PAYDAY 2 – Damage Range Multiplier Guide

PAYDAY 2 – Damage Range Multiplier Guide 1 - steamlists.com
PAYDAY 2 – Damage Range Multiplier Guide 1 - steamlists.com
A guide for the new damage range multiplier mechanic.

 
 

Introduction

This guide will explain the new damage range multiplier mechanic, how it affects breakpoints, and what you should do about it. 
 
Note: this is based on the beta, and the final version could be different when/if implemented in the main game. 
 
 
 

What’s a Breakpoint?

A breakpoint is the minimum amount of damage you need in order to kill a certain enemy in a certain number of hits. 
 
For example, on Death Sentence difficulty, if your gun does at least 63.76 damage, you can kill a light unit in two headshots with it. Thus you can say something like “the 2HKO Light breakpoint is 63.76”. (By default, I assume headshots when talking about breakpoints). 
 
You can look up breakpoints in Frankelstner’s https://steamcommunity.com/sharedfiles/filedetails/?id=796195988
 
 
 

What’s a Damage Range Multiplier?

(Also known as damage falloff, if the multiplier is <1.) 
 
This is a new mechanic. The idea behind it is that your weapons will do different amounts of damage depending on range. For example, shotguns do a lot of damage at close range, and less damage at far range. Or, rifles do moderate amounts of damage at mid range, and more damage at far range. 
 
How does it work? Weapons which are subject to this mechanic have six stats defined for them in the github.com – https://github.com/mwSora/payday-2-luajit/blob/master/pd2-lua/lib/tweak_data/weaponfallofftweakdata.lua
optimal_distance optimal_range near_falloff far_falloff near_multiplier far_multiplier What do all these mean? It’s easiest to understand with a graph: 
PAYDAY 2 - Damage Range Multiplier Guide 
 
The line on the graph is broken up into five sections: three flat lines, and two slopes. Let’s call these, from left to right, close, lower mid, mid, upper mid, and far range. Note that the exact values demarcating each of these ranges depend on the weapon’s type and damage class, as the six stats mentioned earlier differ for all of them. 
 
Also note that some stat values can cause certain sections to disappear. For example, if far_falloff is 0, the upper mid slope disappears, and the multiplier abruptly jumps from 100% to far_multiplier. 
 
At mid range, the damage multiplier is 1 (or 100%). This means that there’s no modification to your weapon’s damage. Anything multiplied by 1 remains unchanged. 
 
At close range, the damage multiplier is near_multiplier. This multiplier is applied after bonuses from skills and weapon modifications. If it’s less than 1, you do less damage; more than 1, more damage. 
 
At lower mid range, the damage multiplier is somewhere between near_multiplier and 1. How much it is exactly depends on the distance from the target. Also note that it’s a straight line, not a curve, which makes finding the equation for it relatively painless. 
 
Far and upper mid range can be described similarly. There is no upper bound on the distance that is considered far range. 
 
 
 

How does this affect breakpoints?

Well, the breakpoints themselves remain unchanged, as those depend only on enemy health and headshot multipliers. 
 
What does change is the possibility of you hitting new breakpoints, or missing ones that your build was set up to hit. Prior to the introduction of damage range multipliers, most (non-shotgun) weapons just did the same amount of damage regardless of range. Effectively, their multiplier was 1 anytime, anywhere. With damage range multipliers, they can go above or below 1. Thus, you can end up taking fewer, or more, hits to kill an enemy. 
 
 
 

What should I do about this?

You can still use your old builds, but you just have to be aware of the ranges at which the multiplier drops below 1. Taking more hits to kill an enemy negatively affects your time to kill and ammo efficiency. 
 
Some weapons suffer from extremely severe falloff – we’re talking *0.5, halved damage, or worse. This makes them pretty much unusable at those ranges, as they’d now take twice as many shots to kill an enemy. You’ll really feel this with slow firing weapons like sniper rifles and some shotguns, as you fail to kill an enemy that could have been killed in one hit, and have to slowly wait for the next shot. 
 

