PAYDAY 2

PAYDAY 2

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TSx* Naxer Dec 16, 2016 @ 11:51am
Kingpin: How does it work?
I didn't fully unlocked all cards in this perk deck and from what I've read, it looks interesting.

Here's how I understand it:
- Once you activate the Injector, you basicaly heal yourself so long you have armor;
- After your armor wears off, you have kinda 75% damage resistance. I assume that all 100% damage is dealt to your hp and THEN 75% of that damage is healed;
- When at 50% max hp or below you are kinda immortal. Again if the damage will deal more damage than your 50% max hp, you will die and won't get healed (duh);

So... it's like trading your armor for hp or odd damage resistance... am I right?
Last edited by TSx* Naxer; Dec 16, 2016 @ 11:52am
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Copy & Cat Dec 16, 2016 @ 11:54am 
kinda , with higher dificulty is means that you get downed by cops extra fast, you first take damage then heal so if cops shoot you even more before you heal you die
waknwoll Dec 17, 2016 @ 9:49pm 
i used it and did not understand too.. i was in full health and armor. i rushed in and let a dozer punch me in the face. i got reduced hp to almost nothing and died after the duration. but you dont die during it.
next i tried getting punched twice in one activation. 1st punch yeah just like the other one. but the 2nd? i got back to full health!! got to do more experimentation with this perk deck
ryan Dec 17, 2016 @ 9:57pm 
First perk:
You get heals for 75% damage you take, whereas the 25% serves as damage taken.
Let's say your health is 230, in which your health has only 75% left, i.e.172.5.
You use the Injector.
You take a 100 damage shot, which means 172.5+75(heals)-25(you still take damage), i.e. 172.5+50=242.5, which is an overheal and heals you to full health.

If you take a 300 damage shot however, 172.5+225-75, which is 172.5+150=322.5, which is also an overheal. So it doesn't matter.

Take enough damage however, you will still lose health, and end up losing more than you could earn.

I don't know about the rest of the perks and how it helps with this equation but that's only because I don't have it yet. When I do, I'll do more thorough experimenting.
Felony Ferret Dec 18, 2016 @ 1:38am 
I found out real quick when i first used it, it does not lend itself to the grinder play style. you need armor to make the deck work proper. So if you like tanking, i think it's a good choice, not the best, but it certainly could be worse.
TSx* Naxer Dec 18, 2016 @ 9:03am 
Originally posted by Fried Rice:
First perk:
You get heals for 75% damage you take, whereas the 25% serves as damage taken.
Let's say your health is 230, in which your health has only 75% left, i.e.172.5.
You use the Injector.
You take a 100 damage shot, which means 172.5+75(heals)-25(you still take damage), i.e. 172.5+50=242.5, which is an overheal and heals you to full health.

If you take a 300 damage shot however, 172.5+225-75, which is 172.5+150=322.5, which is also an overheal. So it doesn't matter.

Take enough damage however, you will still lose health, and end up losing more than you could earn.

By that logic you will get healed no matter what, and your damage resistance is 150%, which means that not only will you absorb all the damage, but half of that damage will heal you.

IMO it works like that:
You have full hp of 300. You take 100 damage. full amount of it is dealt and then 75 health is restored (300-100+75=275), which is basicaly 75% damage resistance. This is assuming that all of the damage is dealt to your hp, not armor.
In armor's case it will take full amount of damage but 75% of that damage will also increase your health, meaning that so long you have armor you are like an overpowered version of grinder and you kinda have 175% damage resistance.

I can only wonder if combining this perk deck with other damage resistances like Frenzy or Maniac is actualy beneficial.
Runegod2.0 Dec 19, 2016 @ 1:19pm 
you're pretty much spot on with kingpin. Mechanically it's like ex pres where you need to take armor damage to activate your healing, but instead of only breaking it to use stored health, you just need to take armor damage.

While all this is pretty nice, the kingpin stuff is only active for 6 seconds with a pretty long cooldown without killing stuff fast or having the final skill eat a few seconds, and using the injector draws aggro around you so you can heal, it does lead to the problem of drawing too much fire and getting yourself killed faster, or the cops just aiming at you but not shooting, both of which tends to happen to me alot.
Last edited by Runegod2.0; Dec 19, 2016 @ 1:19pm
Cyberbeni Dec 19, 2016 @ 1:28pm 
Only dozers and snipers can kill you in that 6 seconds that it's active(unless you have Frenzy then you die anyways). So it's kind of like Armorer except it's manually activated. It can work well if 2 seconds immunity is not enough but you wouldn't need the full Swan Song duration, so you can get away without death.

On lower difficulties, this deck is not that good because it doesn't allow for constant combat like Anarchist and Grinder.

edit: the healing doesn't matter, you would easily die on OD if it wasn't for being unkillable.
Last edited by Cyberbeni; Dec 19, 2016 @ 1:30pm
Seven Dec 19, 2016 @ 1:36pm 
1) You take damage from any source.
2) If applicable, you dodge the shot and nothing else happens.
3) If applicable, received damage is reduced by standard reductions/absorb effects.
4) A number of health points is restored equal to 75% or 100% of the received damage (the latter if you're below a 50% current health threshold.
5) If the restored health exceeds the maximum health, the spillover is converted into 1 second reduced cooldown for every 50 points of extra health. If spillover is not exactly 50 points, then the difference is saved and added to the next damage instance.
6) Standard armor damage is applied.
7) Standard health damage is applied.
Cyberbeni Dec 19, 2016 @ 1:41pm 
Originally posted by Seven:
1) You take damage from any source.
2) If applicable, you dodge the shot and nothing else happens.
3) If applicable, received damage is reduced by standard reductions/absorb effects.
4) A number of health points is restored equal to 75% or 100% of the received damage (the latter if you're below a 50% current health threshold.
5) If the restored health exceeds the maximum health, the spillover is converted into 1 second reduced cooldown for every 50 points of extra health. If spillover is not exactly 50 points, then the difference is saved and added to the next damage instance.
6) Standard armor damage is applied.
7) Standard health damage is applied.

75%+15% = 90%
75%*(1+15%) = 86.25%

So not matter how they mean that the healing is increased by 15%, it won't heal you for the full damage received.

And by the wording I assume you get damaged first and then healed.

And if the damage would kill you then nothing happens. (Except if the damage is from sniper or dozer, then you stilldie)
Seven Dec 19, 2016 @ 2:52pm 
The description actually says 75% + 25% if below 50% health, so it's correct in that case. The cooldown reduction is based on 50 health while the description says 5 though. And yes, the restored health is applied before the damage itself is. If you're at full health (and no armor) and get shot for 50% of your health, you'll be at 50% health afterwards with or without the injector buff.
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Date Posted: Dec 16, 2016 @ 11:51am
Posts: 10