PAYDAY 2

PAYDAY 2

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KONZENTRATION May 18, 2021 @ 11:14am
Best detection risk for dodge builds?
I have 490 hours and I still don't know what the best detection risk for a dodge build is, I usually just played with detection risk 3. How much detection risk can I have for sneaky bastard?
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Showing 16-23 of 23 comments
KONZENTRATION May 18, 2021 @ 1:03pm 
Originally posted by B〄F Altonator:
Originally posted by Undefined:
Detection Rating only matters for Sneaky Bastard.
Originally posted by Sea Kyle:
my question isnt answered, do i need 3 detection risk for maximum dodge? or is 20 ok? idk
This is your answer
its not the answer, how much detection risk do i need ffs
B〄F Altonator May 18, 2021 @ 1:08pm 
Originally posted by Sea Kyle:
Originally posted by B〄F Altonator:

This is your answer
its not the answer, how much detection risk do i need ffs
........ Detection risk does not affect how much dodge chance you get unless using the skill sneaky bastard. Ok? So it doesn’t matter, unless using that one skill.
B〄F Altonator May 18, 2021 @ 1:11pm 
And if you are using sneaky bastard, someone also described how it works.


Originally posted by Teto:
As far as I know, there is no difference between ace SB and LB

For the basic version SB and LB = 3-4 detection risk = 118-119 concealment
For the ace version SB and LB = 23 detection risk = 105 concealment

concealment = primary+secondary+armor+melee
Last edited by B〄F Altonator; May 18, 2021 @ 1:39pm
Originally posted by B〄F Altonator:
Originally posted by Undefined:
Detection Rating only matters for Sneaky Bastard.
Pretty much this. However the higher detection you have, the more cops will target you. Yes, this is indeed a thing. Also threat level on your weapons determines how often cops will shoot at you.
This is why optical illusions is a good idea for a dodge build.

Edit: Also adding suppressors to your guns is a good idea as loud guns make cops aware of who shot them.
Not really. Your detection rating determines the range an enemy first spots you. It has no effect on priority. By the way, it's almost impossible to clear that initial spotting.

And the threat rating only affects suppression on enemies, unless it has a silencer. If a weapon is suppressed then threat becomes a meaningless stat.
B〄F Altonator May 18, 2021 @ 1:43pm 
Originally posted by The Least Interesting Chibi...:
Originally posted by B〄F Altonator:
Pretty much this. However the higher detection you have, the more cops will target you. Yes, this is indeed a thing. Also threat level on your weapons determines how often cops will shoot at you.
This is why optical illusions is a good idea for a dodge build.

Edit: Also adding suppressors to your guns is a good idea as loud guns make cops aware of who shot them.
Not really. Your detection rating determines the range an enemy first spots you. It has no effect on priority. By the way, it's almost impossible to clear that initial spotting.

And the threat rating only affects suppression on enemies, unless it has a silencer. If a weapon is suppressed then threat becomes a meaningless stat.
Yes i thought it was something like that. Wasn’t 100% sure so i just said detection effects targeting. Which i suppose it does because they will see you first if you have high DR.
Also suppression makes the enemy shoot you less.
Last edited by B〄F Altonator; May 18, 2021 @ 1:44pm
So the idea behind low detection rating for dodge builds is built around the idea of stealth going bad, and a player needing some sort of survivability.

Dodge works best the higher your chance is, and the lower amount of enemies shooting at you.

The first is achieved via skills and perk decks. The latter is a combination of a bunch of mechanics.

The first we will touch on is priority. Priority is what PD2 calls aggro. Generally the closer you are to an enemy the more likely it's going to shoot at you. There are other factors to it, like shot enemies fire back at you, unsuppressed weapon fire, etc. But the main idea is to fight enemies at medium to long range, to maximize a high priority (low priority means you more aggro; it's a ranked table). So being fast and mobile ensures that you can keep your distance. Optical Illusions helps with this because it modifies the distance in your favor.

The next small factor is snipers and your Detection Rating. As mentioned above, your DR only really applies to the distance at which an enemy can spot you (it's far. Like at max detection the min range is still above 90m). But it does have another small effect. Snipers target enemies based on their distance according to DR. So a high DR player will be targeted over a low DR dodge player. This is beneficial since most sniper shots will instantly down an unarmoured dodge player.

The next survival mechanic for dodge player is counter-intuitive. It involves having unsuppressed weapons to maximize suppression on enemies. Generally suppressors help with priority (but not really that much), but also removes the threat of a weapon. This means a weapon only suppresses on hits, which these days is meaningless (because if you hit then you generally also kill making the suppression redundant).

Suppression on missed shots is important because it does three things. First, is it reduces the fire rate of an enemy. This important because a single failed dodge roll can mean death. Less rolls means less overall chance you'll have that failed dodge check.

Secondly, suppression reduces the accuracy of enemies. This isn't the same accuracy mechanic for players. It's literally the enemy's threshold to hit a player. They roll against their accuracy stat, and if successful the raycast aims at your hitbox. So less accuracy means less successful shots coming your way.

And finally it can cause an animation and behavior which stops the enemy from firing for a period of time. This the most basic form of crowd control.

Now not all enemies can be suppressed, in fact on DW about 50% of the enemies are immune to suppression. On DS on the other hand, most enemies can be suppressed (due to the ratio between elites and non-elites being different). This why older DW felt harder to master than DS, since players couldn't rely on suppression to help them. But on DS it's just about not getting killed by a random unsuppressed 225 damage dealing enemy. Player also weren't overpowered gods back then either.
Banana Duck ඞ (Banned) May 19, 2021 @ 6:42pm 
If you just done some basic maths, then you would've worked out that 5 detection or below is best for Basic Sneaky Bastard/Low Blow and that 25 detection or below is best for Aced Sneaky Bastard/Low Blow...

The basic skill clearly says: You gain a 3% critical hit chance for every 3 points of concealment under 35 up to 30%.
30 ÷ 3 = 10
3 x 10 = 30
35 - 30 = 5

The aced skill clearly says: You gain 3% critical hit chance for every 1 point of concealment under 35 up to 30%.
30 ÷ 3 = 10
1 x 10 = 10
35 - 10 = 25

This ofcourse applies the same to both Sneaky Bastard and Low Blow as both Sneaky Bastard and Low Blow are both the same thing. Only difference is is that Sneaky Bastard gives 10% whereas Low Blow gives 30%, but the maths is ofcourse the same
TwistedKitty May 20, 2021 @ 3:03am 
If you ace sneaky bastard anything below 25 will grant maximum dodge. If you use sneaky bastard basic anything under 5 will grant maximum dodge
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Date Posted: May 18, 2021 @ 11:14am
Posts: 23