
Fast Learner Ace: Your team earns 10% more experience from everything. (NOTE: I am unsure if this bonus stacks with Fast Learner Basic.)
Leadership: You and your team's pistol recoil is multiplied by 0.75 (25% decrease)
Leadership Ace: Recoil for all weapons is halved for you and you team. (NOTE: I don't know if this stacks with Leadership Basic.)
Tier Three:
Bonus: Your shout distance is increased by 25%.
Stockholm Syndrome: If you are downed, you can interact with a nearby civilian (he can't be a hostage obviously) and he/she will revive you.
(NOTE: The skill description says there is a chance they will revive you but I haven't found any number indicating a percentage chance so I'm going to assume it's guaranteed to work.)
Stockholm Syndrome Ace: A civilian that revives you will also give you ammo. (The files don't say how much.)
Equilibrium: Bullet spread with pistols is multiplied by 0.9 (19% increase in accuracy if my math is right) You also pull out and put away you pistol 50% faster.
Equilibrium Ace: Rate of fire for all pistols is doubled.
Dominator: You can now force enemies to cuff themselves by shouting at them. Cuffed enemies can be used as hostages. (NOTE: Only works on Heavy SWATs and below.)
Dominator Ace: The range of your shout is doubled.
Tier Four:
Bonus: Enemies that you convert will deal 5% more damage and any damage they take will be multiplied by 0.25, effectively giving them quadruple health.
Black Marketeer: The cost of everthing in the market is multiplied by 0.95 (5% discount)
Black Marketeer Ace: Your discount is boosted to 0.8 (20%) and everything you sell is worth 25% more.
Combat Doctor: You get an extra Doctor Bag (total of 2)
Combat Doctor Ace: Your Doctor Bags can be used 2 more times before disappearing (4 uses total for each Doctor Bag)
Joker: You can convert an enemy you've cuffed to fight on your side. You can only have one at a time and they cannot be revived if they die.
Joker Ace: Enemies that you convert will deal 450% more damage and any damage they take will be multiplied by 0.40, effectively giving them 150% more health.
(NOTE: This stacks with the Tier Four bonus, giving a total of 472.5% more damage and 900% more health.)
Tier Five:
Bonus: Time to convert enemies is multiplied by 0.33 (200% faster)
Inside Man: The cost of Assets is halved for you. (Therefore it only works if you're the host of the game)
Inside Man Ace: A special Asset called "Inside Man" is unlocked for you. (I don't what it does.)
Gunslinger: You reload pistols 33% faster. (Reload time is multiplied by approximately 0.75)
Gunslinger Ace: You deal 25% more damage with all pistols.
Kilmer: You reload rifles 33% faster. (Reload time is multiplied by approximately 0.75)
Kilmer Ace: Your bullet spread while moving with assault rifles is multiplied by 0.5 (75% increase in accuracy)
Tier Six:
Bonus: Your shouts are 200% more intimidating (no idea how this works) and the cost of Assets is halved.
Crowd Control: You deal no damage to civilians.
Crowd Control Ace: Civilians will stay intimidated 10 times longer.
Pistol Messiah: If you get a kill with a pistol while you are downed you will instantly be revived. You can only do this once. If you are arrested you will get another charge of Pistol Messiah when you are released.
Pistol Messiah Ace: You get 3 charges instead of 1. (I'm not sure if all three charges are refilled when you get out of custody.)
Inspire: You revive allies twice as fast.
Inspire Ace: You can now revive allies at a distance by shouting at them.
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Enforcer:
Tier One:
Bonus: You suppress enemies 10% better.
Oppressor: You suppress enemies 25% better.
Oppressor Ace: The bonus of this skill is boosted from 25% to 75%.
Bullet Storm: For 5 seconds after deploying an Ammo Bag your shot do not consume any ammunition.
Bullet Storm Ace: Time is boosted to 10 seconds.
Transporter: You move 50% faster while carrying a bag. (Money, cocaine, meth, or body bags.)
Transporter Ace: You can throw bags 50% further.
Tier Two:
Bonus: You have 10% more maximum health.
Die Hard: You can use your primary weapon when downed. (I'm fairly certain you can switch between your primary and secondary.)
Die Hard Ace: The time it takes to regenerate you armor is multiplied by 0.85 (I don't know if this affects the delay before it starts to recharge or just the time it takes to recharge after it starts to recharge.)
Underdog: When you are surrounded by three enemies, this skill triggers and gives you a 10% damage boost for 7 seconds.
