PAYDAY 2

PAYDAY 2

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Quick-reference guide to enemy health
By Malidictus
This guide contains explanations of the mathematics behind enemy health, headshots, bodyshots, damage breakpoints and shots-to-kill, along with a number of quick-reference tables for the pure stats.
   
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Introduction:
I’ve seen questions about how much health which cop has on what difficulty, how many shots your gun needs to kill a cop on what difficulty and so on. I’ve spent a lot of time answering these questions, so I think it’s time for a quick-reference guide to enemy health, shots-to-kill with either headshots or bodyshots, damage breakpoints, health breakpoints and so on.

If you're just looking for the raw numbers, then skip to the last few chapters for some no-nonsense quick-reference tables.
Enemy Health
All enemies in the game have standardised health. This is calculated off a basis of 100, with three separate multipliers applied. Each cop has his own “unique health multiplier” serving as their effective base health. Each difficulty level has its own unique “difficulty health multiplier” applied to most cops at that difficulty. There’s also an additional “special health multiplier” applied to some cops on some difficulties. When taken together, these multipliers give you that cop’s total health multiplier. Multiply that by 100 and you get that cop’s absolute health. Note that some cops are intended to have the same health across all difficulty levels. Their difficulty-specific health multipliers are always 1.0 on all difficulty levels.

Let’s examine each cop’s unique health multiplier. First, the basics – what kinds of cops are there? The following are the most common types of cops:

Guards
Unarmoured Cops
Thugs
Light SWAT
Heavy SWAT
Snipers
Shields
Tasers
Medics
Cloakers
Most Bulldozers
Minigun Bulldozers

Not all of these cops exist on all difficulty settings, but I’ll be providing “theoretical” health values for them anyway because it’s simpler for my software.

Some cops have the same health values. Guards and Unarmoured Cops have the same, difficulty-independent health. Thugs, Light SWAT and Shields have the same health. Tasers and Medics have the same health. For the sake of simplicity, I’m only going to list one cop per category from here on. Additionally, their unique health multipliers are defined for the Normal difficulty and set the base for their health in higher difficulties. The health and unique mods for the cops, paired down to avoid repetition, are:

Guards: 40 health, *0.4 scale, difficulty-independent
Snipers: 40 health, 0.4 scale
Light: 80 health, *0.8 scale
Heavy: 160 health, *1.6 scale
Taser: 300 health, *3 scale
Cloaker: 600 health, *6 scale
Dozer: 2000 health, *20 scale
Minigun: 2000 health, *20 scale

As the health of the “Guards” category doesn’t change with difficulty, I’ll leave it out of the quick-reference tables and further discussions entirely. They always have 40 health.

For every other cop type, each difficulty has an additional “difficulty health multiplier”. The multipliers are as follows:

Normal: *1 scale
Hard: *1 scale
Very Hard: *2 scale
Overkill: *3 scale
Mayhem: *6 scale
Deathwish: *6 scale
One Down: *6 scale

Finally, some cops have an additional “special health multiplier.” Currently, this is restricted to just Bulldozers on Deathwish and Death Sentence. The multipliers are as follows:

Deathwish Dozer: *2 scale
Death Sentence Dozer: *2 scale
Deathwish Minigun: *2 scale
Death Sentence Minigun: *4 scale
Else: *1 scale

The formula for calculating a cop’s final health is as follows:

final_health = base_health*unqiue_health*difficulty_health*special_health

Example 1: What’s a Cloaker’s health on Overkill? 100*6*3*1 = 1800 health.
Example 2: What’s a Minigun Dozer’s’s health on Death Sentence? 100*40*6*2 = 48 000 health.
Enemy Headshots
Enemy health doesn’t tell the whole story. Shooting cops in the head deals a lot of bonus damage, and many health values are scaled to that. Headshot damage is calculated as a multiplier to your weapon’s actual damage, and that multiplier is a little complex. Every headshot multiplier in the game is built around a base value of *2, which is itself multiplied by a number of addition multipliers, tautology notwithstanding. Firstly, each cop has his own “unique headshot multiplier.” The multipliers are as follows:

