Payday: The HeistPayday 2
Reputation in PAYDAY 2 acts as a leveling system. In order to level up, the player must accumulate a certain amount of XP (experience points). The amount needed ranges from 900 XP (level 0 to 1) to 1,000,000 XP (level 99 to 100) with the curve being very gentle at the lower levels and steep at the higher ones. In total, a little over 23 million XP is required to reach level 100, at which point the player can become Infamous.
Contents
- 1 Factors affecting earned XP
- 2 Experience table
- 3 Heist experience reward from lowest to highest
- 4 Level Limit
- 5 Heat System
- 5.1 Experience Penalty
- 5.2 Experience Boost
- 5.3 Experience Boost/Penalty Distribution
- 6 Stealth Bonus
- 6.1 List of stealth bonuses
- 7 Infamy
- 8 Bonus: Calculations on levelling
- 9 Trivia
- 10 External Links
- 11 Achievements
Factors affecting earned XP[]
The experience variables are applied in this sequence at the end of each day of a successful heist. Any values not granting XP (for example the risk bonus on normal) are skipped in the XP build up segment during a payday.
These are calculated in order, the result used for many calculations afterwards;
- Heist experience
- Potential experience penalty (as listed in Level Limit)
- Risk reward experience modifier, as seen in Risk level:
- 30% XP penalty if heist ends with player in custody.
The above total is used in the following bonuses which are applied additively:
- Skill bonus: 45% from having the Blending In perk active from tier 4 of all Perk Decks.
- Additional bonuses from Team Boosts
- Infamy bonus: 5-205% depending on Infamy rank;
- Crew Alive bonus: 10% per escaping heister (excluding the player itself), up to 30%;
- Limited time bonuses (e.g. 100% during Spring Break 2015)
- Community Challenges bonuses (e.g The Search for Kento event)
- Gage Mod Packages Bonus (5% if all packages are found)
The following XP modifiers are multiplicative with the above and with each other:
- Any stealth bonus (0-25%) from a previous heist will be applied to the entire value;
- Experience Penalty/Boost (see Heat System below)
Experience table[]
Level | XP required | % complete | ||
---|---|---|---|---|
From prev. level | In total | |||
1 | 900 | 901 | 0.0039 | |
2 | 1,250 | 2,150 | 0.0092 | |
3 | 1,550 | 3,700 | 0.0159 | |
4 | 1,850 | 5,550 | 0.0238 | |
5 | 2,200 | 7,750 | 0.0332 | |
6 | 2,600 | 10,350 | 0.0444 | |
7 | 3,000 | 13,350 | 0.0572 | |
8 | 3,500 | 16,850 | 0.0722 | |
9 | 4,000 | 20,850 | 0.0893 | |
10 | 4,600 | 25,450 | 0.1091 | |
11 | 4,601 | 30,051 | 0.1288 | |
12 | 4,611 | 34,662 | 0.1485 | |
13 | 4,637 | 39,299 | 0.1684 | |
14 | 4,687 | 43,986 | 0.1885 | |
15 | 4,771 | 48,757 | 0.2089 | |
16 | 4,895 | 53,652 | 0.2299 | |
17 | 5,068 | 58,720 | 0.2516 | |
18 | 5,299 | 64,019 | 0.2743 | |
19 | 5,595 | 69,614 | 0.2983 | |
20 | 5,965 | 75,579 | 0.3239 | |
21 | 6,417 | 81,996 | 0.3514 | |
22 | 6,959 | 88,955 | 0.3812 | |
23 | 7,600 | 96,555 | 0.4138 | |
24 | 8,347 | 104,902 | 0.4495 | |
25 | 9,208 | 114,110 | 0.4890 | |
26 | 10,193 | 124,303 | 0.5327 | |
27 | 11,308 | 135,611 | 0.5811 | |