Underdog Ace: All incoming damage is multiplied by 0.85 while this skill is active.
Steroids: Your melee attacks deal double damage to non-special enemies.
Steroids Ace: Your melee attacks deal double damage to special enemies and quadruple damage to non-special enemies.
Tier Three:
Bonus: The tier one suppression bonus is boosted to 20%.
Shotgun Impact: Recoil with all shotguns is multiplied by 0.75 (25% decrease in recoil)
Shotgun Impact Ace: You deal 20% more damage with shotguns.
Stun Resistance: The effect of enemy flashbangs is halved.
Stun Resistance Ace: The effect of enemy flashbangs is now quartered instead of halved.
Tough Guy: Your flinch when shot is halved.
Tough Guy Ace: You have 25% more health while in bleedout.
Tier Four:
Bonus: The tier two health bonus is boosted to 20%.
Shotgun CQB: Shotgun reload speed is increased by 50%. (Reload time reduced by one third)
Shotgun CQB Ace: The speed of your ADS with shotguns is multiplied by 2.25 (ADS time reduced by ~56%)
Ammunition Specialist: You can now carry 2 Ammo Bags.
Ammunition Specialist Ace: Your Ammo Bags can now be used 2 more times.
Berserker: If your health is below 40%, your melee attacks will deal 500% more damage.
Berserker Ace: If your health is below 40%, your guns will deal double damage and your melee attacks will deal 600% more damage.
Tier Five:
Bonus: You now deal 5% more damage with all weapons. This does not affect melee attacks.
Hard Boiled: Hipfire spread with all shotguns is multiplied by 0.8 (36% increase in accuracy)
Hard Boiled Ace: Hipfire spread with all other weapons is multiplied by 0.8, including the OVE9000 Portable Saw.
Bandolier: Your ammo carrying capacity is increased by 25%.
Bandolier Ace: Ammo pickups give you 75% more ammo.
Portable Saw: Unlocks the ability to purchase and equip the OVE9000 Portable Saw.
Portable Saw Ace: The amount of sawblades you can carry is doubled.
Tier Six:
Bonus: The tier four health bonus is boosted to 40%.
Overkill: When you get a kill with a shotgun or the OVE9000 Portable Saw you will deal double damage with those weapons for 6 seconds.
Overkill Ace: The double damage bonus will now apply to all weapons but must be triggered by a shotgun or the OVE9000 Saw.
Man of Iron: Allows you to equip the heaviest armor in the game, the Improved Combined Tactical Vest. This shit is powerful. If my data is correct, it's twice as powerful as the previous armor, the Combined Tactical Vest.
Man of Iron Ace: Allows you to knock down Shields by punching their shield.
Carbon Blade: Firetime of the OVE9000 Portable Saw is multiplied by 0.9. The Saw deals 20% more damage to objects that can be cut through. (doors, locks, etc.)
Carbon Blade Ace: Firetime is now multiplied by 0.7 instead of 0.9. The Saw now deals 40% more damage to objects that can be cut through instead of 20%. Less ammo is consumed when using it to attack enemies. (doesn't say how much, just that it =true)
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Technician:
Tier One:
Bonus: Cost of adding mods to weapons and crafting masks is reduced by 1%.
Rifleman: ADS speed with all rifles is doubled.
Rifleman Ace: ADS zoom with all rifles is doubled.
Demolition Man: You get an extra trip mine for a total of 3.
Demolition Man Ace: Allows you turn turn your trip mines on and off after you've deployed them.
Nerves of Steel: Any damage you take while interacting with something is multiplied by 0.5
Nerves of Steel Ace: Allows you to ADS while in bleedout.
Tier Two:
Bonus: Idle sway with all weapons is multiplied by 0.95
Sharpshooter: Bullet spread with all semi-automatic weapons is multiplied by by 0.5 (75% increase in accuracy)
Sharpshooter Ace: Recoil with all rifles is multiplied by 0.75
Combat Engineer: Time to deploy trip mines is multiplied by 0.8. If you have at least the Basic version of Hardware Expert purchased, the time is halved.
Combat Engineer Ace: Allows you to toggle trip mines to a 'sensor mode.' I'm not 100% sure what this means but I think it turns them into proximity mines instead of just having a trip laser.
Hardware Expert: The time that it takes to fix the drill after it breaks down is multiplied by 0.75.
Hardware Expert Ace: If a drill breaks down it has a 30% chance to automatically restart after a few seconds. You can also deploy your sentry guns in half the time.
