The expert Mercenary has trained in a hundred thousand ways in staying alive and a hundred thousand more in making the enemy dead instead. In even the heaviest lead-fights, a Mercenary has the grit, the perseverance, and the sheer strength of will to carry on.
Survival is rule number one; when all is said and done, and the dust has settled, what's a million dollar's pay to a dead man?
## About
A custom perk deck designed and commissioned by Kuzidas, coded by Offyerrocker.
The Mercenary Perk Deck is designed for the seasoned Death Sentence veteran, with defensive benefits that scale according to difficulty. This deck works best with the ICTV, but can work with a low concealment LBV setup as well, at the cost of needing to spend skill points on armor skills to benefit from the perk cards.
A core design principle of this perk deck is that being one-shot is not a fun experience.
Damage calculations for Mercenary:
Spoiler!
Scar Tissue recalculates damage so that no single attack can do more than your maximum HP in damage. (It has no effect on attacks to your armor!) The formula it uses, for incoming damage D, max health H, and actual damage taken A:`A = (D*H)/(D+H)`
The result is that for smaller damage hits like 20 or 30 damage attacks, the damage is reduced by a tiny amount, about one or two points. For hard hitting attacks (read: snipers and DS heavy swat) the damage is significantly reduced—for example, DS heavy swat will still deal 225 damage to your armor but if they attack your health, they will only deal 128 damage! This means it is extremely unlikely that your health will be fully depleted in less than 2 hits.
This perk deck is designed to enable heavy armor setups with powerful self-sustain buffs to compensate for limiting you out of berserker and low blow. Take it with the ICTV to bring faster handling to heavy weapons and strong survivability, or stack armor skills on an LBV to lessen the effect of the perk deck but retain access to low blow crits. Strong Side will extend your survivability quite a bit, but you will need to reach cover and take a moment to heal before making another aggressive play.
## Perks
1. Scar Tissue
Years of battle have made your skin tough. Take greatly reduced damage from heavy hits to your health so that no single attack can kill you.
You gain 15% more health.
3. Keep 'Em Coming!
Your armor is loaded with pouches that keep your equipment easy to reach. Gain 1% reload speed and 2% weapon swap speed for every 4 max armor you have.
You gain 10% more armor.
5. Walk It Off
When your health would become 0, it becomes 1 instead, and you gain 2 seconds of invulnerability. I'm sure you will be fine...
You cannot sprint while under the effects of this invulnerability.
This effect cannot occur again until you are restored to full health.
You gain 15% more health.
7. Salve Lining
The inner layer of your armor is lined with coagulant agents and hemostatic gel. After having armor for at least 2 seconds, heal health equal to 5% of your max armor every 0.75 seconds so long as you have armor.
You gain 10% more armor.
9.Strongside
When the going gets tough, turn to your strong side and tough it out!
Whenever you take damage to your health that leaves you at half HP or less, regain armor equal to the amount of damage you took.
This cannot occur from the same hit that triggers Walk It Off's invulnerability.
## Feedback
Feel free to leave feedback in the comments.
If you have a bug to report, please give as much information as you can about the circumstances of the issue, and attach the crash log, if applicable.