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it depends on how lower the detection risk is. 4 detection gives the most benifits of dodge with that skill.
maybe you will survive, maybe noot
Most of the time you wont get harmed. But if you need to relie on it, you get shredded
Sicario is a bit of an exception in that your dodge chance goes up as you take damage until you successfully dodge, at which point your armor recovers and your dodge chance resets. That perk deck kind of works opposite of your usual dodge deck, but it's the same idea. Sneaky Bastard gives you extra dodge chance the lower your detection risk is, with 4/25 detection on the basic/aced version giving you 10%, 7/26 giving you 9%, and so on.
it's chance based
thats rng
To understand Sneaky B*stard, you need to understand one thing about the concealment factor: 5, 24, and 25 are impossible values to reach with how the system works. You'll have 4, 6, 23, or 26. Thus, optimal builds are 4 detection rating/concealment (for SB Basic,) and 23 (aced.)
The reason for these optimal values is behind the skill itself: Basic is +1 dodge chance for every 3 points until 35, capping at +10, and ace is every 1 point under 35, capped at +10. The same applies to the Low Blow skill, only it goes up by 3 points instead of just 1 point, capping at +30 chance to proc a critical hit.
As for dodge on a concept, it's simple. It's just avoiding damage altogether. 200 damage bullet? The game runs a roll and checks if you dodged it. If yes, that 200 damage is now 0. Doesn't even connect. If no, you take that 200. It's all a game of chance, with various perk decks being able to manipulate that chance. (Sicario + Hacker.)
As for other values in regards to SB, 3 detection rating nets you the same dodge bonus as 4. The same goes for anything under 23 if you take the skill aced. Thus, 4/23 will always be the most optimal set up you can get.
It's a fohkin lie
Basically, each time you get shot at, checks if you dodged the hit (the higher your dodge chance, the more often you'll dodge). If the roll is succesfull, you don't take the damage, otherwise you take all of them. In both case, you're awarded a grace period which last 0.35 seconds IIRC, in wich you're immune to all damage that are lower or equal to the damage that triggered it. Once that grace period ends, you're once again vulnerable to damage and able to dodge.
Dodge used to be very strong, as you could dodge damage during the grace period, which means that any incoming dodge after a (un)succesfull dodge had a chance to RETRIGGER the grace period, leading to invulnerability if a lot of enemies shot you at once. It's not the case anymore tho.
it's like that time when I thought wafer was prounounced wae-fer but it's actually waf-er
Sicario deck offers a dodge chance for players in the smoke that's seperate from a players actual dodge rating.