Tier Three:
Bonus: Your tier one crafting discount is increased to 3%.
Sentry Gun: Enables you to equip a Sentry Gun.
Sentry Gun Ace: Your Sentry Gun's health is doubled.
Improved Crafting: The cost of adding a mod to a weapon is reduced by 10%.
Improved Crafting Ace: The cost of crafting masks is reduced by 10%
Drill Sergeant: The time it takes for a drill to finish is multiplied by 0.9.
Drill Sergeant Ace: The Basic bonus is increased to 0.75.
Tier Four:
Bonus: Your headshots with all weapons deal 25% more damage.
Sentry Targeting Package: The bullet spread of your Sentry gun is multiplied by 0.5 (75% increase in accuracy)
Sentry Targeting Package Ace: Your Sentry Guns can now rotate twice a fast.
Blast Radius: The size of the explosion of your Trip Mines is increased by 25%.
Blast Radius Ace: The Basic bonus is boosted to 75%.
Silent Drilling: The radius of the noise created by the drill is decreased to 900. (inches? centimeters? I don't know.)
Silent Drilling Ace: The drill is now completely silent.
Tier Five:
Bonus: Tier three discount is boosted to 5%.
Sentry Combat Upgrade: Your Sentry gets 50% more ammo.
Sentry Combat Upgrade Ace: Your Sentry Gun gets a shield that blocks bullets. The shield can't be destroyed (I think) and bullets that hit it deal no damage.
Shaped Charge: You get 3 more Trip Mines.
Shaped Charge Ace: You can now plant your Trip Mines on safes and doors to blow them open.
Shockproof: There is a chance that a Taser will shock themselves instead of you. (No numbers listed, just ={true})
Shockproof Ace: If you interact with a Taser that is Tasing you, they will be tased as well.
Tier Six:
Bonus: Tier two recoil bonus is boosted to 0.9. Your armor is increased by 10%. The time it takes for you and teammate's armor to regenerate is multiplied by 0.9.
Sentry Tower Defense: You can carry another Sentry Gun with you.
Sentry Tower Defense Ace: Your Sentry Guns deal double damage.
Mag Plus: Magazine size for all weapons is increased by 5.
Mag Plus Ace: Magazine size for all weapons is increased by 15 instead of 5.
(NOTE: There's no way this could be right. You could potentially have a Reinbeck with 20+ shells in a mag. The way it's worded suggests that it's a flat increase and not a multiplier.)
Bulletproof: You get 50% more armor.
Bulletproof Ace: The time it takes for you armor to regenerate is multiplied by 0.75. (33% faster)
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Ghost:
Tier One:
Bonus: You have a 5% chance to dodge a bullet.
Dead Presidents: Small loot pickups such as money bundles and necklaces are worth 10% more. You must pick them up for the bonus to apply.
Dead Presidents Ace: The Basic bonus is boosted to 30%.
Sprinter: The delay before your stamina starts to regenerate is multiplied by 0.75. Your stamina regenerates 25% faster.
Sprinter Ace: Your sprint speed is increased by 25%. You now have a 25% chance to dodge a bullet while sprinting.
Cat Burglar: Any fall damage you take is halved.
Cat Burglar Ace: Fall damage cannot deal health damage. Your respawn time is halved.
Tier Two:
Bonus: You swap weapons 20% faster.
Fast Hands: The time it takes to pack up bags and to pick up bags is multiplied by 0.6 (67% faster)
Fast Hands Ace: The multiplier is boosted to 0.25 (300% faster)
Chameleon: suspicion_multiplier = {0.75}
Chameleon Ace: camouflage_bonus = {1.25}
(No idea how these work so I just put the data.)
Cleaner: You have a much higher chance to succeed when bluffing a security guard's pager. (NOTE: This conflicts with the in-game description of the skill
Cleaner Ace: You can pack up dead bodies into bodybags that can be picked up and moved. These bags are heavy so you cannot sprint while carrying them.
Tier Three:
Bonus: The tier one dodge chance is boosted to 15%.
Shinobi: You walk and crouch walk 25% faster.
Shinobi Ace: The radius of the sound an enemy makes when killed is reduced to 400 centimeters.
Martial Arts: Your melee attacks are 50% more likely to knockdown an enemy.
Martial Arts Ace: You take half damage from enemy melee attacks.
