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The Undercityplayer's manual

PvP

Who lands the hit, how much it hurts and what you risk in a street fight, the way the server calculates it.

Game build 18 data from 10/28/2026 11:45 (UTC−3) page updated 10/29/2026 01:07 (UTC−3)

Long story short

  • Hitting comes first. Whoever attacks and misses takes an automatic counter from the defender, calculated, with no dice roll. Missing costs you twice (your hit doesn't land and theirs does), so hit chance comes before damage.
  • Stats and PvP Power decide who lands the hit; PvP Power and your weapon decide how much it hurts. STR and DEF never raise damage.
  • Stamina is HP (+1 per point) and sets how many hits you can take. It doesn't count in hit chance or in defense.
  • Every hit can crit, on the street, in war and in the duel, counters included: ×1.5, after the damage cap. The chance comes from gear (up to 35%) and trained CUN (up to +5%).
  • PvP Power multiplies three things at once: you hit more, get hit less and every hit hurts more. It gives no HP, and it isn't a stat (the stats are STR, DEF, SPD, CUN and STA). It comes from gear and drugs: Adrenaline Shot adds +22%.

Street fight (PvP)

In a street fight you attack another player to steal the cash in their pocket. It costs 10 energy and is settled with a single roll: your attack against the target's defense (the math is in “Who wins the attack”).

  • Whoever wins steals 10% of the loser's pocket, with no cap, whether they attacked or defended. The loser also takes 20 HP (30 if it's a crit); if HP hits zero, they go to the hospital for 2 min and come out with full HP.
  • What you risk is your pocket: nobody can touch money in the bank. Gear with “PvP Steal Loss” reduces what leaves the pocket of whoever wears it. Attacking and losing costs you 10% of your pocket and 20 HP. Before you spend the energy, check your chance: each card in the target list shows your chance against them (already counting gear, drugs and house on both sides), and the PvP search shows STR, DEF, SPD, CUN and STA of any player, so you can check it against the math below.
  • Hunting the Bag: the Hunt the Bag card on the PvP page opens the list with only the players carrying a Bag (the cash from a big heist, which the whole city is told about), fattest first. The Carrying a Bag button turns that filter on and off; With cash still also brings players with money in their pocket.
  • Combat Log: every fight, started by you or brought to you, goes into the Combat Log at the bottom of the PvP page, and the victim sees the theft as it happens.
  • Who can be attacked: players of your level and up, and up to 5 levels below you, and the same player only once every 2 h. The target must be out of jail and the hospital, with no newbie protection. Whoever is in an active territory war can't be attacked on the street (prep doesn't protect).

Who wins the attack

The game calls the strength that decides whether you hit “attack”; here it's hit strength, so it doesn't get mixed up with damage.

Hit strength = (STR × 1.0 + SPD × 0.5 + CUN × 0.3) × (1 + house) × (1 + PvP Power) Defense = (DEF × 1.0 + SPD × 0.4) × (1 + house) × (1 + PvP Power) Attacker's chance = hit strength ÷ (hit strength + the other's defense), between 2% and 98%
  • House: a tier 2 district gives +5%, tier 3 gives +10% to stats (not to HP).
  • Base stats, gear and active drugs count. They don't count: loadout weapon, HP, Stamina and the Shield.
  • “Equal PvP Power on both sides cancels out” — only in the chance. In damage it never cancels out.

How much it hurts

War: hit = 20 × (1 + PvP Power of whoever WON) × weapon factor, rounded to the nearest whole number never more than 45% of the max HP of whoever takes it Crit: hit × 1.5 (rounded down), after the cap

Whoever attacks and wins hits with the weapon in hand.

What each thing is worth

+1 percentage point of PvP Power multiplies attack, defense and damage by (1 + 1/(100 + current PvP)). The more PvP Power you already have, the less the next point is worth: at 0%, +1.00%; at 45%, +0.69%; at 131% (the BIS), +0.43%.

With the BIS (131% PvP Power), +1 pp is worth, all at once, about 2 STR on attack (from 2.0 to 2.4 across the three suggested builds) and from 1.5 to 1.7 DEF on defense, plus the damage increase. One point of STR only counts on attack and one of DEF only on defense; PvP Power counts on both and on damage too.

War (kits and roles) and Corners (1v1 duel) use this same hit and damage math.