PAYDAY 2

PAYDAY 2

30 ratings
Payday 2 Stats explained [English]
By Nuri
A simple explaination on the stats!!!
   
Award
Favorite
Favorited
Unfavorite
Perk Decks Explained[Excluding the Final Card benefit and the repeating benefits]
Crew Chief
Your all around kind of perk, not only does it benefit you, but your team as well.
Crew chief gives the following benefits to you and your team: Stamina, health boost, damage reduction, and armor boost.

Muscle
This perk deck grants you more health, allowing you to tank since it also draws aggro from cops
It even allows you to force cops into a fear state, so you are not always taking damage.

Armorer
The armorer perk deck increases your armor value and gives you a slight armor recovery rate.

Rogue
Rogue is mainly for dodging, as well as sneaking around since it reduces aggro by a small amount.
Rogue will go hand in hand with someone who uses Muscle as well as the skill, Optical Illusions.

Hitman
Hitman is all about the armor recovery, although it does have some benefits to Akimbo weapons, it's armor recovery allows you to go back into the fight faster than normal.

Crook
A lite version of Rogue however it is mainly for the Ballistic vest rather than the normal 2-piece suit. It also increases armor value of Ballistic vests.

Burglar
This perk deck is heavily useful in stealth as it allows you to answer pagers faster, bag bodies faster, lock pick faster, and if things go wrong, it reduces the chances of being targeted and gives a small dodge rate.

Infiltrator
Infiltrator is mainly for close combat. It gives damage reduction the closer you are to an enemy as well as melee damage boost per landed hit.

Sociopath
Sociopath allows you to last longer in fights, basically it is very good for missions that tend to draw out for a while since it gives damage reduction, health regen per melee kill, armor regen per kill.

Gambler
Gambler benefits you and your team, however Gambler focus heavily on the dropped ammo boxes from the cops. It gives health and more ammo to you and your team.
Gambler is useful for missions that takes a long time to complete however you will be doing a lot of running and/or killing.

Grinder
Grinder is all about the heals per damage, not kills but damage. It has a slight health boost like Muscle, however it focus heavily on damage for health. Great if you run around alot. You can only use the 2-piece suit and the lightweight ballistic vest for this perk.

Yakuza
Yakuza is mainly for the "Oh sh*t" situations as it gives armor recovery and speed the lower your health is. Works great if you have the Berserker skill as it will give damage reduction and damage.

Ex-President
Similar to Grinder however you are not limited on armor type. It works on all armor type, it gives health ONLY if your armor has been downed and if you have stored health from kills.
The healh regen can only be triggered once your armor has been downed and recovered fully.

Maniac
Maniac is also similar to Crew chief, however it gives damage absorption based on the total amount of damage you have done to the enemies, and can also be applied to your team.

Anarchist
Similar to armorer and reverse muscle. You gain a lot of armor in exchange for your health.
The armor recovery is different from the normal armor recovery, it does not regen fully but a little at a time. Once your armor has been downed, you gain a invincibilty from taking health damage but for 2 seconds, so you have 2 seconds to get out or take cover before you die.

Biker
This is similar but opposite version of team benefit. You gain the effects of health and armor regen based on your teams kills. So having a team that does a lot of killing will benefit you the most with this perk deck.
Weapon Stats Description
Magazine
The max amount of bullets per clip, this is not a separate number to the total, it is counted with the total.

Total ammo
The maximum ammunition reserve player can hold for this weapon at any time.
(Note that the total ammo is the total ammo it self, so if your HUD says 30/180, it means you are using 30 of the 180.)

Damage
The amount of damage dealt in a single hit. For Shotguns, each pellet does the respected damage total, but the damage does not stack.
*A 50 damage shotgun does 50 damage per pellet, but each pellet damage does not stack if you were to "barrel-stuff."*

Accuracy
A high accuracy rating reduces weapon spread while low accuracy results in bullets hitting randomly from where the gun is aimed. So a higher accuracy stat increases effective range of the weapon and helps with ammo conservation while lower accuracy increases the likelihood of shots landing randomly at longer distances. Low accuracy is generally undesireable for most weapons, though benefits shotguns due to the widened pellet spread making it easier to hit clusters of targets within range.