Compensating for Falloff

You can load up on damage-boosting skills to compensate for falloff. Underdog basic and Berserker aced are two such skills that work with most weapon types. (Though not all perk decks, in the case of Berserker.) 
 
Underdog can compensate for a multiplier of >0.87 (=1/1.15), and Berserker can compensate for a multiplier of >0.72 at 30% (Frenzy) health, or >0.56 at 10% (post-revive) health. 
 
Note that Underdog may be less useful than it seems, as it requires 3 enemies within 18m range. This could be problematic if the falloff occurs past that range; you’d need to “carry over” the boost from a prior encounter, or have a bunch of other enemies within 18m targeting you while you’re shooting at the enemy past 18m (which begs the question, why aren’t you shooting at the nearer enemies instead?). 
 
In-game, you can move closer to or further from the enemy to maintain a multiplier of 1. You’d want to get closer with shotguns, SMGs, and pistols, whereas you’d want to get further with sniper rifles. 
 

General Observations on Multipliers

Assault rifles have a multiplier of at least 1 at any range. They do have higher multipliers at far range, but you don’t have to go out of your way (quite literally; it’s >25m) to chase a higher multiplier. Just think of it as a nice bonus that can help you save a shot if the enemy is far enough. 
 
LMGs have reduced multipliers at far range, but anything <25m still gets *1. The falloff is not too severe either, at either *0.7 or *0.8. 
 
Most shotguns, SMGs and pistols (including their akimbo variants) have a multiplier of at least 1 from 0m to 10-15m range. Past that, their multipliers just fall off a cliff. 
 
Sniper rifles have a “blind spot” from 0m to 4-6m range where they do less damage. If you’re used to dealing with close-range enemies by hitting them with electrical melee and headshotting them with your sniper rifle while they’re stunned, this won’t work any more unless you back up a bit after meleeing them. 
 
 
 

Weapon Classes – Primary

In this section, I’ll go through all weapon classes that are subject to damage range multipliers, providing some representatives of each class, the range at which the multiplier is at least 1, and some tips for hitting breakpoints. 
 
The names I use for each class are based on the game’s internal names. So “medium” damage ARs actually have the same damage as “high” damage SMGs, for example. 
 
If the number of hits to kill decreases, that means you’ve hit a higher breakpoint as a result of having a multiplier >1. If the number of hits to kill increases, that means you’ve missed a breakpoint as a result of having a multiplier <1. 
 
The range given for hitting/missing a breakpoint is the close/far range. Technically it would be possible in the lower mid/upper mid range as well, but the exact distance could change with slight alterations in the choice of weapon modifications with damage bonuses/penalties (compensators, suppressors, etc), so I’ll just use the close/far range for simplicity. 
 
Enemies are assumed to have Death Wish/Death Sentence health and headshot multipliers, no mutators. Players are assumed to have the Fast and Furious card in their perk decks (+5% damage) unlocked. 
 
Low damage assault rifle (JP36, Union) 

  • Min *1 at any range. 
  • 58 base damage, with +3 compensator or Underdog basic: 4HKO Heavy -> 3HKO at 25+m.

 
Medium damage assault rifle (AMR-16) 

  • Min *1 at any range. 
  • With Berserker aced and 10% health: 2HKO Heavy -> 1HKO at 27+m.

 
High damage assault rifle (M308) 

  • Min *1 at any range. 
  • With Underdog basic, Berserker aced and 10% health: 2HKO Medic/Taser -> 1HKO at 30+m.

 
Low damage primary shotgun (IZHMA, Predator) 

  • Min *1 at 0-9m.

 
Medium damage primary shotgun (Reinfeld 880) 

  • Min *1 at 0-15m.

 
High damage primary shotgun (Mosconi) 

  • Min *1 at 0-15m.

 
Low damage sniper rifle (Contractor) 

  • Min *1 at 4+m. (Blind spot at 4-m.) 
  • With Berserker aced and 10% health: 1HKO Heavy -> 2HKO at 4-m. 
  • With Berserker aced and 10% health: 2HKO Medic/Taser -> 1HKO at 25+m.