SMG Specialist: You reload all SMGs 33% faster. (Reload time multiplied by ~0.75)
SMG Specialist Ace: Your recoil with all SMGs is multiplied by 0.75
Tier Four:
Bonus: suspicion_multiplier = {0.75}
Nine Lives: You can get downed 1 more time before automatically going into custody. (Normally 3)
Nine Lives Ace: there is a 10% chance that you will automatically get back up after being downed.
ECM Specialist: You get an extra ECM Jammer.
ECM Specialist Ace: You get 3 more ECM Jammers instead of 1. ECM Jammers last 25% longer. The duration of 'feedback mode' is increased by 25%.
Silent Killer: You deal 10% more damage with all silenced weapons.
Silent Killer Ace: Basic bonus is boosted to 20%.
Tier Five:
Bonus: Tier 2 weapon swap speed bonus is boosted to 100%.
Lockpicking Expert: Time to lockpick is multiplied by 0.75 (You lockpick 33% faster.)
Lockpicking Expert Ace: You can now silently lockpick safes that normally require a drill, Trip Mines, or a Saw.
ECM Overdrive: Your ECM Jammers last 25% longer.
ECM Overdrive Ace: You can use ECM Jammers to bypass security doors that normally require Keycards.
The Professional: Recoil with all silenced weapons is halved.
The Professional Ace: Bullet spread with all silenced weapons is multiplied by 0.5 (75% increase in accuracy) and your ADS speed with all silenced weapons is doubled.
Tier Six:
Bonus: Your chance for getting a better loot drop from a Payday card is increased by 10%.
Lucky Charm: Your chance for better loot in a Payday is increased by 50%.
Lucky Charm Ace: Basic bonus is increased to 200% better.
(I don't know how the drops from Payday cards are calculated so I can't offer a better explanation.)
ECM Feedback: You can toggle your ECM Jammer to 'feedback mode' which has a chance to kill enemies within its radius. (No numbers for the chance and I don't know if it's a one-time shockwave or a constant area of feedback that can kill.)
ECM Feedback Ace: The duration of feedback mode is increased by 25%.
Moving Target: You can sprint sideways.
Moving Target Ace: You can sprint in all directions like you could in the first game.
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Equipment and Other Stuff:
Every tenth level you are awarded 2 extra skill points.
I takes 145 skill points to max out a single tree which would require you to be at least level 121 to have one tree maxed out. In order to max out everything would require a level cap of 484.
Armor:
I'm pretty sure this is how armor works but I'm not 100% sure so take this with a grain of salt.
The Two-Piece suit has a base armor of 2, meaning it can take 2 normal bullets before it is depleted and you start taking health damage. Sniper bullets and shotgun shots seem to override this and deal much more damage. Equipping other armor allows you take more damage before taking health damage, but also makes you more suspicious to civilians and enemies while also lowering your movement speed slightly.
Default Equipment:
An Ammo Bag has 4 uses.
A Doctor Bag has 2 uses
An ECM Jammer lasts for 20 seconds, 8 when it's in Feedback Mode.
A Sentry gun has 150 bullets.
Suppression:
I'm not absolutely sure this is works, but it seems accurate in my experience.
When you fire at an enemy and miss, you suppress them. An enemy that is being suppressed is much less likely to fire back and has a chance to jump or roll out of the way in an attempt to avoid your fire, which makes them vulnerable and unable to fire for a few seconds. As a general rule, the louder a weapon is (as indicated by the Noise stat bar in-game) the more effective it is at suppressing enemies. Barrel and Barrel Extension mods generally affect how good a gun is at suppression. The Enforcer tree has a lot of skills devoted to suppression. Spraying at an enemy is an effective way of covering an escape or carrying a heavy bag across the street even if you miss.
First of all, the Crime.net discount that comes with the Career Criminal Edition is 10%. Much higher than I expected.
Secondly, Tier Bonuses are unlocked when the you've spent enough points in a tree to unlock the skills in that tree, none of the skills in that tier have to be purchased to get the Tier Bonus.
Mastermind:
Tier One:
Bonus: Time to heal from a Doctor bag multiplied by 0.8 (25% faster)
Cable Guy: Time to tie up civilians multiplied by 0.5 (twice as fast)
Cable Guy Ace:
Combat Medic: You deal 25% more damage for 10 seconds after reviving an ally.
Combat Medic Ace: Allies that you revive will have 25% more health (players normally have 50% health when revived, 0.5*1.25=0.625, so players that you revive will have 62.5%)
Endurance: Your total stamina is doubled.
