PAYDAY 2

PAYDAY 2

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*Discontinued* Ex-President Perk Deck Guide (Deathwish)
By Unknown Knight
A poor man's Grinder? Definitely not!
Come on right in to learn more about the Ex-President, structured for Deathwish.
   
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Status of this guide
14th Jan 2018
I will be making a guide to loud and will be having perk deck information in it so when the time comes, this will be merged/removed.

Thank you all for reading this guide.
About
Now I'm in between both video and text.

If you're checking out my guide from time to time, you may notice that I change my information here and there. It's mostly due to my playtests, which gives me new insights. So forgive the inaccuracies and point them out to me when you do find them!

Current focus: reworking on some information in this, mostly the suit dodge comparisons, will go BV and armour after.
Change Log
21st March 2016: Finished comparisons but not satisfied with it, reworking the suit dodge related ones first
13th March 2016: Updated some formatting and begun work on the comparisons
27th February 2016: Finished up on Point Break and Perfect Line
26th February 2016: Begun work on Point Break (regeneration) perk. Added deck stats.
23rd February 2016: Added video guide
Video Guide

Some quick bookmarks for the hasty:
00:00 - Introduction
02:09 - Point Break Perk
08:25 - Perfect Line Perk
13:30 - Deck Passive Stats
14:10 - Build comparisons
Preface
Just wanted to share a bit before you start reading on the guide, it's important and relevant to how I do my guide or choose the information in it.

Some background; I started being active on Payday 2 during the pre Hoxton (Hox break) days, where dodge was non-existent, the bigger armour the better and Hostage Taker was the only regeneration available and no perk decks either.

Deathwish was already available back then so you can imagine the difficulty compared to today. I'm not trying to prove my veterancy or moan about the game play it has evolved to today. In fact, the game play should remain the same but regeneration has sort of spoilt it.

Always play defensive
A player should never rush out like Rambo or Wolverine healing with X-Factor. For that, I blame Grinder and Muscle, spoiling players in Overkill and below, who tend to believe such is the standard and attempt the same in Deathwish.

Ditch that notion. Hide behind cover and pop some helmets, regardless of the armour you've donned.

Stay alive, look before you leap, ensure that it's clear before you rush out (snipers/cloakers) and you'll do well in Deathwish.

That's the way I roll, and that will be the way I'll cover this guide.

Deathwish
I made this guide mainly for purposes of Deathwish viability.

DLC v.s. Vanilla/Community
Most of my observations are made for use with vanilla/community weapons. Everything else just adds another factor into the mix and blurs the comparison/information.
Introduction
Part of the free Bodhi character pack, the Ex-President has been said by some to be a poor man's Grinder and even compared to by the Payday Wiki but it's not so.

Summary
Jack of all trades. Ex-Pres is like the common cousin of all the perk decks. A bit of health bonus, some dodge bonus, some regen, some armour recovery but only excelling in armour recovery, which is almost useless to the lower tiers.

Regeneration works well for all armours below ICTV, while armour recovery works well for armours that can take on a burst of shots. In Deathwish, ICTV is your friend for armour recovery.

Here's the back story of the Ex-President if you haven't read them:
The Ex-Presidents are one of the most daring heisting crews out there. Great risk takers and brothers in arms. Their lack of fear for their own mortality brought them together and made them as successful as they are. An Ex-President follows no rules and only adheres to the Ozaki 8, a set of trails to honour nature.

The theme of the perk deck pretty much follows (somewhat) the back story and will make a bit of sense with their perks.

Mainly in this guide we will be looking at:
  • Deck stats
  • Point Break (regeneration) perk
  • Perfect Line (armour recovery) perk
  • Build comparisons (roles it can fill)
  • Builds
Deck stats
The Ex-President deck gives the following bonuses:
  • 5% dodge (for all armour types)
  • Additional 20% dodge for ballistic vests
  • 40% health boost (Same as Grinder)
Point Break - Introduction
The Point Break perk is the regeneration perk part of the deck and works differently from all the other regeneration types we have seen so far.

Here are the basic points that you need to know:
  • While your armour is up, you will store 4/8/12 health per enemy kill. When recovering from broken armour, all stored health will kick in as regeneration and the store will be emptied regardless of amount used (extra is wasted).
  • Maximum storage differs from armour to armour. Simply, less armour more storage.
Point Break - Storage
Each and every armour has its own storage capacity. At different cards of the perk deck, the storage values will be upgraded.

