Payday 2 Analysis
It has been many long years since “The Long Guide” has been updated. Since Payday 2 has changed so much during that time, much of the information found in that guide is now incorrect. The purpose of this guide is to provide a modern, in-depth, and technically accurate analysis of Payday 2’s systems.
Some of these systems may seem self-explanatory, but they all have underlying mechanics that are not immediately apparent. This guide will delve into the math and mechanics behind these systems to provide a comprehensive understanding of how they work, for the mentally-ill masochists out there.
All information in this analysis comes straight from the game’s decompiled LUA code to ensure accuracy, as the wiki is often a poor source of information. No external resources have been used in the creation of this analysis; everything comes straight from the game’s code.
Any corrections, suggestions, or other feedback can be sent as pull requests to the project’s GitHub repository.
Thanks for reading!
- Avery (Jacket430)
Armor
Armor is a secondary health bar, a protective shield that sits on top of your health. It is not damage reduction, damage resistance, or a percentage. It’s a pool of hit points that enemies have to break through before they can damage your health (with exceptions, we’ll get to it…)
A note on terminology:
- “Skills” refers to abilities from the skill tree
- “Perks” refers to abilities from perk decks
Base Stats
| Stat | Value | Notes |
| Base Armor | 2 | Every player starts with this much armor. |
| Base Health | 23 | Every player starts with this much health. |
| Armor Regen Delay | 3s | The time it takes for armor to begin regenerating after taking damage, uninterrupted by suppression or taking new damage. |
| Armor Regen Delay (Solo) | 1.75s | Faster recharge when playing solo. |
| Dodge Chance | 0% | Base chance to avoid incoming bullets. |
Note: Other values exist internally, (
ARMOR_STEPS = 1,ARMOR_DAMAGE_REDUCTION = 0, andARMOR_DAMAGE_REDUCTION_STEPSwith the values{1, 0.6, 0.7, 0.8, 0.9, 0.95, 0.97, 0.98, 0.99}). However, since the game is hard-coded to return a “0” forARMOR_DAMAGE_REDUCTIONand return a “1” forARMOR_STEPS, these values are never used. Seems to be leftover code.
Armor Types
- Base Armor: 2 (5 on console) - The base value of armor that all players start with, before any bonuses from armor type, skills, or perks.
- Armor Rating (bonus armor granted by armor type) - A flat bonus to armor that is added to the base value, before any bonuses from skills or perks.
| Armor Type | Armor Rating |
|---|---|
| Two-Piece Suit | 0 |
| Lightweight Ballistic Vest | 3 |
| Ballistic Vest | 4 |
| Heavy Ballistic Vest | 5 |
| Flak Jacket | 7 |
| Combined Tactical Vest | 11 |
| Improved Combined Tactical Vest | 15 |
Additional stats per armor level:
Max Ammo Multiplier:
Multiplies the total max ammo the player can hold at a given time.
| Armor Type | Max Ammo Multiplier | Notes |
|---|---|---|
| Two-Piece Suit | 1x | Base level max ammo capacity. |
| Lightweight Ballistic Vest | 1.02x | 2% bonus ammo capacity. |
| Ballistic Vest | 1.04x | 4% bonus ammo capacity. |
| Heavy Ballistic Vest | 1.06x | 6% bonus ammo capacity. |
| Flak Jacket | 1.8x | 80% bonus max ammo capacity (!!!) |
| Combined Tactical Vest | 1.10x | 10% bonus max ammo capacity. |
| Improved Combined Tactical Vest | 1.12x | 12% bonus max ammo capacity. |
Ex-President Health Storage Cap (flat value, then multiplied by 1.5x.):
When you kill enemies while armor > 0, you store health up to this cap. When armor breaks, the stored health is converted to armor regen. Keep in mind values are displayed x10 in game.
| Armor Type | Storage Cap (flat value) | Max Stored Health |
|---|---|---|
| Two-Piece Suit | 14 | 21 |
| Lightweight Ballistic Vest | 13.5 | 20.25 |
| Ballistic Vest | 12.5 | 18.75 |
| Heavy Ballistic Vest | 12 | 18 |
| Flak Jacket | 10.5 | 15.75 |
| Combined Tactical Vest | 9.5 | 14.25 |
| Improved Combined Tactical Vest | 4 | 6 |
Ex-President Armor Regen Rate:
How fast armor regenerates after breaking (flat value, then multiplied by 1.4x). Base armor regen rate is = 1x (this would be equal to 3s, or 1.75s when playing solo) and resets to 0 when armor is full. The armor rate bonus from kills only applies during the regen window (after armor breaks, before it fills). 19.6 flat + 1x base regen = 20.6x increase.
| Armor Type | Armor Regen Rate (flat value) | Added Regen Per Kill |
|---|---|---|
| Two-Piece Suit | 14 | 19.6 |
| Lightweight Ballistic Vest | 13.5 | 18.9 |
| Ballistic Vest | 12.5 | 17.5 |
| Heavy Ballistic Vest | 12 | 16.8 |
| Flak Jacket | 10.5 | 14.7 |
| Combined Tactical Vest | 9.5 | 13.3 |
| Improved Combined Tactical Vest | 4 | 5.6 |