PAYDAY 2

PAYDAY 2

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CrustySockPuppet Mar 5, 2021 @ 2:12pm
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List of Damage Ramp Up and Drop Off for all weapons (BETA VALUES)
All of this info is no longer relevant as of Update 204. If you want a full run through of all the range multipliers currently in place, you can find that Here, a guide created by dxdydzd (big thanks for doing this).

I decided to get testing and find out how much damage each weapon deals at which distance. Things to note:

  • Aiming down sights does not effect damage ramp up and drop off. You'll deal the same damage scoped or unscoped.
  • I have yet to test shotguns and akimbo weapons. I assume that akimbos work the same as their base counterparts, except they fire twice. That's just a guess, however. Edit: Special thanks to dxdydzd for data mining the information on all of the range multipliers!
  • I studied each weapon archetype by choosing one from each. Each weapon may have its own range multipliers, but I do not care enough to find out myself. If each individual weapon does have unique range multipliers, give me a heads up so I don't end up keeping this here and making a fool of myself.
  • For those uninitiated what I mean by "weapon archetypes", each weapon type, (Sniper Rifles, Pistols, Shotguns, etc.)(excluding Special) has its own subtype of weapons that each share identical or very similar damage and ammo pickup rate. For example, the Chimano 88 is a low damage, high pickup rate weapon and the Deagle is a high damage, low pickup rate weapon.
  • Weapons that seem to dwindle between weapon archetypes (such as the Crosskill Chunky Compact Pistol), it's safe to assume that their range multipliers are the same as the archetype closest to them in damage.
  • This information is up to date as of March 6th, 11:30 PM (GMT-5) on the Payday 2 open-beta branch.
  • Edit: Your damage will not change past the final drop off or ramp up. For example, past 19 meters with the Krinkov SMG, your base damage will always be 60% of its original value.
  • Edit: Disclaimer: all shotguns were tested with the highest accuracy I could attain without 3rd party mods or the Far Away skill. If accuracy or Far Away effects effective range, these may be somewhat inaccurate to what's experienced.

With all that info taken care of, here's more information.

SMGs

High Damage SMGs (Krinkov) Between 0-14m, damage stays at 100% Between 14-19m, damage drops off to 60% Mid Damage SMGs (Spec Ops) Between 0-13m, damage stays at 100% Between 13-18m, damage drops off to 50% Low Damage SMGs (Uzi) Between 0-12.5m, damage stays at 100% Between 12.5-17m, damage drops off to 50%

Akimbo SMGs

High Damage Akimbo SMGs (Akimbo Krinkov) Between 0-3m, damage stays at 120% Between 3-3.5m, damage drops off to 100% Between 3.5-13m, damage stays at 100% Between 13-14m, damage drops off to 70% Mid Damage Akimbo SMGs (Akimbo Spec Ops) Between 0-3m, damage stays at 130% Between 3-4m, damage drops off to 100% Between 4-13m, damage stays at 100% Between 13-14m, damage drops off to 50% Low Damage Akimbo SMGs (Akimbo Uzi) Between 0-5m, damage stays at 130% Between 5-5.5m, damage drops off to 100% Between 5.5-14m, damage stays at 100% Between 14-14.5m, damage drops off to 50%

LMGs

Low Damage LMGs (KSP) Between 0-17m, damage stays at 100% Between 17-20m, damage drops off to 70% High Damage LMGs (M60) Between 0-18m, damage stays at 100% Betweem 18-25m, damage drops off to 80% [Note: Bipods do not change these critical points whatsoever.]

Rifles

High Damage Rifles (DMR) (M308) Between 0-20m, damage stays at 100% Between 20-30m, damage ramps up to 150% Mid Damage Rifles (BR) (AK.762) Between 0-17m, damage stays at 100% Betweem 17-27m, damage ramps up to 140% Low Damage Rifles* (AR) (JP36) Between 0-15.5m, damage stays at 100% Between 15.5-25m, damage ramps up to 150% *[Note: This applies to all assault rifles that are around or below 60 damage at base. The Low Damage AR, the JP36, has the same points of inflection as the High Damage AR, the Union. Simply put, if it's not clearly high enough damage to be a battle rifle, it's an assault rifle.]

