PAYDAY 2

PAYDAY 2

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Hero_ Dec 15, 2016 @ 6:53am
What are some damage breakpoints for certain difficulties?
Greens have 480 hp for mayhem, which is just fine for my shotgun. Tans have double hp of Greens. What are the damage breakpoints of One Down SWAT?
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SnivicDelta Dec 15, 2016 @ 6:55am 
Originally posted by Hero_:
Greens have 480 hp for mayhem, which is just fine for my shotgun. Tans have double hp of Greens. What are the damage breakpoints of One Down SWAT?
On OD you really just need to bring high powered weapons such as rpg and thanatos and then have all joker skills so you never actually fight anything so you can win with the high power weapons are just in case your converts fail at their job.
Malidictus Dec 15, 2016 @ 6:58am 
The breakpoints are mostly the same across difficulties. Multiples of 40 to headshot Specials, multiples of 32 to headshot Commons. Mayhem and above can have some intermediary breakpoints, but they rarely matter. For instance, 32 will kill a Deathwish Common in 6 headshots but 38.4 will kill him in 5 and 48 will kill him in 4. You're mag-dumping into the guy anyway, and 40 damage is what most Scale 1 guns will do anyway.
Gamecrazy009 Dec 15, 2016 @ 6:59am 
Like 500 on One Down cause lolhealthtanks.
ryan Dec 15, 2016 @ 7:26am 
Originally posted by Optimist Prime (the Jolly):
http://steamcommunity.com/sharedfiles/filedetails/?id=796195988

Also you can get HUD mods so that enemy health will be displayed.
BeastGTS Dec 15, 2016 @ 7:48am 
Originally posted by Malidictus:
The breakpoints are mostly the same across difficulties. Multiples of 40 to headshot Specials, multiples of 32 to headshot Commons. Mayhem and above can have some intermediary breakpoints, but they rarely matter. For instance, 32 will kill a Deathwish Common in 6 headshots but 38.4 will kill him in 5 and 48 will kill him in 4. You're mag-dumping into the guy anyway, and 40 damage is what most Scale 1 guns will do anyway.

I thought MH/DW light units have 480 HP and 3x headshot multiplier and heavy units have 960 HP and 3x headshot multiplier. This results in 160 head HP and 320 head HP, respectively. Accounting for the Helmet Popping perk, they have 128 and 256 head HP.

Accounting for damage granularity, this results in light unit breakpoints of:
# headshots/damage required
1 127.75
2 63.75
3 42.5
4 31.75
5 25.5
6 21.25

While the special units have breakpoints based on multiples of 40, they require so many shots with a 40 damage weapon, that it doesn't really matter any more on higher difficulties.

In my opinion, the difficulties update has effectively replaced the 40 damage breakpoint with 42.5 to 3 headshot light units and 6 headshot heavy units on MH/DW. This is disappointing because I don't think the original game was designed around this seemingly random 42.5 breakpoint resulting from the recent update. A lot of the weaker 40 damage weapons cannot reach this breakpoint with serious accuracy penalties or certain skills.

Edit: I think you listed the One Down breakpoints, instead of DW ones.
Last edited by BeastGTS; Dec 15, 2016 @ 8:21am
yamaci Dec 15, 2016 @ 7:59am 
use body expertise + critz + famas :)
yamaci Dec 15, 2016 @ 8:08am 
Originally posted by BeastGTS:
Originally posted by Malidictus:
The breakpoints are mostly the same across difficulties. Multiples of 40 to headshot Specials, multiples of 32 to headshot Commons. Mayhem and above can have some intermediary breakpoints, but they rarely matter. For instance, 32 will kill a Deathwish Common in 6 headshots but 38.4 will kill him in 5 and 48 will kill him in 4. You're mag-dumping into the guy anyway, and 40 damage is what most Scale 1 guns will do anyway.

I thought MH/DW light units have 480 HP and 3x headshot multiplier and heavy units have 960 HP and 3x headshot multiplier. This results in 160 head HP and 320 head HP, respectively. Accounting for the Helmet Popping perk, they have 128 and 256 head HP.

Accounting for damage granularity, this results in light unit breakpoints of:
# headshots/damage required
1 127.75
2 63.75
3 42.5
4 31.75
5 25.5
6 21.25

While the special units have breakpoints based on multiples of 40, they require so many shots with a 40 damage weapon, that it doesn't really matter any more on higher difficulties.

In my opinion, the difficulties update has effectively replaced the 40 damage breakpoint with 42.5 to 3 headshot light units and 6 headshot heavy units on MH/DW. This is disappointing because I don't think the original game was balanced around this seemingly random 42.5 breakpoint resulting from the recent update. A lot of the weaker 40 damage weapons cannot reach this breakpoint with serious accuracy penalties or certain skills.
but when they do reach that breakpoint (like famas) they can become beast with so much ammo and pickup and rof :)

for example, my famas does 42 dmg (i dont need silencer skills its pointless)
i use frenzy + berserker = 75 dmg
underdog basic = 86 dmg

lets do a simple math now

body expertise enables constant x3 multiplier for dmg

means, one shot on a tans body will register as 258 dmg
and means = 4 shots will be enough to kill a tan. when considered famas's high rof, it just takes 1-1.5 second to shoot 4-5 bullets. then you will pickup 8 ammo.

and more important part= critz.

you can get low concealmant with famas and get constant %30 crit chance.

if you're not superiorly unlucky, 1 shout out of 3 will land as crit. this means...

you will have x9 multiplier.

and that means... 774 dmg

Why critz are important? Because in this build, you will need about 10-12 bullets to kill medics/tasers. But crits will solve this problem. you will probably hit 2-3 hits in 7-9 bullets and this means you will surely kill them easly. if you're a bit lucky, you can even 2-3 shot medics/tasers. i dont even talk about crit shots on tans and normal cops

so when used properly 40 dmg weapons can still be beastly. people just dont want to acknowdlege it
Last edited by yamaci; Dec 15, 2016 @ 8:16am
BeastGTS Dec 15, 2016 @ 8:33am 
Originally posted by Sergeant Duffin:
so when used properly 40 dmg weapons can still be beastly. people just dont want to acknowdlege it

I understand stacking damage boosting skills can result in major damage, forgoing the common headshot breakpoints. However, some people don't like to limit their builds by using damage boosting skills. I personally don't like to limit my builds to only be able to use X weapon, with X buffs to be viable.

Without any skills, the Clarion can only hit 43.05 damage with 44 accuracy, locked to auto fire. Other low damage weapons, with fewer weapon mods may only take the Funnel of Fun to reach 42.5 damage, which hurts their low accuracy even more.
Malidictus Dec 15, 2016 @ 9:10am 
Originally posted by BeastGTS:
Edit: I think you listed the One Down breakpoints, instead of DW ones.

I did, but apparently I called them the wrong thing. My bad.

I just don't think the non-standard damage breakpoints matter so much, though. They make a difference for Scale 1 weapons, but you're not supposed to be counting shots with those. That's why the Beta gives them so much more ammo pick-up. For higher-damage breakpoints, those are scaled around Specials which fall into multiples of 40 more easily.

If you want all the particular breakpoints, there are just far too many of them and they're not always consistent between difficulties. In that case, Frankelstner's guide is the resource you want. I tend to go for "rules of thumb" and my rule of thumb is to aim for the nearest multiple of 40.
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Date Posted: Dec 15, 2016 @ 6:53am
Posts: 10