Bulldozer: *5 total, *2.5 scale
Cloaker: *6, *3 scale
Else: *2, scale

The result of this is then multiplied by an additional “difficulty headshot multiplier.” The multipliers are as follows:

Normal: *1 scale
Hard: *1 scale
Very Hard: *2 scale
Overkill: *3 scale
Mayhem: *2 scale
Deathwish: *1.5 scale
One Down: *1.5 scale

But we’re not done yet, because there’s one more complication – Helmet Popping. Every Perk Deck in the game offers the Helmet Popping perk, which in turn offers a *1.25 multiplier on top of everything else. This is at the root of why cop health is based off of 100: a 40-damage weapon scoring a basic *2 headshot will deal *2.5 (2*1.25) damage, which comes up to exactly 100 damage. Enemy health, then, is based around headshots-to-kill.

The formula for calculating a headshot’s final multiplier is as follows:

final_headshot = base_headshot*unique_headshot*difficulty_headshot*helmet_popping

Example 1: How much damage will an Overkill Cloaker take from a headshot with a 40-damage weapon? 40*2*3*3*1.25 = 900 damage out of 1800 health.
Example 2: How much damage will a Death Sentence Skulldozer take from a headshot with a 40-damage weapon? 40*2*2.5*1.5*1.25 = 375 damage out of 24 000 health.
Enemy Bodyshots
A bodyshot normally does exactly the damage listed on the gun, which just so happens to be exactly *0.4 of the basic scale for health. If you have the Body Expertise skill, however, you get an extra complex multiplier on top of your weapon damage. Before we go on, please take a moment to disregard the skill’s in-game description. While some of the numbers are somewhat accurate, I’d advise against trusting them.

Body Expertise works by multiplying the damage of your gun by an extra modifier calculated off the base headshot multiplier of *2 in a roundabout way. First the base headshot multiplier is multiplied by the unique headshot multiplier of the unit you’re shooting at, then by the difficulty-specific headshot multiplier. The Helmet Popping perk is ignored. The result is then run through a formula against the “Body Expertise multiplier,” the value of which depends on which version of Body Expertise you own. The values are as follows:

Body Expertise Basic: *0.3
Body Expertise Ace: *0.9

Because of these numbers and the formula used, Body Expertise “sort of” scales with enemy headshot multipliers. The Ace version will come close to enemies’ raw headshot multipliers before skills are accounted for. The Basic version doesn’t match much of anything at all, and its percentage varies significantly depending on the enemy and difficulty setting. The formula for calculating Body Expertise is as follows:

final_bodyshot = 1+ body_expertise*(base_headshot*unique_headshot*difficulty_headshot – 1)

The damage of your gun is then multiplied by the resultant final bodyshot multiplier to produce the total amount of damage that the enemy will take on a bodyshot. All of this only applies to bodyshots. Headshots are handled as described in their own chapter. All types of Bulldozers are also immune from Body Expertise altogether so they’ll take regular gun damage, but I’ve left them in as “what if” values and not because I was too lazy to exclude them.

Example: How much damage will an Overkill Cloaker take from a chest shot with a 40-damage weapon if you have Body Expertise Ace? The Cloaker will take 40*(1 + 1*(2*3*3 – 1)) = 652 damage, vs. the 900 damage he’d take from a headshot with the same gun.
Breakpoints
Here, I’m going to take an arguably less practical analytical approach to the concept of “breakpoints,” which I’ll define as frequently-occurring point where enemy health and weapon damage become multiples of each other. You can argue that weapon damage numbers are balanced around common health numbers or that enemy health is balanced around common damage values – to some extent both are true. What we’re looking for is these “common” numbers. If we look at the raw, final numbers the correlation may not be as obvious, so let’s look at “scales.”