Sniper Rifles

Uber Damage Snipers (Thanatos) Between 0-6m, damage stays at 50% Between 6-6.5m, damage ramps up to 100% Between 6.5-26m, damage stays at 100% Between 26-30m, damage ramps up to 150% High Damage Snipers (R93) Between 0-5m, damage stays at 50% Between 5-5.5m, damage steeply ramps up to 100% Between 5.5-20m, damage stays at 100% Between 20-30.5m, damage ramps up to 200% Mid Damage Snipers (Rattlesnake) Between 0-2m, damage stays at 60% Between 2-4m, damage ramps up to 100% Betweem 4-19.5m, damage stays at 100% Between 19.5-23.75m, damage ramps up to 166% Low Damage Snipers (Grom) Between 0-4.5m, damage stays at 60% Between 4.5-20m, damage stays at 100% Between 20-25.5m, damage ramps up to 160% [Note: Most of these critical points were tested on Bulldozers, which I only noticed seem to act a litte different than regular enemies when it comes to range multipliers. Nevertheless, here they are.]

Pistols

Revolver Damage Pistols (Castigo) Between 0-5m, damage stays at 140% Between 5-10.5m, damage drops off to 100% Between 10.5-19.5m, damage stays at 100% Between 19.5-21m, damage drops off to 50% High Damage Pistols (Baby Deagle) Between 0-5m, damage stays at 130% Between 5-10m, damage drops off to 100% Between 10-20m, damage stays at 100% Between 20-21m, damage drops off to 60% *Mid Damage Pistols (Interceptor) Between 0-5m, damage stays at 130% Between 5-7m, damage drops off to 100% Between 7-17m, damage stays at 100% Between 17-18.5m, damage drops off to 70% **Low Damage Pistols (Crosskill Guard) Between 0-5m, damage stays at 125% Between 5-5.5m, damage drops off to 100% Between 5.5-12m, damage stays at 100% Between 12-13m, damage drops off to 75% *[Note: This applies to the Igor Automatik as well.] **[Note: This applies to the Bernetti Auto, Stryk, and Czech as well.]

Akimbo Pistols

Revolver Damage Akimbo Pistols (Akimbo Castigo) Between 0-3m, damage stays at 120% Between 3-3.5m, damage drops off to 100% Between 3.5-13m, damage stays at 100% Between 13-19m, damage drops off to 50% High Damage Akimbo Pistols (Akimbo Baby Deagle) Between 0-3m, damage stays at 130% Between 3-3.5m, damage drops off to 100% Between 3.5-13m, damage stays at 100% Between 13-18m, damage drops off to 60% *Mid Damage Akimbo Pistols (Akimbo Interceptor) Between 0-3m, damage stays at 140% Between 3-3.5m, damage drops off to 100% Between 3.5-13m, damage stays at 100% Between 13-17m, damage drops off to 70% **Low Damage Akimbo Pistols (Akimbo Crosskill Guard) Between 0-3m, damage stays at 150% Between 3-3.5m, damage drops off to 100% Between 3.5-13m, damage stays at 100% Between 13-17m, damage drops off to 75% *[Note: This applies to the Akimbo Igor Automatiks as well.] **[Note: This applies to the Akimbo Bernetti Auto, Stryk, and Czechs as well.]

Primary Shotguns

High Damage Primary Shotguns (Breaker 12G) Between 0-5m, damage stays at 130% Between 5-15m, damage stays at 100% Between 15-17m, damage drops off to 50% Mid Damage Primary Shotguns (Raven) Between 0-5m, damage stays at 130% Between 5-14m, damage stays at 100% Between 14-15m, damage drops off to 50% *Low Damage Primary Shotguns (Izhma) Between 0-1m, damage stays at 125% Between 1-3m, damage drops off to 100% Between 3-9m, damage stays at 100% Between 9-12m, damage drops off to 50% *[Note: Applies to the M1014 and the Predator shotgun.]