Here's a table of storage values when the perk deck is maxed out:
Armour
Storage
Kills to max
Percentage
Suit
210
18
65.21%
LBV
202.5
17
62.88%
BV
187.5
16
58.23%
HBV
180
15
55.9%
Flak Jacket
157.5
13
48.91%
CTV
142.5
12
44.25%
ICTV
60
5
18.63%

You can find the storage values in game in both the load out screen and inventory when the Ex-President perk deck is equipped.


With the storage chart, we can see that getting to full storage is manageable.
With a full crew you can expect to fill your storage quickly, since cops spawn in groups of 2 to 4, provided you don't take huge risks like charging straight into groups.

For the ICTV, it's more like a bonus rather than a reliable regeneration option, as your armour will be harder to break and your storage is only at 60, which is a measly 18%.
Point Break - Interface
For the Point Break perk, you'll notice a new circle inside the original health bar.
As you get kills, it will fill up.

The inner circle moves as your health is depleted. It will align with the health bar to show you amount restored upon regeneration.

We have more in storage than needed.
So regeneration will be full.
We do not have enough in storage,
upon regeneration health will NOT be full.
Point Break - Pros and Cons
Pros
Cons
Regeneration, obviously
Needs broken armour to regenerate
All kills add to your storage
No reliable way to break armour when near death
Works with all armours
Extra storage when regenerating is wasted
First non DLC build with regeneration
Regenerate even at full health
Allows skill points to be used elsewhere instead of Hostage Taker and First Aid Kits
Bad for extended fights (Winters/Hector/Commissar/Bulldozers).
Point Break - Conclusion
It's a perk that rewards you for surviving encounters/assaults/downs, having your armour broken but still with your health intact so that you can move on to the next fight.

Not overly powerful nor weak, respectable on its own yet requires the user to take risks responsibly.

Not as useful for soloing without assistance like crews/bots/sentries since you can't rack up the kills fast enough. Also gradually becomes more and more unreliable when you are the sole survivor trying to trade your crew out of custody.

It's mostly for decoration on the ICTV as well, since in armour your aim is to keep your armour up always.
Point Break - Questions
Q: Other than crew kills, does Joker, sentries and trip mines contribute
A: Yes they do. All manner of kills contribute. I do notice that throwables and DoT can be a little wonky but it can pretty much be ignored.

Q: What if I have more in storage than needed?
A: Any extra is wasted.

Q: What if my armour is broken but my health is full
A: Similarly, it's also wasted.

Q: Which armour should I pick?
A: The storage values for all the armours are very close, except for the ICTV. If you're relying on Point Break for regeneration, any armour will do.

For the ICTV, it should be treated as a bonus rather than a reliable regeneration.

Q: What's the point of 60 health in ICTV? It doesn't regenerate much.
A: As mentioned, it should be treated as a bonus because your armour will be less likely to break. If you're getting hit a lot as a Techforcer, you should probably play more defensively.

Q: What's the best way to break my armour?
A: If you have explosive weaponry (DLC), shooting at your feet is a good way to break armour if your health is not near 0. Otherwise if you don't have Cat Burglar (Ghost tree), fall damage can work for you.

You can use Bullseye from the Fugitive tree to force the regeneration since of waiting.

Q: But what about near death or just revived in Deathwish?
A: Unfortunately, Point Break is quite lacking at this area. Either use an alternate regeneration (FAK, Gambler crew, Hostage Taker) or try to get shot at. Your best bet is to isolate an enemy, peek slightly out of cover to get hit and withdraw.
Perfect Line - Introduction
The Perfect Line perk boosts your armour recovery when you make a personal kill.

Here are the basic points that you need to know:
  • Killing an enemy speeds up your recovery time, differs from armour to armour
  • More armour, less recovery bonus (Negligible)
  • To activate, kills must be obtained by your weapons or trip mines. Jokers and sentries do not
Perfect Line - How it works
To understand more about how the bonus works, we must first understand the armour recovery formula. Credits to the Payday 2 bible, The Long Guide.