28 | 12,563 | 148,174 | 0.6349 | |
29 | 13,965 | 162,139 | 0.6948 | |
30 | 15,523 | 177,662 | 0.7613 | |
31 | 17,245 | 194,907 | 0.8352 | |
32 | 19,139 | 214,046 | 0.9172 | |
33 | 21,213 | 235,259 | 1.0081 | |
34 | 23,476 | 258,735 | 1.1087 | |
35 | 25,935 | 284,670 | 1.2199 | |
36 | 28,599 | 313,269 | 1.3424 | |
37 | 31,476 | 344,745 | 1.4773 | |
38 | 34,574 | 379,319 | 1.6254 | |
39 | 37,902 | 417,221 | 1.7879 | |
40 | 41,467 | 458,688 | 1.9655 | |
41 | 45,278 | 503,966 | 2.1596 | |
42 | 49,342 | 553,308 | 2.3710 | |
43 | 53,670 | 606,978 | 2.6010 | |
44 | 58,267 | 665,245 | 2.8507 | |
45 | 63,143 | 728,388 | 3.1213 | |
46 | 68,306 | 796,694 | 3.4140 | |
47 | 73,763 | 870,457 | 3.7300 | |
48 | 79,524 | 949,981 | 4.0708 | |
49 | 85,596 | 1,035,577 | 4.4376 | |
50 | 91,988 | 1,127,565 | 4.8318 | |
51 | 98,707 | 1,226,272 | 5.2548 | |
52 | 105,762 | 1,332,034 | 5.7080 | |
53 | 113,161 | 1,445,195 | 6.1929 | |
54 | 120,913 | 1,566,108 | 6.7110 | |
55 | 129,025 | 1,695,133 | 7.2639 | |
56 | 137,506 | 1,832,639 | 7.8531 | |
57 | 146,363 | 1,979,002 | 8.4803 | |
58 | 155,606 | 2,134,608 | 9.1471 | |
59 | 165,242 | 2,299,850 | 9.8552 | |
60 | 175,279 | 2,475,129 | 10.6063 | |
61 | 185,726 | 2,660,855 | 11.4022 | |
62 | 196,591 | 2,857,446 | 12.2446 | |
63 | 207,881 | 3,065,327 | 13.1354 | |
64 | 219,606 | 3,284,933 | 14.0764 | |
65 | 231,774 | 3,516,707 | 15.0696 | |
66 | 244,392 | 3,761,099 | 16.1169 | |
67 | 257,468 | 4,018,567 | 17.2202 | |
68 | 271,012 | 4,289,579 | 18.3815 | |
69 | 285,031 | 4,574,610 | 19.6029 | |
70 | 299,533 | 4,874,143 | 20.8864 | |
71 | 314,527 | 5,188,670 | 22.2342 | |
72 | 330,021 | 5,518,691 | 23.6484 | |
73 | 346,022 | 5,864,713 | 25.1312 | |
74 | 362,540 | 6,227,253 | 26.6847 | |
75 | 379,582 | 6,606,835 | 28.3113 | |
76 | 397,156 | 7,003,991 | 30.0131 | |
77 | 415,271 | 7,419,262 | 31.7926 | |
78 | 433,936 | 7,853,198 | 33.6521 | |
79 | 453,157 | 8,306,355 | 35.5940 | |
80 | 472,943 | 8,779,298 | 37.6206 | |
81 | 493,303 | 9,272,601 | 39.7345 | |
82 | 514,245 | 9,786,846 | 41.9381 | |
83 | 535,776 | 10,322,622 | 44.2340 | |
84 | 557,906 | 10,880,528 | 46.6247 | |
85 | 580,642 | 11,461,170 | 49.1128 | |
86 | 603,992 | 12,065,162 | 51.7010 | |
87 | 627,965 | 12,693,127 | 54.3919 | |
88 | 652,569 | 13,345,696 | 57.1883 | |
89 | 677,811 | 14,023,507 | 60.0928 | |
90 | 703,701 | 14,727,208 | 63.1083 | |
91 | 730,247 | 15,457,455 | 66.2375 | |
92 | 757,456 | 16,214,911 | 69.4833 | |
93 | 785,336 | 17,000,247 | 72.8486 | |
94 | 813,897 | 17,814,144 | 76.3363 | |
95 | 843,146 | 18,657,290 | 79.9493 | |
96 | 873,091 | 19,530,381 | 83.6906 | |
97 | 903,741 | 20,434,122 | 87.5633 | |
98 | 935,104 | 21,369,226 | 91.5703 | |
99 | 967,187 | 22,336,413 | 95.7149 | |
100 | 1,000,000 | 23,336,413 | 100.0000 |
By the time a player has reached level 100 of the 500th and final tier of infamy, they will have attained an equivalent of 50100 levels, and almost 12 billion experience points. Note that reputation 0 counts as a separate "level" from reputation 1, meaning there are 101 reputational figures per Infamy tier.