Akimbo Shotguns

High Damage Akimbo Shotguns (Akimbo Judge) Between 0-4m, damage stays at 110% Between 4-11m, damage stays at 100% Between 11-16m, damage drops off to 50% Mid Damage Akimbo Shotguns (Akimbo Goliath 12G) Between 0-2m, damage stays at 133% Between 2-4m, damage drops off to 100% Between 4-14m, damage stays at 100% Between 14-16m, damage drops off to 70% Low Damage Akimbo Shotguns (Akimbo Grimms) Between 0-1m, damage stays at 125% Between 1-3m, damage drops off to 100% Between 3-12m, damage stays at 100% Between 12-13m, damage drops to 50%

Secondary Shotguns

High Damage Secondary Shotguns (GSPS) Between 0-3m, damage stays at 120% Between 3-4m, damage drops off to 100% Between 4-10m, damage stays at 100% Between 10-12m, damage drops off to 50% Mid Damage Secondary Shotguns (Locomotive) Between 0-1m, damage stays at 110% Between 1-4m, damage drops off to 100% Between 4-10m, damage stays at 100% Between 10-13m, damage drops off to 10% Low Damage Seconadry Shotguns (Goliath 12G) Between 0-2m, damage stays at 133% Between 2-4m, damage drops off to 100% Between 4-10m, damage stays at 100% Between 10-14m, damage drops off 10% Lowest Damage Secondary Shotguns (Grimm) Between 0-3m, damage stays at 125% Between 3-9m, damage stays at 100% Between 9-13m, damage drops off to 10%
Last edited by CrustySockPuppet; Mar 18, 2021 @ 6:42pm
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Showing 1-15 of 47 comments
Pablo231 Mar 5, 2021 @ 2:54pm 
Heh this game have more numbers kept in secret than you can think of.
Malidictus Mar 5, 2021 @ 3:25pm 
Originally posted by Pawelu231:
Heh this game have more numbers kept in secret than you can think of.

That seems to be the case, yes. It's bad enough that the game hides each weapon's internal spread and recoil stats, now they also have hidden damage dropoff stats. I wonder if that'll pop up in More Weapon Stats.

From the values I'm seeing here, this looks like an across-the-board nerf to most weapons at 20+ meters. I'm not entirely sure why.
dxdydzd Mar 5, 2021 @ 3:33pm 
Originally posted by PillowMachete:
High Damage SMG (Krinkov) Between 0-14m, damage stays at 100% Between 14-19m, damage drops off to 60%
What happens past 19m?

Also, when you say "drop off", is it linear, like how shotguns currently work? Or does it abruptly drop from 100% to 60% the moment you go from 14m to 14.1m?

Lastly, is the damage bonus/penalty percentage or multiplicative? Suppose I use a base 480 damage sniper rifle at 0m range with a 9/9 perk deck (i.e. Fast and Furious unlocked: +5% damage). Is the damage 480*1.05*0.5 = 252, or 480*(1.05-0.5) = 264?
Last edited by dxdydzd; Mar 5, 2021 @ 4:07pm
Pablo231 Mar 5, 2021 @ 3:54pm 
Originally posted by dxdydzd:
Originally posted by PillowMachete:
High Damage SMG (Krinkov) Between 0-14m, damage stays at 100% Between 14-19m, damage drops off to 60%
What happens past 19m?

I think your dmg will not change after this 19 meters away.
dxdydzd Mar 6, 2021 @ 12:24am 
So the falloff values are in the main branch already, just that they are not implemented yet:
https://github.com/mwSora/payday-2-luajit/blob/master/pd2-lua/lib/tweak_data/weaponfallofftweakdata.lua

I made a diagram explaining what all those values mean. This is based on my understanding of it, correct me if I got anything wrong:
https://imgur.com/MRam4M0

optimal_range and optimal_distance are rather misleading names. optimal_distance is the distance where your multiplier is *1 and you do a baseline amount of damage, not the distance where you do the most amount of damage. If you're using a shotgun, you do more damage (than the baseline) at 0m, whereas if you're using an AR, you do more damage at 30m.

From the code it does seem like akimbos have different multipliers from their single secondary versions.

The other thing is, if optimal_distance is greater than zero but near_falloff is zero, the multiplier will suddenly jump at optimal_distance. In the diagram, the first slope would become a vertical line. A similar thing happens if far_falloff is zero (the other condition is optimal_distance + optimal range > 0, but that is always true). Only AKI_SMG_FALL_LOW has far_falloff = 0, though.

For example, SNIPER_FALL_VERYHIGH (the Thanatos) will have a damage multiplier of 0.5 at 5.99m, but 1.0 at 6.01 m, literally a 2cm difference. I'm not sure if this is intentional, but it does seem very unnatural.