Armour recovery formula
3 (1.75 for offline) x multipliers, then divided by 1 (recovery speed) and then adding 1 (bullet suppression) to the final result

Example: Bullet Proof (aced) 25% or 0.75 bonus + Die Hard (aced) 15% or 0.85 bonus
3 (1.75) x 0.75 x 0.85, divided by 1 and plus 1 = 2.9125 (2.115625) seconds

List of in game multipliers
  • Bullet Proof (aced), to self and crew - 25% (0.75)
  • Die Hard (aced) - 15% (0.85)
  • Armourer (self) - 10% (0.9)
  • Armourer (crew) - 10% (0.9)
  • Hitman - 45% (0.55)
  • Crook - 10% (0.9)
  • Burglar - 20% (0.8)
  • Yakuza - 60% at full beserker (0.4)

The Perfect Line's bonus is not a multiplier, but instead added directly to the recovery speed

Armour recovery formula again for the Perfect Line
3 (1.75) x multipliers, divided by 1 + bonus, add 1 to final result
Perfect Line - Armour bonus values
Here's a table for the bonus and final recovery speed, without multipliers:

Armour
Bonus
Final value (s)
Suit
19.6
1.14
LBV
18.9
1.15
BV
17.5
1.16
HBV
16.8
1.16
Flak Jacket
14.7
1.19
CTV
13.3
1.2
ICTV
5.6
1.45
Perfect Line - Comparison
In comparison, we will use the worst value (ICTV, 1.45s) against the best 2 decks with all the extra bonuses they can get.

Hitman with bonuses (0.75/0.85/0.9/0.55) = 1.94s
Yakuza, full berserk with bonuses (0.75/0.85/0.9/0.4) = 1.68s

Clearly, even without bonuses, the Perfect Line is much faster than Hitman and Yakuza, with the condition that you must get a kill and is considered active rather than passive like Hitman and Yakuza.
Perfect Line - Pros and Cons
Pros
Cons
Fastest armour recovery.
Points in Bullet Proof (aced) and Die Hard (aced)
can be spent elsewhere.
Active, rather than passive. Needs a kill to activate.
Non DLC
Bad for extended fights (Winters/Hector/Commissar/Bulldozers).
Difference between armours is negligible, suitable with all armours
Unlike Point Break perk, suitable for solo gameplay.
Perfect Line - Conclusion
In conclusion, the Perfect Line acts like a variation of Bullseye.

Shows more potential with heavy armours as it recovers very quickly, use ICTV with Bullet Proof for best results.

Not a good pick for berserker builds since Point Break will most likely ruin the effect.

My personal favourite, if not for the fact that I run with Armourer/Gambler to train for my Deathwish challenge runs and support.
Perfect Line - Questions
Q: Do crew kills contribute, like Point Break
A: No, not this time round. Only your weapons and trip mines.

Q: Can I use Bullet Proof and Die Hard with this?
A: Yes you can, but it's pretty much redundant unless you can't get kills. It's better to use the points elsewhere.

Q: Theoretically speaking, with ICTV/Bullet Proof, I have enough armour to tank. Why can't I use Berserker?
A: You can, but other decks will probably serve that purpose better, like Armourer and Yakuza.

Q: Which armour should I pick?
A: Techforcers definitely ICTV.

Anything else, LBV to CTV works well. Remember to get Thick Skin and basic dodge (Duck and Cover) if you're going Ballistic Vests.

If you're going Tech, definitely get Bullet Proof. That way your CTV will be closer to stock ICTV, have better regeneration and recovery.

For suits, you'll only have enough to tank 1 shot so you're better off relying on dodge and regeneration.

Q: Why recommend the ICTV when it has the worst recovery?
A: Strictly speaking it's better than Yakuza, Hitman and Armourer. The difference between armours is very negligible. Recovering 20 armour for the suit isn't much to look at either.
Build comparisons - Introduction
In this section, we will be comparing Ex-President against other perk decks (with builds that make sense of course).

Some information might be debatable based on my choice and understanding of the decks so try it out for yourselves and tweak it to your liking.

Build Types
Here's a list of the build types that we will be looking at for comparisons:
  • Suit dodge (basic)
  • Suit dodge (sneaky b@stard + low blow)
  • Ballistic vests (dodge)
  • Ballistic vests (armour)
  • Ballistic vests (dodge + armour)
  • Generic CTV
  • ICTV + Bullet Proof
Format
Still being finalized.
Build comparisons - Skills/Terms/Armours
Before we begin the comparisons, here are some terms and skills that I will be using to make comparisons.