Endurance Ace: The total stamina of all teammates, including you, is multiplied by 1.5 (This stacks with Endurance, giving you triple stamina)
Tier Two:
Bonus: Total stamina of you and your allies is increased by 15% (NOTE: The files say that this is increased to 30% if you have purchased Leadership. Seems too weird to be true.)
Tactician: You deal 5% more damage to special enemies.
Tactician Ace: If you mark a special enemy you will deal 15% extra damage to him instead of 5%. You must have personally marked him and only you get the damage boost.
Fast Learner: You earn 10% more experience from everything.
Fast Learner Ace: Your team earns 10% more experience from everything. (NOTE: I am unsure if this bonus stacks with Fast Learner Basic.)
Leadership: You and your team's pistol recoil is multiplied by 0.75 (25% decrease)
Leadership Ace: Recoil for all weapons is halved for you and you team. (NOTE: I don't know if this stacks with Leadership Basic.)
Tier Three:
Bonus: Your shout distance is increased by 25%.
Stockholm Syndrome: If you are downed, you can interact with a nearby civilian (he can't be a hostage obviously) and he/she will revive you.
(NOTE: The skill description says there is a chance they will revive you but I haven't found any number indicating a percentage chance so I'm going to assume it's guaranteed to work.)
Stockholm Syndrome Ace: A civilian that revives you will also give you ammo. (The files don't say how much.)
Equilibrium: Bullet spread with pistols is multiplied by 0.9 (19% increase in accuracy if my math is right) You also pull out and put away you pistol 50% faster.
Equilibrium Ace: Rate of fire for all pistols is doubled.
Dominator: You can now force enemies to cuff themselves by shouting at them. Cuffed enemies can be used as hostages. (NOTE: Only works on Heavy SWATs and below.)
Dominator Ace: The range of your shout is doubled.
Tier Four:
Bonus: Enemies that you convert will deal 5% more damage and any damage they take will be multiplied by 0.25, effectively giving them quadruple health.
Black Marketeer: The cost of everthing in the market is multiplied by 0.95 (5% discount)
Black Marketeer Ace: Your discount is boosted to 0.8 (20%) and everything you sell is worth 25% more.
Combat Doctor: You get an extra Doctor Bag (total of 2)
Combat Doctor Ace: Your Doctor Bags can be used 2 more times before disappearing (4 uses total for each Doctor Bag)
Joker: You can convert an enemy you've cuffed to fight on your side. You can only have one at a time and they cannot be revived if they die.
Joker Ace: Enemies that you convert will deal 450% more damage and any damage they take will be multiplied by 0.40, effectively giving them 150% more health.
(NOTE: This stacks with the Tier Four bonus, giving a total of 472.5% more damage and 900% more health.)
Tier Five:
Bonus: Time to convert enemies is multiplied by 0.33 (200% faster)
Inside Man: The cost of Assets is halved for you. (Therefore it only works if you're the host of the game)
Inside Man Ace: A special Asset called "Inside Man" is unlocked for you. (I don't what it does.)
Gunslinger: You reload pistols 33% faster. (Reload time is multiplied by approximately 0.75)
Gunslinger Ace: You deal 25% more damage with all pistols.
Kilmer: You reload rifles 33% faster. (Reload time is multiplied by approximately 0.75)
Kilmer Ace: Your bullet spread while moving with assault rifles is multiplied by 0.5 (75% increase in accuracy)
Tier Six:
Bonus: Your shouts are 200% more intimidating (no idea how this works) and the cost of Assets is halved.
Crowd Control: You deal no damage to civilians.
Crowd Control Ace: Civilians will stay intimidated 10 times longer.
Pistol Messiah: If you get a kill with a pistol while you are downed you will instantly be revived. You can only do this once. If you are arrested you will get another charge of Pistol Messiah when you are released.
Pistol Messiah Ace: You get 3 charges instead of 1. (I'm not sure if all three charges are refilled when you get out of custody.)
Inspire: You revive allies twice as fast.
Inspire Ace: You can now revive allies at a distance by shouting at them.
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Enforcer:
Tier One:
Bonus: You suppress enemies 10% better.
Oppressor: You suppress enemies 25% better.
Oppressor Ace: The bonus of this skill is boosted from 25% to 75%.
Bullet Storm: For 5 seconds after deploying an Ammo Bag your shot do not consume any ammunition.
Bullet Storm Ace: Time is boosted to 10 seconds.
Transporter: You move 50% faster while carrying a bag. (Money, cocaine, meth, or body bags.)
Transporter Ace: You can throw bags 50% further.
Tier Two:
Bonus: You have 10% more maximum health.