 
Medium damage sniper rifle (Rattlesnake) 

  • Min *1 at 4+m. (Blind spot at 4-m.) 
  • 1HKO Heavy -> 2HKO Heavy at 4-m. Berserker aced and 10% health keeps it at 1HKO. 
  • With Underdog basic: 2HKO Medic/Taser -> 1HKO at 24+m.

 
High damage sniper rifle (Platypus 70) 

  • Min *1 at 5+m. (Blind spot at 5-m.) 
  • 1HKO Heavy -> 2HKO Heavy at 5-m. Underdog basic keeps it at 1HKO.

 
Very high damage sniper rifle (Thanatos) 

  • Min *1 at 6+m. (Blind spot at 6-m.) 
  • 1HKO Cloaker with a body shot -> 2HKO at 6-m. Aim for their heads.

 
Medium damage LMG (KSP 58) 

  • Min *1 at 0-25m. 
  • With +2 compensator and Body Expertise basic: 4HKO Heavy with body shots -> 6HKO at 35+m. Underdog basic improves this slightly, making it a 5HKO instead.

 
High damage LMG (RPK) 

  • Min *1 at 0-30m. 
  • With Body Expertise basic: 3HKO Heavy with body shots -> 4HKO at 30+m. Underdog basic keeps it at 3HKO.

 
Low damage akimbo pistols (Crosskill Guards) 

  • Min *1 at 0-13m.

 
Medium damage akimbo pistols (Interceptors) 

  • Min *1 at 0-13m.

 
High damage akimbo pistols (White Streaks) 

  • Min *1 at 0-13m.

 
Very high damage akimbo pistols (Parabellums) 

  • Min *1 at 0-13m.

 
Low damage akimbo SMGs (Compact-5s) 

  • Min *1 at 0-14m.

 
Medium damage akimbo SMGs (Kobus 90s) 

  • Min *1 at 0-13m.

 
High damage akimbo SMGs (CR805Bs) 

  • Min *1 at 0-13m.

 
Low damage akimbo shotguns (Brothers Grimm) 

  • Min *1 at 0-12m.

 
Medium damage akimbo shotguns (Goliaths) 

  • Min *1 at 0-14m.

 
High damage akimbo shotguns (Judges) 

  • Min *1 at 0-10m.

 
 
 
 

Weapon Classes – Secondary

Low damage pistol (Crosskill Guard) 

  • Min *1 at 0-12m.

 
Medium damage pistol (Interceptor) 

  • Min *1 at 0-17m.

 
High damage pistol (White Streak, 5/7 AP) 

  • Min *1 at 0-20m.

 
Very high damage pistol (Parabellum) 

  • Min *1 at 0-20m. 
  • With Underdog basic, Berserker aced and 10% health: 2HKO Medic/Taser -> 1HKO at 5-m.

 
Low damage SMG (Compact-5) 

  • Min *1 at 0-12m.

 
Medium damage SMG (Mark 10) 

  • Min *1 at 0-13m.

 
High damage SMG (Krinkov) 

  • Min *1 at 0-14m.

 
Low damage secondary shotgun (Grimm) 

  • Min *1 at 0-9m.

 
Medium damage secondary shotgun (Goliath) 

  • Min *1 at 0-10m.

 
High damage secondary shotgun (Locomotive) 

  • Min *1 at 0-10m.

 
Very high damage secondary shotgun (Judge) 

  • Min *1 at 0-10m.

 
 
 
 

Conclusion

That’s all I have to say on damage range multipliers. If you need a concise summary, or just scrolled here for my parting words without reading everything above, here they are: 
 
Shotguns, SMGs and pistols are now a*s beyond ~15m. 
Sniper rifles now have a blind spot within ~5m.
 
Everything else is unchanged or insignificant. 
 
Thanks for reading this and I hope it’s been helpful. 
 
