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And the threat rating only affects suppression on enemies, unless it has a silencer. If a weapon is suppressed then threat becomes a meaningless stat.
Also suppression makes the enemy shoot you less.
Dodge works best the higher your chance is, and the lower amount of enemies shooting at you.
The first is achieved via skills and perk decks. The latter is a combination of a bunch of mechanics.
The first we will touch on is priority. Priority is what PD2 calls aggro. Generally the closer you are to an enemy the more likely it's going to shoot at you. There are other factors to it, like shot enemies fire back at you, unsuppressed weapon fire, etc. But the main idea is to fight enemies at medium to long range, to maximize a high priority (low priority means you more aggro; it's a ranked table). So being fast and mobile ensures that you can keep your distance. Optical Illusions helps with this because it modifies the distance in your favor.
The next small factor is snipers and your Detection Rating. As mentioned above, your DR only really applies to the distance at which an enemy can spot you (it's far. Like at max detection the min range is still above 90m). But it does have another small effect. Snipers target enemies based on their distance according to DR. So a high DR player will be targeted over a low DR dodge player. This is beneficial since most sniper shots will instantly down an unarmoured dodge player.
The next survival mechanic for dodge player is counter-intuitive. It involves having unsuppressed weapons to maximize suppression on enemies. Generally suppressors help with priority (but not really that much), but also removes the threat of a weapon. This means a weapon only suppresses on hits, which these days is meaningless (because if you hit then you generally also kill making the suppression redundant).
Suppression on missed shots is important because it does three things. First, is it reduces the fire rate of an enemy. This important because a single failed dodge roll can mean death. Less rolls means less overall chance you'll have that failed dodge check.
Secondly, suppression reduces the accuracy of enemies. This isn't the same accuracy mechanic for players. It's literally the enemy's threshold to hit a player. They roll against their accuracy stat, and if successful the raycast aims at your hitbox. So less accuracy means less successful shots coming your way.
And finally it can cause an animation and behavior which stops the enemy from firing for a period of time. This the most basic form of crowd control.
Now not all enemies can be suppressed, in fact on DW about 50% of the enemies are immune to suppression. On DS on the other hand, most enemies can be suppressed (due to the ratio between elites and non-elites being different). This why older DW felt harder to master than DS, since players couldn't rely on suppression to help them. But on DS it's just about not getting killed by a random unsuppressed 225 damage dealing enemy. Player also weren't overpowered gods back then either.
The basic skill clearly says: You gain a 3% critical hit chance for every 3 points of concealment under 35 up to 30%.
30 ÷ 3 = 10
3 x 10 = 30
35 - 30 = 5
The aced skill clearly says: You gain 3% critical hit chance for every 1 point of concealment under 35 up to 30%.
30 ÷ 3 = 10
1 x 10 = 10
35 - 10 = 25
This ofcourse applies the same to both Sneaky Bastard and Low Blow as both Sneaky Bastard and Low Blow are both the same thing. Only difference is is that Sneaky Bastard gives 10% whereas Low Blow gives 30%, but the maths is ofcourse the same