Die Hard: You can use your primary weapon when downed. (I'm fairly certain you can switch between your primary and secondary.)
Die Hard Ace: The time it takes to regenerate you armor is multiplied by 0.85 (I don't know if this affects the delay before it starts to recharge or just the time it takes to recharge after it starts to recharge.)
Underdog: When you are surrounded by three enemies, this skill triggers and gives you a 10% damage boost for 7 seconds.
Underdog Ace: All incoming damage is multiplied by 0.85 while this skill is active.
Steroids: Your melee attacks deal double damage to non-special enemies.
Steroids Ace: Your melee attacks deal double damage to special enemies and quadruple damage to non-special enemies.
Tier Three:
Bonus: The tier one suppression bonus is boosted to 20%.
Shotgun Impact: Recoil with all shotguns is multiplied by 0.75 (25% decrease in recoil)
Shotgun Impact Ace: You deal 20% more damage with shotguns.
Stun Resistance: The effect of enemy flashbangs is halved.
Stun Resistance Ace: The effect of enemy flashbangs is now quartered instead of halved.
Tough Guy: Your flinch when shot is halved.
Tough Guy Ace: You have 25% more health while in bleedout.
Tier Four:
Bonus: The tier two health bonus is boosted to 20%.
Shotgun CQB: Shotgun reload speed is increased by 50%. (Reload time reduced by one third)
Shotgun CQB Ace: The speed of your ADS with shotguns is multiplied by 2.25 (ADS time reduced by ~56%)
Ammunition Specialist: You can now carry 2 Ammo Bags.
Ammunition Specialist Ace: Your Ammo Bags can now be used 2 more times.
Berserker: If your health is below 40%, your melee attacks will deal 500% more damage.
Berserker Ace: If your health is below 40%, your guns will deal double damage and your melee attacks will deal 600% more damage.
Tier Five:
Bonus: You now deal 5% more damage with all weapons. This does not affect melee attacks.
Hard Boiled: Hipfire spread with all shotguns is multiplied by 0.8 (36% increase in accuracy)
Hard Boiled Ace: Hipfire spread with all other weapons is multiplied by 0.8, including the OVE9000 Portable Saw.
Bandolier: Your ammo carrying capacity is increased by 25%.
Bandolier Ace: Ammo pickups give you 75% more ammo.
Portable Saw: Unlocks the ability to purchase and equip the OVE9000 Portable Saw.
Portable Saw Ace: The amount of sawblades you can carry is doubled.
Tier Six:
Bonus: The tier four health bonus is boosted to 40%.
Overkill: When you get a kill with a shotgun or the OVE9000 Portable Saw you will deal double damage with those weapons for 6 seconds.
Overkill Ace: The double damage bonus will now apply to all weapons but must be triggered by a shotgun or the OVE9000 Saw.
Man of Iron: Allows you to equip the heaviest armor in the game, the Improved Combined Tactical Vest. This shit is powerful. If my data is correct, it's twice as powerful as the previous armor, the Combined Tactical Vest.
Man of Iron Ace: Allows you to knock down Shields by punching their shield.
Carbon Blade: Firetime of the OVE9000 Portable Saw is multiplied by 0.9. The Saw deals 20% more damage to objects that can be cut through. (doors, locks, etc.)
Carbon Blade Ace: Firetime is now multiplied by 0.7 instead of 0.9. The Saw now deals 40% more damage to objects that can be cut through instead of 20%. Less ammo is consumed when using it to attack enemies. (doesn't say how much, just that it =true)
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Technician:
Tier One:
Bonus: Cost of adding mods to weapons and crafting masks is reduced by 1%.
Rifleman: ADS speed with all rifles is doubled.
Rifleman Ace: ADS zoom with all rifles is doubled.
Demolition Man: You get an extra trip mine for a total of 3.
Demolition Man Ace: Allows you turn turn your trip mines on and off after you've deployed them.
Nerves of Steel: Any damage you take while interacting with something is multiplied by 0.5
Nerves of Steel Ace: Allows you to ADS while in bleedout.
Tier Two:
Bonus: Idle sway with all weapons is multiplied by 0.95
Sharpshooter: Bullet spread with all semi-automatic weapons is multiplied by by 0.5 (75% increase in accuracy)
Sharpshooter Ace: Recoil with all rifles is multiplied by 0.75
Combat Engineer: Time to deploy trip mines is multiplied by 0.8. If you have at least the Basic version of Hardware Expert purchased, the time is halved.