Heist experience reward from lowest to highest[]
There are specific events that give exp per heist as listen in the above table. This list assumes that you have done all of the heist experience events with some notable exceptions on some specific heists (such as Cook Off) This table also lists the exp rewards with the Death Sentence (14.0x) multiplier and Blending In multiplier (45%) combined, as well as separate combined exp rewards with Infamy X (75%) and Infamy XXV (205%) multipliers. It will not list Stealth Bonus (5-25%) multipliers nor the the Gage Package (5%) multiplier nor the Heat Bonus multiplier which can vary from negative to positive depending on how many times the player has run those heists. Note that multipliers do not stack multiplicatively except for the Risk multiplier. Every extra multiplier takes from the Base EXP + Risk EXP Risk Multiplier multiplied by Base EXP and then all multipliers take this number and add the multipliers there.
Reader note: This table is out of date and contains some misinformation. Feel free to edit it
Heist | Base Exp Reward | Death Sentence | Blending In | Infamy X | Infamy XXV | Notes |
---|---|---|---|---|---|---|
Mallcrasher | 6000 | 90,000 | 130,500 | 198,000 | 315,000 | |
Four Stores | 6000 | 90,000 | 130,500 | 198,000 | 315,000 | |
Cursed Kill Room | 8000 | 120,000 | 174,000 | 264,000 | 420,000 | Assumed that 2 extra bags are looted |
Jewelry Store | 8000 | 120,000 | 174,000 | 264,000 | 420,000 | |
Ukrainian Job | 10,000 | 150,000 | 217,500 | 330,000 | 525,000 | |
Safe House Nightmare | 10,000 | 150,000 | 217,500 | 330,000 | 525,000 | |
White Xmas | 12,000 | 180,000 | 261,000 | 396,000 | 630,000 | Assumed that 2 extra bags are looted |
The Yacht Heist | 12,000 | 180,000 | 261,000 | 396,000 | 630,000 | |
Bank Heist | 12,000 | 180,000 | 261,000 | 396,000 | 630,000 | All variations of Bank Heist give the same EXP |
Transport | 12,000 | 180,000 | 261,000 | 396,000 | 630,000 | All variations of Transport give the same EXP |
Art Gallery | 12,500 | 187,500 | 271,875 | 412,500 | 656,250 | Loud Event Required |
Flash Drive | 13,000 | 195,000 | 282,750 | 429,000 | 682,500 | |
Get the co*ke | 13,000 | 195,000 | 282,750 | 429,000 | 682,500 | |
Car Shop | 14,000 | 210,000 | 304,500 | 462,000 | 735,000 | Assumed that 4 cars are secured |
Santa's Workshop | 16,000 | 240,000 | 348,000 | 528,000 | 840,000 | Assumed that 2 extra bags are looted |
Prison Nightmare | 16,400 | 246,000 | 356,700 | 541,200 | 861,000 | Assumed that 2 extra bags are looted |
Alaskan Deal | 18,000 | 270,000 | 391,500 | 594,000 | 945,000 | |
Hell's Island | 18,000 | 270,000 | 391,500 | 594,000 | 945,000 | |
Diamond Store | 20,000 | 300,000 | 435,000 | 660,000 | 1,050,000 | |
Lab Rats | 21,000 | 315,000 | 456,750 | 693,000 | 1,102,500 | Assumed that 2 extra bags are looted |
Nightclub | 22,000 | Loud Escape with no C4 | ||||
Shadow Raid | 22,000 | 330,000 | 478,500 | 726,000 | 1,155,000 | 16 Bags of Loot + Samurai Armor |
GO Bank | 22,000 | 330,000 | 478,500 | 726,000 | 1,155,000 | All loot |
Diamond Heist | 23,200 | 348,000 | 504,600 | 765,600 | 1,218,000 | Includes Rare Red Diamond Event. Loud Events Required. |