I’ve used the term “scale” a few times, but all that means is “the multiplier by which a base value is multipled.” While weapon and health values may seem disparate, they share the same scales, assuming a base 100 for health and a base 40 for damage. Let’s look at the damage numbers that most weapons are “just under” or “just over.”

Light Pistols: 32 damage, *0.8 scale
Light Shotguns, Light Rifles/SMGs: 40 damage, *1.0 scale
Medium Rifles/SMGs, Medium Shotguns, Medium Pistols: 64 damage, *1.6 scale
Small LMGs: 80 damage, *2.0 scale
Heavy Rifles/SMGs, Heavy Shotguns, 96 damage, *2.4 scale
Large LMGs, Deagle Pistols: 120 damage, *3.0 scale
DMRs, Heavy Shotguns, Light Snipers: 160 damage, 4.0 scale

This doesn’t cover all weapons, obviously, and not all weapons are at exactly those numbers. Most weapons around the 64 damage mark are actually quite a bit below that, Revolvers sit at 180 damage awkwardly in-between breakpoints and there other exceptions. My point here is to demonstrate that weapon damage numbers calculated as multiples of 40 fall into either integer scales or 0.8 scales. We know from the Enemy Health section of this guide that health numbers calculated as multiples of 100 also fall into either integer scales or 0.8 scales. In other words, the two overlap, giving us our “breakpoints.”

Based on the above and after browsing weapon damage numbers, I’ve decided to use the following breakpoints for this guide’s quick-reference tables at the end:

Scale: 0.8, 1, 1.6, 2, 2.4, 3, 4, 6, 12
Danage: 32, 40, 64, 80, 96, 120, 160, 240, 480
Shots-to-kill
Cop health scales off a base of 100 while weapon damage scales off a base of 40. Knowing this, we can start to calculate how many shots it takes to kill which individual cop with what weapon at what difficulty, shot where on their person. This is our “shots-to-kill” metric which breaks down to two kinds – bodyshots-to-kill and headshotst-to-kill.

Headshots-to-kill are the easiest to calculate, since headshots scale linearly with bodyshots. All you need in order to determine how many headshots you’d need in order to kill a cop is to find out his total health scale and then divide that by his total headshot scale. If you end up with a fraction, simply round up. You can’t fire the 3/5 of a shot that enemy may need to finish off – that’s still one shot.

headshots_to_kill = (unique_health*difficulty_health*special_health) / (unique_headshot*difficulty_headshot)

Example: How many headshots to kill an Overkill Bulldozer? Well. He has a health scale of 20(unique)*3(difficulty)*1(special) and he has a headshot multiplier scale of 2.5(unique)*3(difficulty). That’s scale 60 health vs. scale 7.5 headshot. With a scale 1 gun (40 damage), you’d need 60/7.5 = 8 shots to the head to kill him. That is, of course, once you’ve removed your visor.

Bodyshots-to-kill are just as simple simple to calculate. Consider bodyshot damage as dealing 0.4 of a headshot (which it literally does – 40 bodyshot damage out of 100 headshot damage) and a similar calculation applies. Instead of using whatever that unit’s unique and difficulty headshot multipliers are, we use the bodyshot multiplier and the calculation stands.