Combat Engineer Ace: Allows you to toggle trip mines to a 'sensor mode.' I'm not 100% sure what this means but I think it turns them into proximity mines instead of just having a trip laser.
Hardware Expert: The time that it takes to fix the drill after it breaks down is multiplied by 0.75.
Hardware Expert Ace: If a drill breaks down it has a 30% chance to automatically restart after a few seconds. You can also deploy your sentry guns in half the time.
Tier Three:
Bonus: Your tier one crafting discount is increased to 3%.
Sentry Gun: Enables you to equip a Sentry Gun.
Sentry Gun Ace: Your Sentry Gun's health is doubled.
Improved Crafting: The cost of adding a mod to a weapon is reduced by 10%.
Improved Crafting Ace: The cost of crafting masks is reduced by 10%
Drill Sergeant: The time it takes for a drill to finish is multiplied by 0.9.
Drill Sergeant Ace: The Basic bonus is increased to 0.75.
Tier Four:
Bonus: Your headshots with all weapons deal 25% more damage.
Sentry Targeting Package: The bullet spread of your Sentry gun is multiplied by 0.5 (75% increase in accuracy)
Sentry Targeting Package Ace: Your Sentry Guns can now rotate twice a fast.
Blast Radius: The size of the explosion of your Trip Mines is increased by 25%.
Blast Radius Ace: The Basic bonus is boosted to 75%.
Silent Drilling: The radius of the noise created by the drill is decreased to 900. (inches? centimeters? I don't know.)
Silent Drilling Ace: The drill is now completely silent.
Tier Five:
Bonus: Tier three discount is boosted to 5%.
Sentry Combat Upgrade: Your Sentry gets 50% more ammo.
Sentry Combat Upgrade Ace: Your Sentry Gun gets a shield that blocks bullets. The shield can't be destroyed (I think) and bullets that hit it deal no damage.
Shaped Charge: You get 3 more Trip Mines.
Shaped Charge Ace: You can now plant your Trip Mines on safes and doors to blow them open.
Shockproof: There is a chance that a Taser will shock themselves instead of you. (No numbers listed, just ={true})
Shockproof Ace: If you interact with a Taser that is Tasing you, they will be tased as well.
Tier Six:
Bonus: Tier two recoil bonus is boosted to 0.9. Your armor is increased by 10%. The time it takes for you and teammate's armor to regenerate is multiplied by 0.9.
Sentry Tower Defense: You can carry another Sentry Gun with you.
Sentry Tower Defense Ace: Your Sentry Guns deal double damage.
Mag Plus: Magazine size for all weapons is increased by 5.
Mag Plus Ace: Magazine size for all weapons is increased by 15 instead of 5.
(NOTE: There's no way this could be right. You could potentially have a Reinbeck with 20+ shells in a mag. The way it's worded suggests that it's a flat increase and not a multiplier.)
Bulletproof: You get 50% more armor.
Bulletproof Ace: The time it takes for you armor to regenerate is multiplied by 0.75. (33% faster)
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Ghost:
Tier One:
Bonus: You have a 5% chance to dodge a bullet.
Dead Presidents: Small loot pickups such as money bundles and necklaces are worth 10% more. You must pick them up for the bonus to apply.
Dead Presidents Ace: The Basic bonus is boosted to 30%.
Sprinter: The delay before your stamina starts to regenerate is multiplied by 0.75. Your stamina regenerates 25% faster.
Sprinter Ace: Your sprint speed is increased by 25%. You now have a 25% chance to dodge a bullet while sprinting.
Cat Burglar: Any fall damage you take is halved.
Cat Burglar Ace: Fall damage cannot deal health damage. Your respawn time is halved.
Tier Two:
Bonus: You swap weapons 20% faster.
Fast Hands: The time it takes to pack up bags and to pick up bags is multiplied by 0.6 (67% faster)
Fast Hands Ace: The multiplier is boosted to 0.25 (300% faster)
Chameleon: suspicion_multiplier = {0.75}
Chameleon Ace: camouflage_bonus = {1.25}
(No idea how these work so I just put the data.)
Cleaner: You have a much higher chance to succeed when bluffing a security guard's pager. (NOTE: This conflicts with the in-game description of the skill
Cleaner Ace: You can pack up dead bodies into bodybags that can be picked up and moved. These bags are heavy so you cannot sprint while carrying them.
Tier Three:
Bonus: The tier one dodge chance is boosted to 15%.
Shinobi: You walk and crouch walk 25% faster.