If you're testing this out ingame, use a sniper rifle with a rangefinder scope to measure the distance from the target.
Last edited by dxdydzd; Mar 6, 2021 @ 3:12am
Christ, thank you for doing that legwork
dxdydzd Mar 6, 2021 @ 2:06am 
I wrote a script to generate the multipliers from the .lua file in a human readable format, here's the output (with some modifications by hand):

ASSAULT_FALL_LOW
0.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: 0.05*x + 0.25
25.0m <= x: 1.5

ASSAULT_FALL_MEDIUM
0.0m <= x < 17.0m: 1
17.0m <= x < 27.0m: 0.04*x + 0.32
27.0m <= x: 1.4

ASSAULT_FALL_HIGH
0.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.05*x
30.0m <= x: 1.5

SHOTGUN_FALL_PRIMARY_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.125*x + 2.125
13.0m <= x: 0.5

SHOTGUN_FALL_PRIMARY_MEDIUM
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 20.0m: -0.1*x + 2.5
20.0m <= x: 0.5

SHOTGUN_FALL_PRIMARY_HIGH
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: -0.05*x + 1.75
25.0m <= x: 0.5

SNIPER_RDM_LOW
0m <= x < 4.0m: 0.7
4.0m <= x < 20.0m: 1
20.0m <= x < 25.0m: 0.12*x - 1.4
25.0m <= x: 1.6

SNIPER_FALL_MEDIUM
0m <= x < 2.0m: 0.6
2.0m <= x < 4.0m: 0.2*x + 0.2
4.0m <= x < 19.0m: 1
19.0m <= x < 24.0m: 0.14*x - 1.66
24.0m <= x: 1.7

SNIPER_FALL_HIGH
0m <= x < 5.0m: 0.5
5.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.1*x - 1.0
30.0m <= x: 2.0

SNIPER_FALL_VERYHIGH
0m <= x < 6.0m: 0.5
6.0m <= x < 26.0m: 1
26.0m <= x < 31.0m: 0.1*x - 1.6
31.0m <= x: 1.5

LMG_FALL_MEDIUM
0.0m <= x < 25.0m: 1
25.0m <= x < 35.0m: -0.03*x + 1.75
35.0m <= x: 0.7

LMG_FALL_HIGH
0.0m <= x < 30.0m: 1
30.0m <= x < 40.0m: -0.02*x + 1.6
40.0m <= x: 0.8

AKI_PISTOL_FALL_LOW
0m <= x < 3.0m: 1.5
3.0m <= x < 13.0m: 1
13.0m <= x < 16.0m: -0.0667*x + 1.867
16.0m <= x: 0.8

AKI_PISTOL_FALL_MEDIUM
0m <= x < 3.0m: 1.4
3.0m <= x < 13.0m: 1
13.0m <= x < 17.0m: -0.075*x + 1.975
17.0m <= x: 0.7

AKI_PISTOL_FALL_HIGH
0m <= x < 3.0m: 1.3
3.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.08*x + 2.04
18.0m <= x: 0.6

AKI_PISTOL_FALL_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 19.0m: -0.0833*x + 2.0833
19.0m <= x: 0.5

AKI_SMG_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 14.0m: 1
14.0m <= x: 0.5

AKI_SMG_FALL_MEDIUM
0m <= x < 3.0m: 1.3
3.0m <= x < 4.0m: -0.3*x + 2.2
4.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.5*x + 7.5
14.0m <= x: 0.5

AKI_SMG_FALL_HIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.3*x + 4.9
14.0m <= x: 0.7

AKI_SHOTGUN_FALL_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.5*x + 7.0
13.0m <= x: 0.5

AKI_SHOTGUN_FALL_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 14.0m: 1
14.0m <= x < 16.0m: -0.15*x + 3.1
16.0m <= x: 0.7

AKI_SHOTGUN_FALL_HIGH
0.0m <= x < 10.0m: 1
10.0m <= x < 15.0m: -0.1*x + 2.0
15.0m <= x: 0.5

PISTOL_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.3*x + 4.6
13.0m <= x: 0.7