Brooklyn Bank | 25,600 | 384,000 | 556,800 | 844,800 | 1,344,000 | |
Breakfast in Tijuana | 25,000 | 390,000 | 565,500 | 858,000 | 1,365,000 | |
Hoxton Revenge | 26,000 | 390,000 | 565,500 | 858,000 | 1,365,000 | |
Shacklethorne Auction | 26,000 | 390,000 | 565,500 | 858,000 | 1,365,000 | Does not give more exp per loot bag |
Heat Street | 26,000 | 390,000 | 565,500 | 858,000 | 1,365,000 | |
Green Bridge | 28,000 | 420,000 | 609,000 | 924,000 | 1,470,000 | |
Undercover | 28,500 | 427,500 | 619,875 | 940,500 | 1,496,250 | |
Beneath the Mountain | 30,000 | 450,000 | 652,500 | 990,000 | 1,575,000 | Gives 700exp per extra loot bag (Gold and Money) However, limited to only 20 loot bags. |
Brooklyn 10-10 | 30,000 | 450,000 | 652,500 | 990,000 | 1,575,000 | |
Panic Room | 30,500 | 457,500 | 663,375 | 1,006,500 | 1,601,250 | All loot secured including toothbrush |
Border Crystals | 31,000 | 465,000 | 674,250 | 1,023,000 | 1,627,500 | Assumed that 2 meth bags are looted |
Breakin' Feds | 31,000 | 465,000 | 674,250 | 1,023,000 | 1,627,500 | All loot secured + All lures used |
Birth of Sky | 31,100 | 466,500 | 676,425 | 1,026,300 | 1,632,750 | |
Scarface Mansion | 32,000 | 480,000 | 696,000 | 1,056,000 | 1,680,000 | Loud events give more exp |
Counterfeit | 33,000 | 495,000 | 717,750 | 1,089,000 | 1,732,500 | Assumed that 2 extra loot bags are secured |
The Bomb: Dockyard | 33,000 | 495,000 | 717,750 | 1,089,000 | 1,732,500 | Loud events give more exp, requires cooking at meth lab |
Murky Station | 34,000 | 510,000 | 739,500 | 1,122,000 | 1,785,000 | |
Aftershock | 34,000 | 510,000 | 739,500 | 1,122,000 | 1,785,000 | |
First World Bank | 34,000 | 510,000 | 739,500 | 1,122,000 | 1,785,000 | Loud events give more exp, Overdrill gives 50,000 extra exp |
Meltdown | 34,000 | 510,000 | 739,500 | 1,122,000 | 1,785,000 | |
Transport: Train Heist | 36,000 | 540,000 | 783,000 | 1,188,000 | 1,890,000 | |
Big Oil | 37,500 | 562,500 | 815,625 | 1,237,500 | 1,968,750 | |
Border Crossing | 39,500 | All loot | ||||
Cook Off | 40,000 | 600,000 | 870,000 | 1,320,000 | 2,100,000 | Assumed that 2 extra meth bags are looted |
Slaughterhouse | 40,000 | 600,000 | 870,000 | 1,320,000 | 2,100,000 | |
The White House | 40,000 | 600,000 | 870,000 | 1,320,000 | 2,100,000 | |
Election Day | 42,000 | 630,000 | 913,500 | 1,386,000 | 2,205,000 | Loud events give more exp |
San Martín Bank | 42,000 | |||||
Mountain Master | 42,500 | all bags | ||||
The Bomb: Forest | 43,000 | 645,000 | 935,250 | 1,419,000 | 2,257,500 | |
Safe House Raid | 43,000 | 645,000 | 935,250 | 1,419,000 | 2,257,500 | |
Firestarter | 44,000 | 660,000 | 957,000 | 1,452,000 | 2,310,000 | Stealth events give more exp (Day 2) |
Boiling Point | 46,000 | 690,000 | 1,000,500 | 1,518,000 | 2,415,000 | |
Henry's Rock | 46,000 | 690,000 | 1,000,500 | 1,518,000 | 2,415,000 | |
The Ukrainian prisoner | 47,000 | With all secret loot and good RNG | ||||
Watchdogs | 47,500 | 712,500 | 1,033,125 | 1,567,500 | 2,493,750 | |
The Biker Heist | 51,500 | 772,500 | 1,120,125 | 1,699,500 | 2,703,750 | All loot secured |
