PAYDAY 2

PAYDAY 2

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A quick-ref to experience boosts
By 0ptimistPrime (the Gray)
This is simply a short FYI describing how experience boosts currently stack/interact with one another, and (to preserve the old information that was once housed here) how they used to stack in previous builds.

This guide may be out-dated. As of the Black Market Update for PD2, I will no longer be updating my guides.
We all had a good run, and I appreciate all the support and appreciation from everyone. Take care, guys.
   
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Intro
When I created this guide, it was in response to a thread full of questions and uncertain answers; I decided to test two things:
- Whether Infamous level reduces required XP or offers a bonus to gained XP.
- Whether Fast Learner experience bonuses stack.

Nowadays, experience bonuses are very clear worded and easy to understand.
Experience Bonuses Today
[This information is current as of Update 65]

There are two ways to gain bonuses to your experience.
- Infamy ranks
- Perk Decks

These bonuses are additive, which means you add up each %bonus first, then apply that total percentage to your base experience. This can be seen in the data below.

When comparing the experience gains offered to Hoxton Breakout (Pro) on Deathwish difficulty, Crime.net determined the base experience payout for the job would be the following:

Total........Heist.......Difficulty............Possible Experience.........................
Bonus.......Exp...........Exp.......................Modifiers....................................
=========================================================
+ 0% ..... 64,000 + 832,000 ........... infamy 0, no perk deck ... (100% + (0%)) = 100%
+ 5% ..... 67,200 + 873,600 ........... infamy 1, no perk deck ... (100% + (5%)) = 105%
................................................................................................ (64,000 + (0.05 * 64.000)) = 67,200
+10% .... 70,400 + 915,120 ........... infamy 2, no perk deck ... (100% + (5% + 5%)) = 110%
................................................................................................ (64,000 + (0.10 * 64.000)) = 70,400
+50% .... 96,000 + 1,248,000 ........ infamy 1, perk deck ........ (100% + (5% + 45%)) = 150%
................................................................................................ (64,000 + (0.50 * 64.000)) = 96,000
+55% .... 99,200 + 1,289,600 ........ infamy 2, perk deck ........ (100% + (5% + 5% + 45%)) = 155%
................................................................................................ (64,000 + (0.55 * 64.000)) = 99,200

*I used only the "Heist exp" in this example, but you can substitute this for the Difficulty Exp or the total of both, and you'll receive the same results.




Results:

- *All* current experience bonuses are additive.

- With maxed Infamy level and all Infamy points spent, and with a perk deck bonus, the highest experience modifier you can currently reach is 3.5x (or +250% bonus).

Pre-Infamy2.0 Confusions
This information was actually based on build 23. I merely believe that changes to experience were implemented with Infamy 2.0.

There used to be a skill on the second tier in the Mastermind tree called [Fast Learner] whose basic bonus gave +15% experience, and whose aced gave an additional +30% experience. There was a great deal of controversy in the forums regarding whether acing the skill added 30%, or simply added another 15% to raise the bonus to 30%, and whether any of this stacked with Infamy experience bonuses. After much debating and bad math using percentages in the forums, I decided to get to the bottom of the issue.

Playing Four Store on normal mode, and using some backup save files to use both Non-Infamous and Infamous-1 characters, I tested the experience reward given (without an escape) on offline mode (solo, no crew alive bonus) with [1.] no points in Fast Learner (base heist exp), [2.] basic FL, and [3.] aced FL. I tested it this way because at that point in time, Crime.net did not tell you the experience you were to receive for any given successful heist.


My Results:

No levels in infamy
1. Base: 950 xp
- Self-explanatory. The heist is worth a total of 950xp, which is the sum of "Day Experience" and "Job Experience." Both of these categories of experience are affected by all bonuses.
2. Basic: 1093 xp
- This is equivalent to (base +15%)
3. Aced: 1420 xp
- This is equivalent to (base +49.47%), or ((base + 15%) + 30%).
It is apparent that the experience boosts here are compounded.

Infamy level ONE
1. Base: 997 xp
- This is equivalent to (base + 5% Infamy)
2. Basic: 1148 xp
- This is equivalent to (base +20.75%) or ((base +15%) + 5% Infamy)
3. Aced: 1491 xp
- This is equivalent to (base +56.975%), or (((base + 15%) + 30%) + 5% Infamy)




Additionally, the description on Infamy rewards in the Infamy tree were worded poorly. They claimed that each rank decreased the amount of experience needed to level by 5%, which caused more arguments in the forums. So again I tested it.