 
 

Appendix: Multipliers for each Weapon Class

ASSAULT_FALL_LOW 
0.0. <= x < 15.0m: 1 
15.0. <= x < 25.0m: 0.05*x + 0.25 
25.0. <= x: 1.5 
 
ASSAULT_FALL_MEDIUM 
0.0. <= x < 17.0m: 1 
17.0. <= x < 27.0m: 0.04*x + 0.32 
27.0. <= x: 1.4 
 
ASSAULT_FALL_HIGH 
0.0. <= x < 20.0m: 1 
20.0. <= x < 30.0m: 0.05*x 
30.0. <= x: 1.5 
 
SHOTGUN_FALL_PRIMARY_LOW 
0.0. <= x < 3.0m: -0.1*x + 1.3 
3.0. <= x < 9.0m: 1 
9.0. <= x < 13.0m: -0.125*x + 2.125 
13.0. <= x: 0.5 
 
SHOTGUN_FALL_PRIMARY_MEDIUM 
0.0. <= x < 5.0m: -0.06*x + 1.3 
5.0. <= x < 15.0m: 1 
15.0. <= x < 20.0m: -0.1*x + 2.5 
20.0. <= x: 0.5 
 
SHOTGUN_FALL_PRIMARY_HIGH 
0.0. <= x < 5.0m: -0.06*x + 1.3 
5.0. <= x < 15.0m: 1 
15.0. <= x < 25.0m: -0.05*x + 1.75 
25.0. <= x: 0.5 
 
SNIPER_RDM_LOW 
0. <= x < 4.0m: 0.7 
4.0. <= x < 20.0m: 1 
20.0. <= x < 25.0m: 0.12*x – 1.4 
25.0. <= x: 1.6 
 
SNIPER_FALL_MEDIUM 
0. <= x < 2.0m: 0.6 
2.0. <= x < 4.0m: 0.2*x + 0.2 
4.0. <= x < 19.0m: 1 
19.0. <= x < 24.0m: 0.14*x – 1.66 
24.0. <= x: 1.7 
 
SNIPER_FALL_HIGH 
0. <= x < 5.0m: 0.5 
5.0. <= x < 20.0m: 1 
20.0. <= x < 30.0m: 0.1*x – 1.0 
30.0. <= x: 2.0 
 
SNIPER_FALL_VERYHIGH 
0. <= x < 6.0m: 0.5 
6.0. <= x < 26.0m: 1 
26.0. <= x < 31.0m: 0.1*x – 1.6 
31.0. <= x: 1.5 
 
LMG_FALL_MEDIUM 
0.0. <= x < 25.0m: 1 
25.0. <= x < 35.0m: -0.03*x + 1.75 
35.0. <= x: 0.7 
 
LMG_FALL_HIGH 
0.0. <= x < 30.0m: 1 
30.0. <= x < 40.0m: -0.02*x + 1.6 
40.0. <= x: 0.8 
 
AKI_PISTOL_FALL_LOW 
0. <= x < 3.0m: 1.5 
3.0. <= x < 13.0m: 1 
13.0. <= x < 16.0m: -0.0667*x + 1.867 
16.0. <= x: 0.8 
 
AKI_PISTOL_FALL_MEDIUM 
0. <= x < 3.0m: 1.4 
3.0. <= x < 13.0m: 1 
13.0. <= x < 17.0m: -0.075*x + 1.975 
17.0. <= x: 0.7 
 
AKI_PISTOL_FALL_HIGH 
0. <= x < 3.0m: 1.3 
3.0. <= x < 13.0m: 1 
13.0. <= x < 18.0m: -0.08*x + 2.04 
18.0. <= x: 0.6 
 
AKI_PISTOL_FALL_VERYHIGH 
0. <= x < 3.0m: 1.2 
3.0. <= x < 13.0m: 1 
13.0. <= x < 19.0m: -0.0833*x + 2.0833 
19.0. <= x: 0.5 
 
AKI_SMG_FALL_LOW 
0. <= x < 5.0m: 1.3 
5.0. <= x < 14.0m: 1 
14.0. <= x: 0.5 
 
AKI_SMG_FALL_MEDIUM 
0. <= x < 3.0m: 1.3 
3.0. <= x < 4.0m: -0.3*x + 2.2 
4.0. <= x < 13.0m: 1 
13.0. <= x < 14.0m: -0.5*x + 7.5 
14.0. <= x: 0.5 
 