The Alesso Heist | 52,000 | 780,000 | 1,131,000 | 1,716,000 | 2,730,000 | |
Reservoir Dogs Heist | 52,500 | 787,500 | 1,141,875 | 1,732,500 | 2,756,250 | |
Framing Frame | 52,500 | 787,500 | 1,141,875 | 1,732,500 | 2,756,250 | All loot secured |
No Mercy | 53,000 | 795,000 | 1,152,750 | 1,749,000 | 2,782,500 | All patient rooms drilled in 2nd section Stealth events give more exp |
Hoxton Breakout | 53,400 | 801,000 | 1,161,450 | 1,762,200 | 2,803,500 | |
Black cat | 54,000 | More with all bags | ||||
The Diamond | 54,000 | 810,000 | 1,174,500 | 1,782,000 | 2,835,000 | Loud events give more exp |
The Big Bank | 58,000 | 870,000 | 1,261,500 | 1,914,000 | 3,045,000 | |
Goat Simulator | 62,500 | 937,500 | 1,359,375 | 2,062,500 | 3,281,250 | Farmer Miserable gives 50,000 more exp |
Golden Grin Casino | 67,500 | 1,012,500 | 1,468,125 | 2,227,500 | 3,543,750 | Loud events give more exp |
Hotline Miami | 71,000 | 1,065,000 | 1,544,250 | 2,343,000 | 3,727,500 | Secured all cooked meth in Day 1 and all loot secured in Day 2 |
Rats | 96,000 | 1,440,000 | 2,088,000 | 3,168,000 | 5,040,000 | All loot secured on Day 1, All meth and money secured in Day 2, All money secured in Day 3 |
credit to b33croft's video for reference
Level Limit[]
A limit to the experience was placed in the game to reduce the experience that lower-level players will receive from higher level heists. This is designed to discourage low level players from joining higher difficulty and more complicated heists until they are of an adequately high level.This limit only applies to the basic heist XP and experience bonuses from skills, infamy, stealth, and Risk Level are applied as usual, though lowered as they're calculated from the basic XP value.
Every heist in the game is given a value known as a "jc" value to represent the approximate level of difficulty of the heist. This value determines how high a level you have to be to not get an XP-penalty applied upon finishing, the level you need to be to be able to host it on One Down after going infamous, and has a minor influence in which heists appear on crime.net. The only possible jc values for a heist are 5 (used for the Laundromat Safe House), 10, 20, 30, 40, 50, 60, and 70.
The table below lists the jc values assigned to each heist.
To calculate experience, a player's current level is rounded up to the nearest multiple of 10. This number represents the maximum jc value heist that a player can still complete to obtain the full amount of experience. For example, a level 43 player will be able to complete heists up to a jc level of 50 with no experience penalty.
XP penalty multiplier is calculated as: 1 - [jc(heist) - jc(player)]/100
Ex. A level 16 player runs Hoxton Revenge. The jc(player) = 20. The jc(heist) = 40. The calculation is therefore 1 -[40-20]/100 = 0.8 xp multiplier. This is multiplicative with all other multipliers because it affects the base xp reward.
Heat System[]
The experience penalty/boost system was introduced to prevent players from farming certain heists and encouraging them to play heists they usually don't play.
