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, and ARMOR_DAMAGE_REDUCTION_STEPS with 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” for ARMOR_DAMAGE_REDUCTION and return a “1” for ARMOR_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

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