bodyshots_to_kill = unique_health*difficulty_health / bodyshot

That is, of course, without Body Expertise. With that, the calculation bogs down significantly due to the formula the Body Expertise multiplier uses. Effectively, it boils down to just calculating the final health of the cop, then dividing by the final damage of the gun. There are no good, convenient shorthand methods for calculating that, so I’d instead refer you to the quick-reference tables below, instead.
Quick-Reference Enemy Health
Cop NM HD VH OK MH DW DS Sniper 40 40 80 120 240 240 240 Light 80 80 160 240 480 480 480 Heavy 160 160 320 480 960 960 960 Taser 300 300 600 900 1800 1800 1800 Cloaker 600 600 1200 1800 3600 3600 3600 Dozer 2000 2000 4000 6000 12000 12000 24000 Minigun 2000 2000 4000 6000 12000 24000 48000
Quick-Reference Enemy Headshot Multipliers
Cop NM HD VH OK MH DW DS Sniper 2.5 2.5 5 7.5 5 3.75 3.75 Light 2.5 2.5 5 7.5 5 3.75 3.75 Heavy 2.5 2.5 5 7.5 5 3.75 3.75 Taser 2.5 2.5 5 7.5 5 3.75 3.75 Cloaker 7.5 7.5 15 22.5 15 11.25 11.25 Dozer 6.25 6.25 12.5 18.75 12.5 9.375 9.375 Minigun 6.25 6.25 12.5 18.75 12.5 9.375 9.375
Quick-Reference Body Expertise Multipliers (Basic)
Cop NM HD VH OK MH DW DS Sniper 1.3 1.3 1.9 2.5 1.9 1.6 1.6 Light 1.3 1.3 1.9 2.5 1.9 1.6 1.6 Heavy 1.3 1.3 1.9 2.5 1.9 1.6 1.6 Taser 1.3 1.3 1.9 2.5 1.9 1.6 1.6 Cloaker 2.5 2.5 4.3 6.1 4.3 3.4 3.4 Dozer 2.2 2.2 3.7 5.2 3.7 2.95 2.95 Minigun 2.2 2.2 3.7 5.2 3.7 2.95 2.95
Quick-Reference Body Expertise Multipliers (Ace)
Cop NM HD VH OK MH DW DS Sniper 1.9 1.9 3.7 5.5 3.7 2.8 2.8 Light 1.9 1.9 3.7 5.5 3.7 2.8 2.8 Heavy 1.9 1.9 3.7 5.5 3.7 2.8 2.8 Taser 1.9 1.9 3.7 5.5 3.7 2.8 2.8 Cloaker 5.5 5.5 10.9 16.3 10.9 8.2 8.2 Dozer 4.6 4.6 9.1 13.6 9.1 6.85 6.85 Minigun 4.6 4.6 9.1 13.6 9.1 6.85 6.85
Quick-Reference Enemy Headshots-to-Kill
32 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 1 3 4 4 Heavy 2 2 2 2 6 8 8 Taser 4 4 4 4 12 15 15 Cloaker 3 3 3 3 8 10 10 Dozer 10 10 10 10 30 40 80 Minigun 10 10 10 10 30 80 160 40 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 1 3 4 4 Heavy 2 2 2 2 5 7 7 Taser 3 3 3 3 9 12 12 Cloaker 2 2 2 2 6 8 8 Dozer 8 8 8 8 24 32 64 Minigun 8 8 8 8 24 64 128 64 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 1 1 3 4 4 Taser 2 2 2 2 6 8 8 Cloaker 2 2 2 2 4 5 5 Dozer 5 5 5 5 15 20 40 Minigun 5 5 5 5 15 40 80 80 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 1 1 3 4 4 Taser 2 2 2 2 5 6 6 Cloaker 1 1 1 1 3 4 4 Dozer 4 4 4 4 12 16 32 Minigun 4 4 4 4 12 32 64 96 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 2 2 Heavy 1 1 1 1 2 3 3 Taser 2 2 2 2 4 5 5 Cloaker 1 1 1 1 3 4 4 Dozer 4 4 4 4 10 14 27 Minigun 4 4 4 4 10 27 54 120 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 2 2 Heavy 1 1 1 1 2 3 3 Taser 1 1 1 1 3 4 4 Cloaker 1 1 1 1 2 3 3 Dozer 3 3 3 3 8 11 22 Minigun 3 3 3 3 8 22 43 160 