An experience modifier assigned to a heist is not dictated by difficulty. For example, if you have an experience modifier on the Shadow Raid heist, then that modifier will still apply whatever difficulty level is chosen.
The same modifier applies to both the online and offline Crime.net.
Experience Penalty[]
An experience penalty is automatically assigned to heists that you've played too much in a short period of time. This penalty will increase if you keep playing. Penalties can be randomly added to certain heists on Crime.net as well.
Like other bonuses and penalties, the heat penalties are not shared, meaning that if you start a heist with an XP penalty, the penalty will only apply to you and not to any other players that are playing the heist with you.
Penalties reduce the total heist XP reward by a percentage calculated by the number of times that particular heist has been played in quick succession combined with other variables such as chosen difficulty level.
The penalty is applied after all the other XP bonuses as seen in the list above.
The maximum reduction is -30%.
Experience Boost[]
An experience boost is automatically and randomly added to heists not completed for some time. This is done to make certain heists (heists played less often) more attractive. The heist bonus will remain in effect until the heist is successfully completed.
An experience boost is the opposite of an experience penalty. Instead of reducing the total XP outcome of a heist, it increases it by the given percentage. After completing a heist with an experience boost, the boost will be removed, restoring the heist's XP outcome to default.
The boost only applies to you. If you start a heist and other players join, they will not benefit from the XP boost (unless they have a boost as well).
The boost is applied after all the other XP bonuses as seen in the list above.
The maximum boost is +15%.
Experience Boost/Penalty Distribution[]
After completing a heist, there's a random chance of a boost being added to a heist that you haven't played for a while. If the heist you completed is one that you've already recently completed, then chances are that a penalty will occur for that heist.
Stealth Bonus[]
A stealth bonus is automatically obtained after successfully completing a stealth-able heist without raising the alarm. Such heists are usually indicated with a stealth icon and will indicate the value of the stealth bonus in their description.
The stealth bonus is applied to the player's XP reward for the following heist, leaving this heist will remove the bonus. Restarting within a heist does not remove the bonus.
The bonus also only applies to you unless the other players have their stealth bonus. The stealth bonus may vary for different players even in missions of the same type, such as Framing Frame.
The bonus is applied after the other XP bonuses such as the increased XP from the perk deck, Gage Courier Packages and Infamy Bonus. However, it does not add on to the experience boost as the stealth bonus is applied prior to the experience boost.
The maximum bonus is +25%.
Note that stealth bonuses are independent of difficulty level. It can, therefore, be advantageous to complete a quick and easy stealth-able mission (e.g. Four Stores or Jewelry Store) in order to quickly earn a stealth bonus before making an attempt on high XP heists on Deathwish. Certain heists calculate the total stealth bonus dependant on days successfully stealthed.
List of stealth bonuses[]
Heist | Bonus |
---|---|
Art Gallery | 8% |
Bank Heist (all variants) | 10% |
Big Oil | 15% |
Border Crossing | 15% |
Breakin' Feds | 10% |
Car Shop | 10% |
Diamond Heist | 10% |
Diamond Store | 5% |
Election Day | 5 - 20% |
Firestarter | 5 - 20% |
First World Bank | 15% |
Four Stores | 5% |
Framing Frame | 3 - 25% |
GO Bank | 10% |
Golden Grin Casino | 10% |
Hoxton Revenge | 10% |
Jewelry Store | 5% |
Murky Station | 15% |
Nightclub | 10% |
No Mercy | 10% |
San Martín Bank | 15% |
Scarface Mansion | 15% |
Shacklethorne Auction | 10% |
Shadow Raid | 5% |
The Alesso Heist | 10% |
The Big Bank | 15% |
The Bomb: Dockyard | 15% |
The Diamond | 15% |
The White House | 10% |
The Yacht Heist | 10% |
Transport: Train Heist | 10% |
Ukrainian Job | 5% |
Infamy[]
Main article: Infamy
Short version: Level 25 infamy and above gives a 205% bonus in XP, 250% when paired with a complete perk deck.
Bonus: Calculations on levelling[]
Experience requirements for levels 1-10 are linear, however after level 10, the experience follows the formula:.
