Skills
Seven skills, which work in the Corner duel and in the territory war (the street fight never uses them). You equip 2 on Character. Using one takes an action, like a tool: in the duel, each skill works once per game; in the war, each skill 2 times per war, and each use costs an attack.
In the war, Haste and Intimidation last 10 times longer and Poison hits every 5 s for 60 s, dealing in total the same damage as in the duel. In an active war, while you are still standing in it, you cannot swap skills.
Books. The book teaches rank 1. The instructor doesn't sell books: she teaches the skill outright for $5,000,000, no book needed. A book only drops from tier 4 and 5 crimes or is bought on the Market. To rank up, she charges $25,000,000 (rank 2) and $100,000,000 (rank 3), or you spend books of the skill itself: 5 more books for rank 2, 10 more for rank 3. Paying in books pays off when a book costs less than $5,000,000 on the Market (ranks 1 and 2) or less than $10,000,000 (rank 3). From zero to rank 3: 16 books or $130,000,000 in cash.
| Skill | Rank 1 / 2 / 3 |
|---|---|
| Aim | Your next attack is a sure hit. Against someone with Evade up, it becomes a chance: 45% / 60% / 50%, by the rank of his Evade. Extra crit chance 0% / 10% / 20%. |
| Poison | Your next hit that lands poisons: 2.0% / 2.5% / 3.0% of max HP every 3 s, 5 times. Can knock out. |
| Fury | Your next 3 hits that land deal ×1.20 / ×1.25 / ×1.35 (in the game, Fury applies before the crit, unlike the wiki; and before the shield). |
| Evade | The next 1 / 2 / 2 attacks against you each lose 55% / 40% / 50% of their chance to land. A miss still brings the counter. It also cuts Aim: the aimed hit now lands only part of the time (see Aim). |
| Haste | Your interval between actions is halved for 4 / 6 / 8 s. |
| Intimidation | The opponent's attack power becomes ×0.72 for 8 s / ×0.68 for 9 s / ×0.65 for 10 s. |
| Second Chance | The next hit that would knock you out this game leaves you at 10% of your max HP, even if you had less. Single level. |
Combinations in the duel
You only equip two skills, and each one spends an action. A two-skill combo costs two actions without hitting, so it has to pay off more than those two hits you skipped. The combos below come from each skill's rule:
- Poison → Aim → attack. Aim makes the next attack hit for sure (unless against Evade), and that hit applies Poison. Poison rank 2 against 614 HP (the Middle build's HP): 5 ticks of 2.5% of HP, about 77 damage over 15 s, on top of the hit, without relying on the dice.
- Fury → Aim 3 → attack. Aim guarantees the hit (unless against Evade), and rank 3 gives 20% extra crit chance: the crit is no longer a sure thing. With the BIS crit (35%), that would come to about 55% (estimate: the wiki only says "extra chance" and doesn't say how it adds to the gear). Example: the BIS hit of 44, with a Godfather melee weapon (×1.35), comes to about 60; with Fury 3 (also ×1.35), about 81; if it crits (×1.5), 121.5, about 121. Fury applies to the next 3 hits that land.
- Haste: extra actions. Without Haste you act every 3 s; with it, every 1.5 s. Rank 1 (4 s) gives about 1.3 extra actions, rank 2 (6 s) gives 2 extra, and rank 3 (8 s) almost 3 (2.7). Using Haste also costs one action.
- Flashbang → Haste. The Flashbang leaves the other guy 9 s unable to act: with one action every 3 s, that's 3 actions of yours with no answer. With Haste used inside that window, it becomes about 4 (Haste rank 1 or 2) or 5 (rank 3), already discounting the action spent on Haste. It's an approximate figure: it assumes the interval already halves right after the action that uses Haste, and the wiki doesn't say that. At rank 2 the result depends on Haste ending at exactly 6 s. The Flashbang is a loadout tool, so it stacks with your two skills.
- Intimidation and Evade. Intimidation 2 cuts his attack (×0.68 for 9 s): the displayed chance of someone who hit you 55% of the time drops to about 45%. Evade 2 makes his next 2 attacks lose 40% of their chance to land (his chance is multiplied by 0.6). Every miss of his brings a counter.
- Second Chance + Poison. The hit that would knock you out leaves you at 10% of max HP, and the poison keeps hitting him. The poison can knock out.
The numbers come from the table above and the 3 s between actions. Aim covers the next attack. From what has been seen in the game, on a burst it covers only the 1st shot; the 2nd has its own roll and can hit, crit or miss.