Stability
Stability reduces recoil. Each shot shakes the weapon and affect player's aim temporarily. The lower the weapon's stability, the more it is a problem and the more time player must adjust their aim while shooting or wait for the weapon to stabilize. Stability is less important in weapons with low rates of fire.

Concealment
Higher concealment reduces the player's detection risk, so a higher concealment increases the amount of time NPCs and cameras need to detect the player.
(Note: this is weapon concealment and not overall concealment.)

Threat
When firing at enemies, they sometimes dive for cover instead of returning fire. Higher threat increases the chance of this. This is useful when trying not to get overwhelmed, but can make it harder to actually hit enemies.

***Threat does not affect the chance of making an enemy surrender, nor does it affect one's ability to control civilians***

A lower threat weapon will make you less likely to be targeted over your teammates who have higher threat, but this does not mean you will never be targeted and if you are away from your teammates, you automatically have the highest threat in the area.
Stats
Armor
The total armor you have. The more you have, the longer it takes for a cop to kill you
Best armor in the game would be the Improved Combined Tactical Vest, or the ICTV, at a base value of 170[Excluding Perk deck boosts and skills].
[Maxed]Perk decks that increase armor value[Excluding skills]:
Crew Chief
2-Piece Suit - 22 Armor points
Ballistic Vest - 66 Armor points
Lightweight Ballistic Vest - 55 Armor points
Heavy Ballistic Vest - 77 Armor points
Flak Vest - 99 Armor points
Combined Tactical Vest - 121 Armor points
Improved Combined Tactical Vest - 187 Armor points

Armorer
2-Piece Suit - 27 Armor points
Ballistic Vest - 81 Armor points
Lightweight Ballistic Vest - 67.5 Armor points
Heavy Ballistic Vest - 94.5 Armor points
Flak Vest - 121.5 Armor points
Combined Tactical Vest - 148.5 Armor points
Improved Combined Tactical Vest - 229.5 Armor points

Crook
Ballistic Vest - 99 Armor points
Lightweight Ballistic Vest - 82.5 Armor points
Heavy Ballistic Vest - 115.5 Armor points

Anarchist
2-Piece Suit - 158 Armor points
Ballistic Vest - 198 Armor points
Lightweight Ballistic Vest - 188 Armor points
Heavy Ballistic Vest - 208 Armor points
Flak Vest - 228 Armor points
Combined Tactical Vest - 248 Armor points
Improved Combined Tactical Vest - 308 Armor points

Health
Your total health, everyone has the base value of 230, unless the following perk decks are used:
[Maxed]Perk decks that alter total health[Excluding skills]:
Crew Chief - 276 Health
Muscle - 414 Health
Grinder - 322 Health
Ex-Presidents - 322 Health
Anarchist - 115 Health

Concealment
Similar to weapon concealment but for Armor only.
This is used for the type of armor you use, it isn't a overall with your weapons etc.
[Excluding perk decks and skills] [With maxed perk decks, just add 1 to the following below.]
2-Piece Suit - 30 Concealment
Ballistic Vest - 23 Concealment
Lightweight Ballistic Vest - 26 Concealment
Heavy Ballistic Vest - 21 Concealment
Flak Vest - 18 Concealment
Combined Tactical Vest - 12 Concealment
Improved Combined Tactical Vest - 1 Concealment

Speed
How fast you run... the heavier the armor, the slower you run however you get armor points for that.
[Excluding perk decks and skills]
2-Piece Suit - 36.8 Speed
Ballistic Vest - 35 Speed
Lightweight Ballistic Vest - 35.9 Speed
Heavy Ballistic Vest - 33.3 Speed
Flak Vest - 26.3 Speed
Combined Tactical Vest - 22.8 Speed
Improved Combined Tactical Vest - 20.1 Speed

