


If the weapon is empty, apply the same multiplier once more (and this usually coincides with reloading, so apply the multiplier twice in that case). Weapon-down (if reloading, experiencing moderate or heavy hurt, or in ntl state, which I believe to be the cool state during stealth and thus never applies as you cannot dominate cool enemies in the first place either way, these three are mutually exclusive states, so the multiplier can only be applied once): You still need to hurt them a bit or they simply ignore this reason. Therefore, the 0.8 resist multiplier of easy enemies is misleading. Hard enemies (everyone else): 1 resist multiplier at 100% health, 0.65 resist multiplier at 50% health and below.Įnemies at 100% health do not consider this reason at all.Normal enemies (cops and unarmored FBI): 1 resist multiplier at 100% health, 0.5 resist multiplier at 50% health and below.Easy enemies (security guards): 0.8 resist multiplier at 100% health, 0 resist multiplier at 30% health and below.It decreases linearly between the two points specified: The resist multiplier depends on the fraction of health that the enemy has left. There are 4 reasons for enemies to consider surrendering, acting as multipliers to the resist chance (which is initialized to 1), so if one reason yields a multiplier of 0, the resist chance becomes 0 and the enemy is guaranteed to surrender: The game calculates the chance for enemies to resist, which is then raised to the power of 1.25 if Dominator is aced and 3 with the Mastermind tier 6 bonus (having both skills thus gives you an exponent of 3.75). They all have the same stats and AI anyway. " Gangsters" usually includes Russian mobsters and bikers. Dead or broken subjects are not included. Once the person or camera has an exclamation mark or alarm goes off, there is no going back: The subject can never become cool again. "Cool" refers to the state of person or camera during stealth when he/it has no exclamation mark. The information was analyzed from the extracted game files. Here's a detailed description of Domination mechanics, from The Long Guide by Frankelstner. Once you have your target's attention, intimidating them requires three shouts. If you get too close to a guard, he will simply handcuff you and if you're too far away though (and don't have the top tier mastermind perk which increases intimidation and the additional skills that increase range) then you will simply be out of range. The skills you have, the tier 3 bonus increases shout range and the tier 6 bonus increases intimidation amount.How far away you are from the guard/police officer.The guard/police officers alert state (they're more likely to surrender if you jump out from around a corner at them and start screaming at them than if they're already actively engaged with you, but it's still possible to injure one and then shout him down).

The number of enemies around at the time (large groups seem to just ignore you, while a guard by themselves will back down easier).The following factors seem to come into play when trying to dominate somebody: It's a % chance but you can have multiple attempts at dominating an enemy.