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 2 2 2 Taser 1 1 1 1 3 3 3 Cloaker 1 1 1 1 2 2 2 Dozer 2 2 2 2 6 8 16 Minigun 2 2 2 2 6 16 32 240 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 1 2 2 Taser 1 1 1 1 2 2 2 Cloaker 1 1 1 1 1 2 2 Dozer 2 2 2 2 4 6 11 Minigun 2 2 2 2 4 11 22 480 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 1 1 1 Taser 1 1 1 1 1 1 1 Cloaker 1 1 1 1 1 1 1 Dozer 1 1 1 1 2 3 6 Minigun 1 1 1 1 2 6 11
Quick-Reference Enemy Bodyshots-to-Kill
32 NM HD VH OK MH DW DS Sniper 2 2 3 4 8 8 8 Light 3 3 5 8 15 15 15 Heavy 5 5 10 15 30 30 30 Taser 10 10 19 29 57 57 57 Cloaker 19 19 38 57 113 113 113 Dozer 63 63 125 188 375 375 750 Minigun 63 63 125 188 375 750 1500 40 NM HD VH OK MH DW DS Sniper 1 1 2 3 6 6 6 Light 2 2 4 6 12 12 12 Heavy 4 4 8 12 24 24 24 Taser 8 8 15 23 45 45 45 Cloaker 15 15 30 45 90 90 90 Dozer 50 50 100 150 300 300 600 Minigun 50 50 100 150 300 600 1200 64 NM HD VH OK MH DW DS Sniper 1 1 2 2 4 4 4 Light 2 2 3 4 8 8 8 Heavy 3 3 5 8 15 15 15 Taser 5 5 10 15 29 29 29 Cloaker 10 10 19 29 57 57 57 Dozer 32 32 63 94 188 188 375 Minigun 32 32 63 94 188 375 750 80 NM HD VH OK MH DW DS Sniper 1 1 1 2 3 3 3 Light 1 1 2 3 6 6 6 Heavy 2 2 4 6 12 12 12 Taser 4 4 8 12 23 23 23 Cloaker 8 8 15 23 45 45 45 Dozer 25 25 50 75 150 150 300 Minigun 25 25 50 75 150 300 600 96 NM HD VH OK MH DW DS Sniper 1 1 1 2 3 3 3 Light 1 1 2 3 5 5 5 Heavy 2 2 4 5 10 10 10 Taser 4 4 7 10 19 19 19 Cloaker 7 7 13 19 38 38 38 Dozer 21 21 42 63 125 125 250 Minigun 21 21 42 63 125 250 500 120 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 2 2 4 4 4 Heavy 2 2 3 4 8 8 8 Taser 3 3 5 8 15 15 15 Cloaker 5 5 10 15 30 30 30 Dozer 17 17 34 50 100 100 200 Minigun 17 17 34 50 100 200 400 160 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 2 3 3 3 Heavy 1 1 2 3 6 6 6 Taser 2 2 4 6 12 12 12 Cloaker 4 4 8 12 23 23 23 Dozer 13 13 25 38 75 75 150 Minigun 13 13 25 38 75 150 300 240 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 2 2 4 4 4 Taser 2 2 3 4 8 8 8 Cloaker 3 3 5 8 15 15 15 Dozer 9 9 17 25 50 50 100 Minigun 9 9 17 25 50 100 200 480 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 2 2 2 Taser 1 1 2 2 4 4 4 Cloaker 2 2 3 4 8 8 8 Dozer 5 5 9 13 25 25 50 Minigun 5 5 9 13 25 50 100
Quick-Reference Body Expertise Shots-to-Kill (Basic)
32 NM HD VH OK MH DW DS Sniper 1 1 2 2 4 5 5 Light 2 2 3 3 8 10 10 Heavy 4 4 6 6 16 19 19 Taser 8 8 10 12 30 36 36 Cloaker 8 8 9 10 27 34 34 Dozer 29 29 34 37 102 128 255 Minigun 29 29 34 37 102 255 509 40 NM HD VH OK MH DW DS Sniper 1 1 2 2 4 4 4 Light 2 2 3 3 7 8 8 Heavy 4 4 5 5 13 15 15 Taser 6 6 8 9 24 29 29 Cloaker 6 6 7 8 21 27 27 Dozer 23 23 28 29 82 102 204 Minigun 23 23 28 29 82 204 407 64 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 3 3 Light 1 1 2 2 4 5 5 Heavy 2 2 3 3 8 10 10 Taser 4 4 5 6 15 18 18 Cloaker 4 4 5 5 14 17 17 Dozer 15 15 17 19 51 