PISTOL_FALL_MEDIUM
0m <= x < 5.0m: 1.3
5.0m <= x < 7.0m: -0.15*x + 2.05
7.0m <= x < 17.0m: 1
17.0m <= x < 18.0m: -0.3*x + 6.1
18.0m <= x: 0.7

PISTOL_FALL_HIGH
0m <= x < 5.0m: 1.3
5.0m <= x < 10.0m: -0.06*x + 1.6
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.4*x + 9.0
21.0m <= x: 0.6

PISTOL_FALL_VERYHIGH
0m <= x < 5.0m: 1.4
5.0m <= x < 10.0m: -0.08*x + 1.8
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.5*x + 11.0
21.0m <= x: 0.5

SMG_FALL_LOW
0.0m <= x < 12.0m: 1
12.0m <= x < 17.0m: -0.1*x + 2.2
17.0m <= x: 0.5

SMG_FALL_MEDIUM
0.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.1*x + 2.3
18.0m <= x: 0.5

SMG_FALL_HIGH
0.0m <= x < 14.0m: 1
14.0m <= x < 19.0m: -0.08*x + 2.12
19.0m <= x: 0.6

SHOTGUN_FALL_SECONDARY_LOW
0m <= x < 3.0m: 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.225*x + 3.025
13.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 10.0m: 1
10.0m <= x < 14.0m: -0.225*x + 3.25
14.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_HIGH
0.0m <= x < 4.0m: -0.025*x + 1.1
4.0m <= x < 10.0m: 1
10.0m <= x < 13.0m: -0.3*x + 4.0
13.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 4.0m: -0.2*x + 1.8
4.0m <= x < 10.0m: 1
10.0m <= x < 12.0m: -0.25*x + 3.5
12.0m <= x: 0.5

Note, it's possible that the numbers in the beta differ from those in the main branch, or I might have calced incorrectly somewhere. So don't take this as 100% accurate.
Last edited by dxdydzd; Mar 6, 2021 @ 2:08am
Malidictus Mar 6, 2021 @ 5:34am 
Originally posted by dxdydzd:
ASSAULT_FALL_LOW
0.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: 0.05*x + 0.25
25.0m <= x: 1.5

This... Seems really odd. Let me see if I get what you're saying with some random ass-pull examples. Let's say my rifle does 30 damage. By the calculations you're giving me, it seems like my rifle will do:

  • 10 meters: 30*1 = 30
  • 20 meters: 30*(0.05*20 + 0.25) = 30*1.25 = 37.5
  • 30 meters: 30*1.5 = 45

Do I have this right? I'm not asserting whether this is actually true or not in the Beta, more whether this is consistent with the formulae you're citing. Sounds like the damage multiplier is being calculated based on range.

I was really concerned, because the middle multiplier seemed like a massive downgrade in damage, like the rifle would do LESS damage 15-20, but it seems to be just a period of linear interpolation. 15 meters is *1, 25 meters is 1.5. Thanks for providing stats.
dxdydzd Mar 6, 2021 @ 5:54am 
Yes, that's right.

It's linearly interpolated between 1 (the default multiplier) and either near_multiplier or far_multiplier. I just took the trouble to simplify it into a function of x.

On another note: does anyone know which class the mini/microgun falls under? Or is it not subject to falloff since it's a special weapon?
Malidictus Mar 6, 2021 @ 6:01am 
Originally posted by dxdydzd:
On another note: does anyone know which class the mini/microgun falls under? Or is it not subject to falloff since it's a special weapon?

Last I dug into the Lua files a few years ago, there was a separate "Minigun" preset. That was quite a while ago, though, as it also came with its own movement slow stat (of 40%!). My guess is there's a separate falloff percentage there as well, since those two weapons are fairly unique in their design.
gabsF Mar 6, 2021 @ 6:29am 
snipers dealing less damage in a close distance? but it will deal more damage in a long distance? wait wat :awkward:
Ip Mar 6, 2021 @ 8:17am 
Originally posted by dxdydzd:
SHOTGUN_FALL_SECONDARY_LOW
0m <= x < 3.0m: 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.225*x + 3.025
13.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 10.0m: 1
10.0m <= x < 14.0m: -0.225*x + 3.25
14.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_HIGH
0.0m <= x < 4.0m: -0.025*x + 1.1
4.0m <= x < 10.0m: 1
10.0m <= x < 13.0m: -0.3*x + 4.0
13.0m <= x: 0.1