Effective Health Points (EHP)
Basically, it's the combination of armour and health, added together to give you a total value of how much punishment you can take before going down. Bear in mind that armour absorbs the full blow before health takes damage (sniper is the exception), when leaning on this term.

Some other guides also give dodge an EHP rating, but I don't/won't use that here because I choose to refer to dodge as a RNG factor.

Duck and Cover (Fugitive tree T2)
Duck and Cover (Fugitive Tree T2)
A Fugitive tree tier 2 skill. Grants 5% or 15% bonus to dodge when crouched (basic/aced).
For the sake of this guide we will always use the aced version for 15% dodge.

Sneaky B@stard (Fugitive tree T6)
Sneaky B@stard (Fugitive Tree T6)
A Fugitive tree tier 6 skill. Grants 1% dodge per 3 or 1 point below 35 concealment up to 10% (basic/aced).

Basic dodge
The basic dodge build of suit (10%) and Duck and Cover, aced (15%) combined to get 25%, before deck bonuses.

Full dodge
Again, like basic dodge but tacking on Sneaky B@stard, for an additional 10% to have a combined 35%, before deck bonuses.

Thick Skin (Fugitive Tree T1)
Thick Skin (Fugitive Tree T1)
Fugitive tree tier 1 skill. Basic adds 10 steadiness, aced adds 20 armour to ballistic vests.

Steadiness reduces screen shake when hit, effect more obvious with lower armours.
Works with Tough Guy (Enforcer Tree T3). Heavier armours have more base steadiness.

Bullet Proof (Tech Tree T6)
Bullet Proof (Tech Tree T6)
Tech tree tier 6 skill. Adds an additive 50% bonus to armour.
Example, Crook adds 65% to ballistic vests. With Bullet Proof, it's a total of 115% (65% + 50%).
Bonus is also calculated after adding absolute numbers, like with Thick Skin.

Armours
Image
Type
Dodge
Armour
Thick Skin (TS)
Bullet Proof (BP)
combinations
Suit
Suit
10
20
NA
LBV
LBV
-20
30
TS - 50
TS/BP - 75
BV
BV
-25
40
TS - 60
TS/BP - 90
HBV
HBV
-30
50
TS - 70
TS/BP - 105
Flak Jacket
Flak Jacket
-35
70
BP - 105
CTV
CTV
-40
90
BP - 145
ICTV
ICTV
-50
170
BP - 255

Unused
I will not be comparing some skills, decks or builds because they are either obsolete or don't relate to our comparisons:
  • Sprinter (dodge); since we're mostly shooting while crouched
  • Daredevil (dodge); again, ziplining while shooting isn't common
  • Decks like Crew Chief and Gambler are either obsolete or irrelevant
  • Berserker build, because regeneration defeats the purpose
Grinder v.s. Ex-President (General)
Grinder
Ex-President
Suit or LBV only
All armours
+40% health
+40% health
DLC
Free
0% dodge bonus
+5% dodge to suit
Additional 20% dodge to BV
Better regeneration,
triggered by damage
Triggered by broken armour
+30% chance to pierce

My thoughts
Let's skip the salt on this deck and do this objectively. The Grinder has a very good regeneration mechanic but has limitations set on it, namely the armour types, so it can tend to be a one trick pony.

The 40% health boost helps to tank a Deathwish sniper hit on suit, which sets it a little higher above Rogue and Sociopath in this aspect, where downs are a valued commodity.

The chance to pierce tan armour isn't much to boast. Players should learn or have learnt how to headshot upon being proficient on Overkill difficulties.

Conclusion
Overall, both decks are quite different. Ex-President provides a myriad of ways to play and customize your build while Grinder is pretty much set in suit (unless you're willing to do LBV).

Grinder is a good way to get initiated into dodge builds before you move on to other decks.
Grinder v.s. Ex-President (Suit)
Dodge
Grinder has 5% less than Ex-President in dodge, it's not a big number and should not matter much.

Regeneration
Here is where the disparity lies. Assuming you're not familiar with either deck, Grinder's regeneration far outclasses the Ex-President because it heals in ticks, the ticks stack and are generated by hurting enemies alone, not killing. Compared with Ex-President having to build up storage and breaking armour, Grinder is definitely much easier to use.

At the same time, with the regeneration mechanic, Grinder can save a bit of points by skipping out on self healing like Hostage Taker, and First Aid Kits can be utilized by crew mates instead.