Using a level 0 character and an I-0 character, I played a single heist to see what the required amount of exp was to reach level 1.

For both Infamy-0 and Infamy-1, it took 900xp to reach character Level 1.

This means that despite the description on Infamy, the feature does not reduce the amount of experience required to level. It actually provides a bonus to earned XP.




Pre-Infamy2.0 Results

- Infamy 1-5 used to claim that it reduced the required experience to reach level 100. This was simply a miscommunication, as trial testing proved that it instead offered bonus XP to reach the normal experience requirement faster.

- All experience boosts (Fast Learner basic, Fast Learner ace, and Infamy boosts) used to stack multiplicatively. This means that the bonuses they provided compounded upon one another, rather than being additive, and at Infamy-5 you could max out your experience bonus at 190.8% (almost doubling all experience gains)





11 Comments
Mac.au 23 Aug, 2014 @ 6:54am 
Just want to double check that Fast Learner Aced DOES work in offline mode and not just when you HOST a heist?
That would make the grind a little easier if so :P
Nandorianen 5 Mar, 2014 @ 9:20am 
They changed it all a bit.
Infamy xp bonus now stacks additively (Infamy 2 = simply 10%, not 5% twice). XP calculation screen now shows basic numbers for everything and only multiplies the total received part to account for infamy.
Serious 17 Feb, 2014 @ 1:29pm 
just do firestarters or big oil and rats im sure ull get to infamy fast (do on overkill)
Nandorianen 13 Feb, 2014 @ 6:29am 
Because you got lots of infamy?

Default Proverkill Rats Day 3:
Day XP: 550;
Job XP: 4 000;
Risk Bonus: 45 500;
Day Bonus: 200 200;
Crew Alive Bonus: 5005 x 3;
Skill Bonus: 24 775.

Base Total: 290040.
Infamy I: 304542.
Infamy II: 319769.
Infamy III: 335757
Infamy IV: 352545.
Infamy V: 370172.

That is maximum numbers, assuming everyone survives and Fast Learner is aced.
I can't say any more without a screenshot of XP screen and without knowing your infamy level.
DocV 12 Feb, 2014 @ 2:05pm 
Nandorianen, then why do I get 348k xp after day 3 or rats? (on ovkl pro job)
Nandorianen 12 Feb, 2014 @ 2:51am 
No, disregard all that about 1,05105. I found the formula.
Day bonus for Day 2 and Day 2 escape:
Day XP + Risk XP (* 1.5 if Pro Job).
Day bonus for last Day:
(Day XP + Job XP + Risk Bonus) * 2 (* 2 if Pro Job).
That makes Rats Pro Day 3 Day Bonus 200200 (550 Day + 4000 Job + 45500 Risk), which becomes 210210 after infamy.
Nandorianen 11 Feb, 2014 @ 11:09pm 
Crew alive is 10% of Day + Job + Risk per surviving team member after 1, so 30% max. So Infamy covers everything.

Interestingly, I found that 200k Day Bonus from the end of Rats Proverkill is multiplied by 1,05105. Everything else seems to gain proper 5%. There may be a typo, which suggests that these fields work in-code not so much as a global formula, but as a separate ones for each variant. That means there can be other bugs, perhaps more significant.
Nandorianen 11 Feb, 2014 @ 5:55am 
Thanks. I'll try to add it some time later if nobody beats me to it.

Looking at Rats debriefing on overkill with FL aced, I'd say that, firstly, Risk Bonus is a Day XP plus Job XP times 10 (for overkill) and, secondly, that FL is ~50% of all of the above. Huge Day Bonus does not count, and neither does Crew Alive bonus.

Infamy increases Day XP and Job XP (and, as such, buffs Risk and Skill bonuses) and increases Day Bonus. Should also affect Crew Alive, but I have no idea how it works to begin with.
0ptimistPrime (the Gray)  [author] 11 Feb, 2014 @ 4:49am 
@Nandorianen, lol nice catch on the build info. Just an honest mistake on my part, fixed to v23 :B1: And yeah, I don't mind if the info is shared on the wiki.
Baosas 11 Feb, 2014 @ 1:21am 
Good guide as last time, though seasoned Infamy users would probably have figured this out during gameplay.

Ran a few numbers based on your stats as well, and I've found that actually reducing the level-up requirements per Infamy rank instead of giving bonus XP on heists will speed up the levelling process by 0.25%-0.3%, depending on whether Fast Learner is present or not.