Rly Overkill?!? 0.1 multiplier on secondary shotguns on 13+ meters? Now the Demon skin I bought for loco is useless. 10 / 10 would waste money again.
CrustySockPuppet Mar 6, 2021 @ 8:24am 
Originally posted by dxdydzd:
I wrote a script to generate the multipliers from the .lua file in a human readable format, here's the output (with some modifications by hand):

ASSAULT_FALL_LOW
0.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: 0.05*x + 0.25
25.0m <= x: 1.5

ASSAULT_FALL_MEDIUM
0.0m <= x < 17.0m: 1
17.0m <= x < 27.0m: 0.04*x + 0.32
27.0m <= x: 1.4

ASSAULT_FALL_HIGH
0.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.05*x
30.0m <= x: 1.5

SHOTGUN_FALL_PRIMARY_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.125*x + 2.125
13.0m <= x: 0.5

SHOTGUN_FALL_PRIMARY_MEDIUM
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 20.0m: -0.1*x + 2.5
20.0m <= x: 0.5

SHOTGUN_FALL_PRIMARY_HIGH
0.0m <= x < 5.0m: -0.06*x + 1.3
5.0m <= x < 15.0m: 1
15.0m <= x < 25.0m: -0.05*x + 1.75
25.0m <= x: 0.5

SNIPER_RDM_LOW
0m <= x < 4.0m: 0.7
4.0m <= x < 20.0m: 1
20.0m <= x < 25.0m: 0.12*x - 1.4
25.0m <= x: 1.6

SNIPER_FALL_MEDIUM
0m <= x < 2.0m: 0.6
2.0m <= x < 4.0m: 0.2*x + 0.2
4.0m <= x < 19.0m: 1
19.0m <= x < 24.0m: 0.14*x - 1.66
24.0m <= x: 1.7

SNIPER_FALL_HIGH
0m <= x < 5.0m: 0.5
5.0m <= x < 20.0m: 1
20.0m <= x < 30.0m: 0.1*x - 1.0
30.0m <= x: 2.0

SNIPER_FALL_VERYHIGH
0m <= x < 6.0m: 0.5
6.0m <= x < 26.0m: 1
26.0m <= x < 31.0m: 0.1*x - 1.6
31.0m <= x: 1.5

LMG_FALL_MEDIUM
0.0m <= x < 25.0m: 1
25.0m <= x < 35.0m: -0.03*x + 1.75
35.0m <= x: 0.7

LMG_FALL_HIGH
0.0m <= x < 30.0m: 1
30.0m <= x < 40.0m: -0.02*x + 1.6
40.0m <= x: 0.8

AKI_PISTOL_FALL_LOW
0m <= x < 3.0m: 1.5
3.0m <= x < 13.0m: 1
13.0m <= x < 16.0m: -0.0667*x + 1.867
16.0m <= x: 0.8

AKI_PISTOL_FALL_MEDIUM
0m <= x < 3.0m: 1.4
3.0m <= x < 13.0m: 1
13.0m <= x < 17.0m: -0.075*x + 1.975
17.0m <= x: 0.7

AKI_PISTOL_FALL_HIGH
0m <= x < 3.0m: 1.3
3.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.08*x + 2.04
18.0m <= x: 0.6

AKI_PISTOL_FALL_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 19.0m: -0.0833*x + 2.0833
19.0m <= x: 0.5

AKI_SMG_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 14.0m: 1
14.0m <= x: 0.5

AKI_SMG_FALL_MEDIUM
0m <= x < 3.0m: 1.3
3.0m <= x < 4.0m: -0.3*x + 2.2
4.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.5*x + 7.5
14.0m <= x: 0.5

AKI_SMG_FALL_HIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 13.0m: 1
13.0m <= x < 14.0m: -0.3*x + 4.9
14.0m <= x: 0.7

AKI_SHOTGUN_FALL_LOW
0.0m <= x < 3.0m: -0.1*x + 1.3
3.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.5*x + 7.0
13.0m <= x: 0.5

AKI_SHOTGUN_FALL_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 14.0m: 1
14.0m <= x < 16.0m: -0.15*x + 3.1
16.0m <= x: 0.7