Dodge
The chance of not taking damage when shot at(Excluding friendly fire).
[Excluding perk decks and skills]
Two-piece suit is the only armor that has dodge, at a total of 5. (Everything else has 0 dodge value)
[Maxed]Perk decks that boost Dodge[Excluding skills]:
Rogue
2-Piece Suit - 45 Dodge rate
Ballistic Vest - 30 Dodge rate
Lightweight Ballistic Vest - 35 Dodge rate
Heavy Ballistic Vest - 25 Dodge rate
Flak Vest - 20 Dodge rate
Combined Tactical Vest - 15 Dodge rate
Improved Combined Tactical Vest - 0 Dodge rate

Crook
2-Piece Suit - 15 Dodge rate
Ballistic Vest - 25 Dodge rate
Lightweight Ballistic Vest - 30 Dodge rate
Heavy Ballistic Vest - 20 Dodge rate
Flak Vest - 0 Dodge rate
Combined Tactical Vest - 0 Dodge rate
Improved Combined Tactical Vest - 0 Dodge rate

Burglar
2-Piece Suit - 25 Dodge rate
Ballistic Vest - 10 Dodge rate
Lightweight Ballistic Vest - 15 Dodge rate
Heavy Ballistic Vest - 5 Dodge rate
Flak Vest - 0 Dodge rate
Combined Tactical Vest - 0 Dodge rate
Improved Combined Tactical Vest - 0 Dodge rate

Ex-presidents
2-Piece Suit - 15 Dodge rate
Ballistic Vest - 0 Dodge rate
Lightweight Ballistic Vest - 0 Dodge rate
Heavy Ballistic Vest - 0 Dodge rate
Flak Vest - 0 Dodge rate
Combined Tactical Vest - 0 Dodge rate
Improved Combined Tactical Vest - 0 Dodge rate

Steadiness
How much you flinch when shot/meleed by enemies.
Higher values will make you flinch less than lower values.
Steadiness is mainly affected by your armor type[Excluding skills].
2-Piece Suit - 11 Steadiness
Ballistic Vest - 12 Steadiness
Lightweight Ballistic Vest - 11.5 Steadiness
Heavy Ballistic Vest - 12.9 Steadiness
Flak Vest - 13.8 Steadiness
Combined Tactical Vest - 15.7 Steadiness
Improved Combined Tactical Vest - 22 Steadiness

Stamina
This is not how fast you run, it is how long you can run for, higher values mean you run longer compared to lower values.
[Maxed]Perk decks that alter the Stamina value[Excluding skills]:
Crew Chief
2-Piece Suit - 61.5 Stamina
Ballistic Vest - 57 Stamina
Lightweight Ballistic Vest - 60 Stamina
Heavy Ballistic Vest - 54 Stamina
Flak Vest - 51 Stamina
Combined Tactical Vest - 48 Stamina
Improved Combined Tactical Vest - 42 Stamina

Remaining Perkdecks
2-Piece Suit - 51.3 Stamina
Ballistic Vest - 47.5 Stamina
Lightweight Ballistic Vest - 50 Stamina
Heavy Ballistic Vest - 45 Stamina
Flak Vest - 42.5 Stamina
Combined Tactical Vest - 40 Stamina
Improved Combined Tactical Vest - 35 Stamina


6 Comments
Nuri  [author] Jun 17, 2017 @ 8:57am 
@Maxpowerammo
I reccomend only going for dodge if you intend to go past the 40-50 threshold, til then if you do not use Two-piece suit and/or the Lightweight Ballistic vest for dodge, i recommend not doing dodge at all.
Maxpowerammo Jun 17, 2017 @ 4:53am 
About the dodge values, will selecting skills that boost the dodge chance % be useless if my armor already has a dodge value of 0?
Nuri  [author] Jul 28, 2016 @ 9:52am 
Keep in mind I do not have the following perk decks:
Sociapath
Biker
Thanks and good luck robbing banks!
JulesBiel May 28, 2016 @ 1:49am 
Ohhhh okay thanks
Nuri  [author] May 27, 2016 @ 1:05pm 
@JulesBiel Well unless you can fit a gun with a rather disturbing length silencer in your pocket and walk through a bank and not get caught, you are a god....
JulesBiel May 27, 2016 @ 11:38am 
Then why does the standard issue Suppressor give -2 concealment?