Armour recovery
Granted that suit only has enough armour to tank 1 shot, it is still as good as a 1 time 100% dodge. Ex-President can consistently provide this, assuming you met the conditions of making a kill plus out of suppression, while Grinder has to take it to the flesh.

This is very apparent on Deathwish.

Conclusion
Grinder's regeneration works very well in all situations and far outclasses Ex-President's unreliable healing. I'd chalk a point in Ex-President's favour for the armour recovery where 1 shot can make a difference on Deathwish.

Definitely a win for the Grinder due to the priority of healing for dodge builds.
Grinder v.s. Ex-President (LBV)
Grinder works on LBV as well to a lesser extent and many will not pick this route. To make up for the lost dodge, one is almost forced to pick Thick Skin and to get Bullseye basic/aced to help recover that armour loss.

Otherwise, you'd be in a race to regenerate more health than your enemies can inflict.

Dodge
With full dodge, Grinder is looking at a measly 5% when compared to the Ex-President's 30%.
This forces Grinders to go for other forms of survival like Bullseye or Bullet Proof. And that means less skill points to go into places you might want it to.

Regeneration
When more armour comes into play, regeneration becomes less of a factor, albeit slightly. Grinder still takes superiority here.

Armour recovery
Granted that LBV is not much and only tanks 1 to 2 shots, it is still a fact that should be presented.
Just like in the suit comparison, taking a shot to the armour is akin to a 100% dodge and Ex-President can perform it more consistently than Grinder.

Conclusion
With Ex-President's dodge and armour recovery, it tilts the odds better in its favour. Grinder still holds superiority with its regeneration but I'm giving my vote to Ex-President because it utilizes the LBV better.
Yakuza v.s. Ex-President (Defensive ICTV)
Yakuza
Ex-President
+20% move speed
(100% berserk)
+40% health
DLC
Free
Passive armour recovery
Active armour recovery
1.69/2.2 second recovery
with/without boosts
1.45 second, deck only.
Skill points can be used elsewhere.
Regeneration

My thoughts
The Yakuza is primarily a berserker deck that further enhances the Enforcer's berserker skill.

A berserker effect also means bringing the heaviest, thickest armour available and that locks it to a very niche Techforcer build.

The DLC melee complements it perfectly and is currently the best melee available (discounting the Point Break ice pick for concealment).

Move speed/Melee
Obvious effect, even more so since we're comparing in ICTV. Assuming both running a berserker build with the katana, Yakuza players will have an easier time reaching an enemy and hiding back in cover again.

Armour recovery
Yakuza's recovery is passive and doesn't rely on kills so it functions better in extended fights. The Ex-President's recovery is faster, even without skill boosts so 3/8 points from Die Hard aced/Bullet Proof aced can go into some other needed areas.

Conclusion
The only reason I can think of anyone using Yakuza as a defensive ICTV build is that Hitman HAD armour reduction. So you can either go to Hitman or Ex-President.
Armourer v.s. Ex-President (Defensive ICTV)
Armourer
Ex-President
59.5 more armour
More EHP from
+40% health
Passive armour recovery
Active armour recovery
2.72s recovery
with skills and crew boost
1.45s with deck alone.
Skill points can be used elsewhere.
2 second invulnerability
triggered by broken armour
15 seconds cooldown
Regeneration

My thoughts
I love the Armourer. It's my go to build whenever I pack a Techforcer with ICTV.

Unlike the Yakuza, Armourer can function effectively both as a defensive/berserker ICTV. The extra armour also makes better sense as a ranged berserker while keeping melee as a backup.

With the recent deck update, Armourer can utilize the 2 second invulnerability as a 100% dodge window (which I guess is most likely is coded that way) or as an alternate form of Swan Song.

EHP
With an extra 59.5 armour, it helps to tank incoming shots better, even when Ex-President has more EHP from the 40% health boost, due to the way armour/health works. And with the little regeneration that Ex-President offers in ICTV, armour is the way to go. We do have to keep in mind the recovery that Ex-President offers though.

Armour recovery
Ex-President's recovery is almost half the time taken for Armourer, even when without boosts. So you save some skill points in your build.

Armourer also does have it's upsides, when paired with Bullet Proof aced one will provide a 10% and 25% boost to your crew's recovery.