AKI_SHOTGUN_FALL_HIGH
0.0m <= x < 10.0m: 1
10.0m <= x < 15.0m: -0.1*x + 2.0
15.0m <= x: 0.5

PISTOL_FALL_LOW
0m <= x < 5.0m: 1.3
5.0m <= x < 12.0m: 1
12.0m <= x < 13.0m: -0.3*x + 4.6
13.0m <= x: 0.7

PISTOL_FALL_MEDIUM
0m <= x < 5.0m: 1.3
5.0m <= x < 7.0m: -0.15*x + 2.05
7.0m <= x < 17.0m: 1
17.0m <= x < 18.0m: -0.3*x + 6.1
18.0m <= x: 0.7

PISTOL_FALL_HIGH
0m <= x < 5.0m: 1.3
5.0m <= x < 10.0m: -0.06*x + 1.6
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.4*x + 9.0
21.0m <= x: 0.6

PISTOL_FALL_VERYHIGH
0m <= x < 5.0m: 1.4
5.0m <= x < 10.0m: -0.08*x + 1.8
10.0m <= x < 20.0m: 1
20.0m <= x < 21.0m: -0.5*x + 11.0
21.0m <= x: 0.5

SMG_FALL_LOW
0.0m <= x < 12.0m: 1
12.0m <= x < 17.0m: -0.1*x + 2.2
17.0m <= x: 0.5

SMG_FALL_MEDIUM
0.0m <= x < 13.0m: 1
13.0m <= x < 18.0m: -0.1*x + 2.3
18.0m <= x: 0.5

SMG_FALL_HIGH
0.0m <= x < 14.0m: 1
14.0m <= x < 19.0m: -0.08*x + 2.12
19.0m <= x: 0.6

SHOTGUN_FALL_SECONDARY_LOW
0m <= x < 3.0m: 1.3
3.0m <= x < 9.0m: 1
9.0m <= x < 13.0m: -0.225*x + 3.025
13.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_MEDIUM
0m <= x < 2.0m: 1.3
2.0m <= x < 4.0m: -0.15*x + 1.6
4.0m <= x < 10.0m: 1
10.0m <= x < 14.0m: -0.225*x + 3.25
14.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_HIGH
0.0m <= x < 4.0m: -0.025*x + 1.1
4.0m <= x < 10.0m: 1
10.0m <= x < 13.0m: -0.3*x + 4.0
13.0m <= x: 0.1

SHOTGUN_FALL_SECONDARY_VERYHIGH
0m <= x < 3.0m: 1.2
3.0m <= x < 4.0m: -0.2*x + 1.8
4.0m <= x < 10.0m: 1
10.0m <= x < 12.0m: -0.25*x + 3.5
12.0m <= x: 0.5

Note, it's possible that the numbers in the beta differ from those in the main branch, or I might have calced incorrectly somewhere. So don't take this as 100% accurate.

Thank you very much for this info! I'll add this onto the main discussion and credit you. Hopefully you don't mind. If you do, feel free to DM me and I'll remove them. :beatmeat:
I sort of don't want this range system to go live... trying to maintain my personal spreadsheet for damage combination was already annoying. This just means I need to break them off into separate sheets where I can add in the range modifiers. I makes visualising the data just ugh...

I also have concerns on how this will affect the ammo efficiency of various weapons, especially on dual range maps like Beneath the Mountain where the first half is mostly close range indoors and the ending is a mixture of both medium to long range outdoors.

And we already had a range damage boosting skill, HVT Aced (granted it was just for Specials past 10m but it's still there).
Malidictus Mar 6, 2021 @ 9:08am 
Originally posted by The Least Interesting Chibi...:
I sort of don't want this range system to go live... trying to maintain my personal spreadsheet for damage combination was already annoying. This just means I need to break them off into separate sheets where I can add in the range modifiers. I makes visualising the data just ugh...

Bit off-topic, but... I'm generaly not a fan of trying to balance weapons into classes by tweaking stats. There's nothing fundamentally wrong with damage dropoff, but Payday 2 already had a serviceable system for doing that - namely accuracy and recoil. The less accurate a weapon is, the harder it is to control, the more performance it loses with distance. The same effect is achieved, except through gameplay rather than stats.
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Date Posted: Mar 5, 2021 @ 2:12pm
Posts: 47