Shinobi Ace: The radius of the sound an enemy makes when killed is reduced to 400 centimeters.
Martial Arts: Your melee attacks are 50% more likely to knockdown an enemy.
Martial Arts Ace: You take half damage from enemy melee attacks.
SMG Specialist: You reload all SMGs 33% faster. (Reload time multiplied by ~0.75)
SMG Specialist Ace: Your recoil with all SMGs is multiplied by 0.75
Tier Four:
Bonus: suspicion_multiplier = {0.75}
Nine Lives: You can get downed 1 more time before automatically going into custody. (Normally 3)
Nine Lives Ace: there is a 10% chance that you will automatically get back up after being downed.
ECM Specialist: You get an extra ECM Jammer.
ECM Specialist Ace: You get 3 more ECM Jammers instead of 1. ECM Jammers last 25% longer. The duration of 'feedback mode' is increased by 25%.
Silent Killer: You deal 10% more damage with all silenced weapons.
Silent Killer Ace: Basic bonus is boosted to 20%.
Tier Five:
Bonus: Tier 2 weapon swap speed bonus is boosted to 100%.
Lockpicking Expert: Time to lockpick is multiplied by 0.75 (You lockpick 33% faster.)
Lockpicking Expert Ace: You can now silently lockpick safes that normally require a drill, Trip Mines, or a Saw.
ECM Overdrive: Your ECM Jammers last 25% longer.
ECM Overdrive Ace: You can use ECM Jammers to bypass security doors that normally require Keycards.
The Professional: Recoil with all silenced weapons is halved.
The Professional Ace: Bullet spread with all silenced weapons is multiplied by 0.5 (75% increase in accuracy) and your ADS speed with all silenced weapons is doubled.
Tier Six:
Bonus: Your chance for getting a better loot drop from a Payday card is increased by 10%.
Lucky Charm: Your chance for better loot in a Payday is increased by 50%.
Lucky Charm Ace: Basic bonus is increased to 200% better.
(I don't know how the drops from Payday cards are calculated so I can't offer a better explanation.)
ECM Feedback: You can toggle your ECM Jammer to 'feedback mode' which has a chance to kill enemies within its radius. (No numbers for the chance and I don't know if it's a one-time shockwave or a constant area of feedback that can kill.)
ECM Feedback Ace: The duration of feedback mode is increased by 25%.
Moving Target: You can sprint sideways.
Moving Target Ace: You can sprint in all directions like you could in the first game.
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Equipment and Other Stuff:
Every tenth level you are awarded 2 extra skill points.
I takes 145 skill points to max out a single tree which would require you to be at least level 121 to have one tree maxed out. In order to max out everything would require a level cap of 484.
Armor:
I'm pretty sure this is how armor works but I'm not 100% sure so take this with a grain of salt.
The Two-Piece suit has a base armor of 2, meaning it can take 2 normal bullets before it is depleted and you start taking health damage. Sniper bullets and shotgun shots seem to override this and deal much more damage. Equipping other armor allows you take more damage before taking health damage, but also makes you more suspicious to civilians and enemies while also lowering your movement speed slightly.
Armor | Armor Bonus | Total Armor | Movement Speed Multiplier |
Two-Piece Suit | 0 | 2 | 1x |
Lightwieght Ballistic Vest | +1 | 3 | 0.96x |
Ballistic Vest | +2 | 4 | 0.92x |
Heavy Ballistic Vest | +3 | 5 | 0.88x |
Flak Jacket | +4 | 6 | 0.84x |
Combined Tactical Vest | +5 | 7 | 0.8x |
Improved Combined Tactical Vest | +10 | 12 | 0.76x |
Default Equipment:
An Ammo Bag has 4 uses.
A Doctor Bag has 2 uses
An ECM Jammer lasts for 20 seconds, 8 when it's in Feedback Mode.
A Sentry gun has 150 bullets.
Suppression:
I'm not absolutely sure this is works, but it seems accurate in my experience.
When you fire at an enemy and miss, you suppress them. An enemy that is being suppressed is much less likely to fire back and has a chance to jump or roll out of the way in an attempt to avoid your fire, which makes them vulnerable and unable to fire for a few seconds. As a general rule, the louder a weapon is (as indicated by the Noise stat bar in-game) the more effective it is at suppressing enemies. Barrel and Barrel Extension mods generally affect how good a gun is at suppression. The Enforcer tree has a lot of skills devoted to suppression. Spraying at an enemy is an effective way of covering an escape or carrying a heavy bag across the street even if you miss.