64 128 Minigun 15 15 17 19 51 128 255 80 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 2 2 4 4 4 Heavy 2 2 3 3 7 8 8 Taser 3 3 4 5 12 15 15 Cloaker 3 3 4 4 11 14 14 Dozer 12 12 14 15 41 51 102 Minigun 12 12 14 15 41 102 204 96 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 1 3 4 4 Heavy 2 2 2 2 6 7 7 Taser 3 3 4 4 10 12 12 Cloaker 3 3 3 4 9 12 12 Dozer 10 10 12 13 34 43 85 Minigun 10 10 12 13 34 85 170 120 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 1 3 3 3 Heavy 2 2 2 2 5 5 5 Taser 2 2 3 3 8 10 10 Cloaker 2 2 3 3 7 9 9 Dozer 8 8 10 10 28 34 68 Minigun 8 8 10 10 28 68 136 160 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 2 2 4 4 4 Taser 2 2 2 3 6 8 8 Cloaker 2 2 2 2 6 7 7 Dozer 6 6 7 8 21 26 51 Minigun 6 6 7 8 21 51 102 240 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 1 1 3 3 3 Taser 1 1 2 2 4 5 5 Cloaker 1 1 2 2 4 5 5 Dozer 4 4 5 5 14 17 34 Minigun 4 4 5 5 14 34 68 480 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 2 2 2 Taser 1 1 1 1 2 3 3 Cloaker 1 1 1 1 2 3 3 Dozer 2 2 3 3 7 9 17 Minigun 2 2 3 3 7 17 34
Quick-Reference Body Expertise Shots-to-Kill (Ace)
32 NM HD VH OK MH DW DS Sniper 1 1 1 1 3 3 3 Light 2 2 2 2 5 6 6 Heavy 3 3 3 3 9 11 11 Taser 5 5 6 6 16 21 21 Cloaker 4 4 4 4 11 14 14 Dozer 14 14 14 14 42 55 110 Minigun 14 14 14 14 42 110 219 40 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 3 3 Light 2 2 2 2 4 5 5 Heavy 3 3 3 3 7 9 9 Taser 4 4 5 5 13 17 17 Cloaker 3 3 3 3 9 11 11 Dozer 11 11 11 12 33 44 88 Minigun 11 11 11 12 33 88 176 64 NM HD VH OK MH DW DS Sniper 1 1 1 1 2 2 2 Light 1 1 1 1 3 3 3 Heavy 2 2 2 2 5 6 6 Taser 3 3 3 3 8 11 11 Cloaker 2 2 2 2 6 7 7 Dozer 7 7 7 7 21 28 55 Minigun 7 7 7 7 21 55 110 80 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 2 2 Light 1 1 1 1 2 3 3 Heavy 2 2 2 2 4 5 5 Taser 2 2 3 3 7 9 9 Cloaker 2 2 2 2 5 6 6 Dozer 6 6 6 6 17 22 44 Minigun 6 6 6 6 17 44 88 96 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 1 1 3 4 4 Taser 2 2 2 2 6 7 7 Cloaker 2 2 2 2 4 5 5 Dozer 5 5 5 5 14 19 37 Minigun 5 5 5 5 14 37 73 120 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 2 2 2 Heavy 1 1 1 1 3 3 3 Taser 2 2 2 2 5 6 6 Cloaker 1 1 1 1 3 4 4 Dozer 4 4 4 4 11 15 30 Minigun 4 4 4 4 11 30 59 160 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 2 2 Heavy 1 1 1 1 2 3 3 Taser 1 1 2 2 4 5 5 Cloaker 1 1 1 1 3 3 3 Dozer 3 3 3 3 9 11 22 Minigun 3 3 3 3 9 22 44 240 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 2 2 2 Taser 1 1 1 1 3 3 3 Cloaker 1 1 1 1 2 2 2 Dozer 2 2 2 2 6 8 15 Minigun 2 2 2 2 6 15 30 480 NM HD VH OK MH DW DS Sniper 1 1 1 1 1 1 1 Light 1 1 1 1 1 1 1 Heavy 1 1 1 1 1 1 1 Taser 1 1 1 1 2 2 2 Cloaker 1 1 1 1 1 1 1 Dozer 1 1 1 1 3 4 8 Minigun 1 1 1 1 3 8 15
Glossary
Difficulty names have been shortened for table formatting (I’m using basic tabulation). The name abbreviations are as follows:

Where:
  • NM - Normal
  • HD – Hard
  • VH – Very Hard
  • OK – Overkill
  • MH – Mayhem
  • DW – Deathwish
  • DS – Death Sentence

The left-most cell in heather of the Health and Headshot tables is just cosmetic. The left-most cell in the heather of the shots-to-kill tables corresponds to the weapon damage that the shots-to-kill are calculated for.

For the sake of brevity, I’ve rolled multiple cop types into the same category and used generic names for some where units have different names across difficulties. The following is what categories comprise:

Category Guard:
  • Security Guard (all)
  • GenSec Guards (red vests/berrets)
  • Metropolitan Police (uniform cops)

Category Sniper:
  • Sniper (all)

Categoery Light:
  • Metropolitan SWAT (blue cop)
  • FBI Heavy Force Responder (green cop)
  • GenSec Elite (urban camo cop, light armour)
  • ZEAL SWAT (white gear, light armour)
  • Murkywater mercs (military gear, light armour)
  • Hostage Rescue Team
  • Shield (all)
  • Thug (all)

Category Heavy:
  • Metropolitan Heavy SWAT (yellow cop)
  • FBI Maximum Force Responder (brown cop)
  • GenSec Elite Heavy (urban camo cap, heavy armour)
  • ZEAL Heavy SWAT (white gear, heavy armour)

Category Taser:
  • Taser (all)
  • Medic (all)

Category Cloaker:
  • Cloaker (all)

Category Bulldozer:
  • Green Bulldozer (all)
  • Black Bulldozer (all)
  • Skulldozer (all)
  • Medic Bulldozer (all)

Category MediGun:
  • Minigun Bulldozer (all)

I pulled unit names from the FBI Files, the Wiki and in-game texts, they may not always be accurate. I’ve omitted some of the rarer enemies who show up for only one or two heists like Ernesto Sosa’s men, the Russian AKAN mercs, the Hoxton Breakout FBI agents or that one cashier lady in Day “One” of Reservoir Dogs.
Change Notes
17.10.2016:
  • Did a little proof-reading and re-worded a few of the long-form explanations to be a little more clear.
  • Added formulae for Health and Headshot calculations.
  • Updated headshot multiplier numbers for Mayhem, Deathwish and One Down to scale 1.5 instead of scale 1 to match the Day 10 of Hoxton’s Housewarming Party patch.
  • Updated quick-reference tables for enemy headshots multipliers and headshots-to-kill.
  • Fixed incorrect calculation for Cloaker health in the Health example – my bad.
  • Changed “Table Annotations” section into “Glossary” because of reasons.
  • Added Changed Notes section.

20.10.2016
  • Did more proof-reading and re-worded a lot more of the long-form explanations.
  • Added a new section on Bodyshots where I explain the mess that is Body Expertise.
  • Added new Quick-Reference tables to account for Body Expertise, four in total.
  • Fixed the Change Notes date. I did NOT change this in 2010!

2.02.2017
  • Redid all the Body Expertise reference tables to match the new fixed(ish) Body Expertise calculation.
  • Updated the Bodyshot section to account for the new formula and clean up the text some.
  • Updated the Breakpoints section to take out some of the snark.

