Put another way: if, after adding up all dodge bonuses, your chance of getting hit would be x%, the smoke makes it (x/2)% instead. It doesn’t – what it actually does is covered in the last point on the list. One common misconception is that the smoke grenade gives players +50% dodge, based on the in-game description, “automatically avoid 50% of all bullets”. The negative dodge of heavy armor is plugged into the formula, so those people will have less than 50% dodge. This calculation happens after all the other dodge calculations. The idea is that 1-dodge is the chance to be hit, and the final 1- converts this back to dodge. Additionally, players in the smoke are half as likely to be hit, i.e.(This effect can be stacked when several players have smoke grenades.).The smoke owner gets +15% dodge and twice the temporary dodge.Players in the smoke are affected in several ways:.Enemies in the smoke are half as accurate.The cooldown is reduced by 1 s for each killshot. 4 m radius, 10 s duration, 15 m alert radius, 60 s cooldown. This temporary dodge is just added to the normal dodge. On received bullet damage: +20% temporary dodge.
This is what you get when you play Sicario, from the Long Guide, verbatim: It’s a dodge perk deck that lets you set up temporary “bunkers” to protect yourself while you’re interacting with something.