Predator Perks
Passive bonuses that Predator can equip to enhance their abilities. Each character can equip up to three perks, but the total perk weight must not exceed the available perk points for that class.
Stats
Name | Weight | Modifier | Description | Clash |
|---|---|---|---|---|
| 3 | +30% | Reduced cooldown on energy overloads | ||
| 5 | -95% | Reduced Plasma Caster laser visibility | ||
| 2 | yes | See mudded fireteam infrared footprints | ||
| 2 | -85% | Bio mask recieves less damage | ||
| 2 | -50% | Extends the duration of the Second Wind ability | ||
| 2 | +10% | Faster energy regeneration | ||
| 3 | -25% | Take reduced damage from behind while moving, healing, claiming, or performing a stealth kill. | ||
| 4 | +10% | Deal more damage with ranged weapons | ||
| 1 | +45% | Faster Predkour mounting speed | ||
| 4 | +10% | Deal extra damage with melee weapons | ||
| 1 | x3 | Extended Blood trail intervals | ||
| 5 | -30% | Reduces the cooldown period of the Second Wind ability | ||
| 4 | +60% | Increased energy reserves | ||
| 5 | -25% | Take reduced damage while in the trees | ||
| 1 | -5% | Vision mode consumes less energy | ||
| 2 | +75% | Larger sound indicators in vision mode | ||
| 4 | +25% | Bonus stamina and exhaustion recovery | ||
| 6 | -20% | Take less damage from bullet based weapons | ||
| 3 | x2 | Increased uses of gear items | ||
| 3 | +30% | Leap further distances. | ||
| 1 | -5% | Cloak consumes less energy | ||
| 4 | +75% | Heal with the med kit at a higher speed | ||
| 2 | +20% | Increased Experience from all sources | ||
| 3 | +75% | Tougher traps (takes longer for Fireteam to escape) | ||
| 3 | +75% | Faster weapon/gear switching | ||
| 1 | +25% | Faster movement speed in the trees |
Notes
General note about values represented in the table above
Values are extracted directly from the game's data files (Unreal Engine .pak files), but they may be inaccurate for several reasons.
Some values are straightforward and displayed exactly as stored in the data (e.g., perk weight). However, other values require calculations and may be overridden by specific classes or weapon types, or modified by additional factors.
For example, weapon damage is determined by multiple variables, including:
- The character using the weapon
- The weapon itself
- The projectile the weapon fires
- The armor modifier of the character receiving the damage We may not be aware of all the attributes required to form an exact formula for calculating these values. Additionally, Illfonic may override or modify certain values directly in the game code (via C++ methods), making such changes inaccessible from the game data files.
For more details on how we extract values, check the Nerds section.