AKI_SMG_FALL_HIGH 
0. <= x < 3.0m: 1.2 
3.0. <= x < 13.0m: 1 
13.0. <= x < 14.0m: -0.3*x + 4.9 
14.0. <= x: 0.7 
 
AKI_SHOTGUN_FALL_LOW 
0.0. <= x < 3.0m: -0.1*x + 1.3 
3.0. <= x < 12.0m: 1 
12.0. <= x < 13.0m: -0.5*x + 7.0 
13.0. <= x: 0.5 
 
AKI_SHOTGUN_FALL_MEDIUM 
0. <= x < 2.0m: 1.3 
2.0. <= x < 4.0m: -0.15*x + 1.6 
4.0. <= x < 14.0m: 1 
14.0. <= x < 16.0m: -0.15*x + 3.1 
16.0. <= x: 0.7 
 
AKI_SHOTGUN_FALL_HIGH 
0.0. <= x < 10.0m: 1 
10.0. <= x < 15.0m: -0.1*x + 2.0 
15.0. <= x: 0.5 
 
PISTOL_FALL_LOW 
0. <= x < 5.0m: 1.3 
5.0. <= x < 12.0m: 1 
12.0. <= x < 13.0m: -0.3*x + 4.6 
13.0. <= x: 0.7 
 
PISTOL_FALL_MEDIUM 
0. <= x < 5.0m: 1.3 
5.0. <= x < 7.0m: -0.15*x + 2.05 
7.0. <= x < 17.0m: 1 
17.0. <= x < 18.0m: -0.3*x + 6.1 
18.0. <= x: 0.7 
 
PISTOL_FALL_HIGH 
0. <= x < 5.0m: 1.3 
5.0. <= x < 10.0m: -0.06*x + 1.6 
10.0. <= x < 20.0m: 1 
20.0. <= x < 21.0m: -0.4*x + 9.0 
21.0. <= x: 0.6 
 
PISTOL_FALL_VERYHIGH 
0. <= x < 5.0m: 1.4 
5.0. <= x < 10.0m: -0.08*x + 1.8 
10.0. <= x < 20.0m: 1 
20.0. <= x < 21.0m: -0.5*x + 11.0 
21.0. <= x: 0.5 
 
SMG_FALL_LOW 
0.0. <= x < 12.0m: 1 
12.0. <= x < 17.0m: -0.1*x + 2.2 
17.0. <= x: 0.5 
 
SMG_FALL_MEDIUM 
0.0. <= x < 13.0m: 1 
13.0. <= x < 18.0m: -0.1*x + 2.3 
18.0. <= x: 0.5 
 
SMG_FALL_HIGH 
0.0. <= x < 14.0m: 1 
14.0. <= x < 19.0m: -0.08*x + 2.12 
19.0. <= x: 0.6 
 
SHOTGUN_FALL_SECONDARY_LOW 
0. <= x < 3.0m: 1.3 
3.0. <= x < 9.0m: 1 
9.0. <= x < 13.0m: -0.225*x + 3.025 
13.0. <= x: 0.1 
 
SHOTGUN_FALL_SECONDARY_MEDIUM 
0. <= x < 2.0m: 1.3 
2.0. <= x < 4.0m: -0.15*x + 1.6 
4.0. <= x < 10.0m: 1 
10.0. <= x < 14.0m: -0.225*x + 3.25 
14.0. <= x: 0.1 
 
SHOTGUN_FALL_SECONDARY_HIGH 
0.0. <= x < 4.0m: -0.025*x + 1.1 
4.0. <= x < 10.0m: 1 
10.0. <= x < 13.0m: -0.3*x + 4.0 
13.0. <= x: 0.1 
 
SHOTGUN_FALL_SECONDARY_VERYHIGH 
0. <= x < 3.0m: 1.2 
3.0. <= x < 4.0m: -0.2*x + 1.8 
4.0. <= x < 10.0m: 1 
10.0. <= x < 12.0m: -0.25*x + 3.5 
12.0. <= x: 0.5 
 

Written by dxdydzd

I hope you enjoy the Guide we share about PAYDAY 2 – Damage Range Multiplier Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 
 
 


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