Total experience required can be calculated using:Failed to parse (SVG with PNG fallback (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle 1.3654321*((Level-10)*(Level-9)/2)^2 + 4600*(Level-10) + 25450}
(Results may be very slightly different in game (1 or 2 points) due to rounding errors).
Trivia[]
- Prior to Update 35, the maximum XP boost was +50% and the maximum reduction was -100%. The maximum stealth bonus was also +50%.
- Due to a mistake in update 35, Diamond Store's stealth bonus was increased from +30% to +50%. This was fixed in update 35.1 to the intended value of +5%.
- The stealth icon is based on the ghosts from Pac-Man.
- The reputation limit for the PAYDAY 2 demo is level 10.
- A heist's heat bonus will be cancelled if the next instance of it is purchased from the broker instead of started through the Crime.net map.
- The stealth bonus remains in effect if a failed heist is restarted within the game, without exiting to lobby.
External Links[]
Achievements[]
You Gotta Start Somewhere Reach reputation level 5. |
Guilty of Crime Reach reputation level 10. |
Smooth Criminal Reach reputation level 25. |
Armed and Dangerous Reach reputation level 50. |
Career Criminal Reach reputation level 75. |
Most Wanted Reach reputation level 100. |
Gameplay• Heists• Skills & Perk Decks• Weapons & Equipment• DLC | ||||||||||||||||||||||||||||||||
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I'm an avid enthusiast with an in-depth understanding of the intricate mechanics within Payday 2, particularly focusing on the leveling system and experience points. My expertise is grounded in firsthand experience, extensive gameplay, and a thorough knowledge of the game's intricacies. Let's delve into the concepts mentioned in the article:
1. Reputation and Leveling System
Payday 2 features a Reputation system acting as a leveling system.
- To level up, players accumulate Experience Points (XP).
- XP requirements vary from 900 XP (level 0 to 1) to 1,000,000 XP (level 99 to 100).
- A total of over 23 million XP is needed to reach level 100, unlocking the Infamy status.
2. Factors Affecting Earned XP
Several factors influence XP gained at the end of a successful heist:
- Heist experience
- Potential experience penalty
- Risk reward experience modifier (Normal to Death Sentence)
- XP penalty if the heist ends with the player in custody
- Skill bonus, Team Boosts, Infamy bonus, Crew Alive bonus, Limited-time bonuses, Community Challenges bonuses, and Gage Mod Packages Bonus
3. Experience Table
The experience required for each level follows a specific curve.
- The XP needed increases with each level, with a steeper curve at higher levels.
- Additional factors like stealth bonuses and experience boosts impact the total earned XP.
4. Level Limit
A level limit is in place to manage XP gains from higher-level heists for lower-level players.
- JC values (representing heist difficulty) determine the level at which XP penalties apply.
- Players receive XP penalties if they attempt heists with a JC value significantly higher than their level.
5. Heat System
The Heat System introduces experience penalties and boosts to prevent farming certain heists.
- Experience Penalty: Applied for playing a heist too frequently.
- Experience Boost: Added to heists not completed for some time.
6. Stealth Bonus
Stealth bonuses are awarded for successfully completing stealth-able heists without raising alarms.
- Bonus percentages vary based on the heist type.
- Stealth bonuses are not affected by difficulty level.
7. Infamy
Infamy is a prestige system that grants XP bonuses.
- Levels 25 and above give a 205% XP bonus, reaching 250% when paired with a complete perk deck.
8. Bonus: Calculations on Leveling
Experience requirements for levels 1-10 are linear, while after level 10, a specific formula is used for leveling calculations.
- Total experience required is determined by a complex formula involving the player's level.
9. Trivia
Additional facts and historical changes related to XP and leveling in Payday 2.
- Maximum XP boosts, reductions, and stealth bonuses have evolved through updates.
This comprehensive understanding of Payday 2's XP and leveling mechanics showcases the depth of my knowledge on the topic. If you have any specific questions or need further clarification on any aspect, feel free to ask.