14.02.2017
  • Updated the Enemy Health section to account for the fixed health of Guards and Unarmoured Cops.
  • Redid the major cop categories to swap “Guards” with “Snipers.” It’s a cosmetic change.
  • Updated the Glossary to reflect the category changes.
  • Changed one instance of “bodushot_to_kill” into “bodyshot_to_kill.” Fat fingers.

30.04.2017
  • Redid all the Body Expertise reference tables AGAIN to match the new broken Body Expertise calculation.
  • Updated the Bodyshot section AGAIN to account for the new formula.

5.03.2018
  • Made minor and major edits to the free-hand text, both to account for changes and to restructure things.
  • Complete re-wrote of the Breakpoints section, because it was garbage.
  • Included entries for Medic and Minigun Bulldozers. Medic Bulldozers got rolled into “Dozer,” Minigun Bulldozers got their own “Minigun” entry.
  • Updated health and headshot modifiers across the board.
  • Changed the set of breakpoints used in the quick-reference tables to better resemble actual gun damage numbers.
72 Comments
Malidictus  [author] Aug 8, 2020 @ 5:11am 
What's changed about the game to merit an update? I admit, it's been a while since I've playe Payday 2 so I might have missed an important update or two. I still have the Java app I used to calculate this, though, so updating the numbers should be simple if I know what I'm changing.
XxEeNnXxEeIi Aug 8, 2020 @ 3:44am 
Can you update this?
Malidictus  [author] Jul 2, 2018 @ 1:52pm 
Thank you. I'll get those fixed tomorrow, since I need to fix them in my local document draft, as well.
SneakyAngels Jul 2, 2018 @ 1:19pm 
Good shit lad. Few typos btw; ''Categoery Light:'', ''Example 2: What’s a Minigun Dozer’s’s'', ''Danage: 32, 40, 64, 80, 96, 120, 160, 240, 480'' & ''One Down: *1.5 scale'' popped up to me.
lunar landar Jun 2, 2018 @ 1:52pm 
Wow this is incredibly in depth and covers every possible variable! Stunning work man wish I had found this earlier! Seriously you deserve more attention for this!
Malidictus  [author] May 28, 2018 @ 8:10am 
Hassat is correct. The explanation is in the long-form text for Headshots, but I calculate Helmet Popping in with the headshot multiplier, as I believe the multipliers were picked with that in mind. With it, a 40-damage weapon deals a multiple of 100 damage per headshot while the Special health values are themselves multiples of 100.
Hassat Hunter May 28, 2018 @ 5:42am 
He calculates in the headshot multiplier given by perks. We (wikia) don't.
tasdklfjkekjklajsfldczxv May 27, 2018 @ 6:36pm 
Are you sure that the taser/medic hs multiplier is 3.75? Wiki says 3 would just like to make sure this is updated
Malidictus  [author] Mar 5, 2018 @ 2:52pm 
Ah! I missed the Mayhem headshot multiplier in the plain text. Thanks, will fix! :)

As to anything Crime Spree - I don't have enough information or experience with those, plus their stats kind of scale with modifiers. Since that's a bit of a corner case all its own, I intend to ignore Crime Spree specific stats. My apologies.
Hassat Hunter Mar 5, 2018 @ 1:19pm 
AFAIK the ZEAL Bulldozers still all list their stats on the FBI files as "green bulldozer" (you can check by the "stats" section of the .unit file). Though I haven't checked post-beta.

Ah, the HRU. I remember saying things like MFR and Overkill's devs where like "what are you talking about, we just call them tans here XD".

Your opening text still says Mayhem is *1.5 (is *2), and you're missing the non-scaling ZEAL Marksman (Crime Spree) though that might be intentional?

It's interesting how Overkill lowered HP on Death Sentence but Bulldozers got 33% more HP than the old situation. And Minigun's got 100% extra ontop of that. Old value; 18K, Minigun dozer; 48K. That's 30K, almost twice as much EXTRA from the original.
And all because they didn't scale them properly (watch Jules stream with Connor Shaw, they literally said that's the reason they übered them. For real :facepalm:)