Armourer's invulnerability
The invulnerability is a huge boon, helping players to sprint across danger zones dodge-like. When used properly it can avert a down when swarmed, getting back to your crew or getting through escape sequences. 15 seconds is also a pretty short cooldown.

Conclusion
Consider that having more armour will save your skin, since the regeneration on Ex-President is nothing to boast about on Deathwish, where mistakes/slower reflex can cost you a down.

The armour recovery on Ex-President does help to make up for that, assuming you play cautiously or survive making the mistake.

The 2 second invulnerability is a very useful tool which can help Armourer do things other armour decks can't.

It's a close call here, you'll have to choose which perk you like better, the armour recovery (Ex-President) or the invulnerability/more armour (Armourer).
Sociopath v.s. Ex-President (General)
Sociopath
Ex-President
0% dodge bonus
+5% dodge to suit
Additional 20% dodge to BV
8% less damage
within medium range
More EHP from
+40% health
Instant armour recovery
Variant of Bullseye
Flat amount
Enhanced recovery
Full amount
Regeneration on
melee kill
Regeneration on
broken armour recovery
Panic ability
Melee dependent
and best melee are DLC

My thoughts
As Sociopath came out after Infiltrator, where it was a period of pumping out character packs, it felt a bit gimmicky because there isn't any new mechanics added. Most perks are variants of other skills/perks.

The armour recovery mechanic is great and works as a variant of Bullseye. It allows you to jump from kill to kill and have your armour replenished.

Panic, although a little limited due to the 9 metre radius, works very well in confined areas like Hotline Miami day 2's rooms. Combined with a heavy threat weapon it can help to reduce damage sustained.

Melee regen on the other hand is very dependent on damage output. The common Deathwish tan and GenSec elites can take some punishment while the weak cops need to be taken out immediately. GenSec elites don't have heavy hurt either.

Assuming you own only the vanilla game and the Jacket character pack, you're in for a bad time. The hammer is a heavy knockdown weapon and does only 20 damage per uncharged swing while the best vanilla melee goes to 30 damage with quick stabs. Best to have Pumping Iron and a quick/mean weapon like the katana/pick axe or ice pick.

Conclusion
A fun deck, more so than Infiltrator I would say. Self sustainable and is more suited for armour builds though it can function in dodge as well.

Play style is different from Ex-President, close up, personal and aggressive.
Sociopath v.s. Ex-President (Suit)
Dodge
Just like Grinder, Sociopath has no bonus to dodge and thus has 5% less compared to Ex-President, with 35% against 40%.

Health boost
This pertains mostly to sniper fire. The 40% boost gives a bit of leeway when you're caught unawares, either taking you down immediately or leaving you with 10 health and no armour while Ex-President will usually be left with one third health.

Armour recovery
With consistent kills, you gain a 1 hit shield every 2 seconds and Sociopath does it better. It's a free and better version of Bullseye and it also helps to negate the vanilla dodge value.

Panic
For a dodge build where armour is thin, Panic helps to prolong your survival dramatically, albeit within a short range. Gives a bit of breathing space where cover is scarce or when you're swarmed or need to sprint through. Ex-President on the other hand really needs the cover or to clear out a route before moving.

Regeneration
The regeneration for Sociopath is a hit and miss, for reasons described in the general section. Just like the Ex-President, both suffer from taking risks for regeneration. Sociopath can isolate enemies to get that heal but loses in potential because Ex-President fills storage from crew kills and can get that regeneration from any distance.

Imagine a sniper shot and both decks survive. Sociopath needs to hunt while Ex-President can drain it's entire storage to recover a decent amount.

Conclusion
Taking the analogy of "Prevention and Cure", Sociopath fares better in preventing damage, but Ex-President displays better potential in curing/healing the damage.

Both have their drawbacks and require skill points to negate it; First Aid Kit for heals, threat for less enemy fire, Bullseye for aided armour recovery. You'd have to pick your poison.
Sociopath v.s. Ex-President (BV)
Just like Grinder in LBV, Sociopath has no dodge and has to rely on the light armour but fares better because of Panic/armour recovery.

Here are the possible armour/skill combination and values for ballistic vests. Going up Tech tree for Bullet Proof is not everyone's cup of tea but I added it there for possible comparisons.

Basic dodge refers to just Duck and Cover while Full refers to Duck and Cover + Sneaky B@stard.

Armour
Combinations
Final values
Ex-President dodge
(Basic/Full)
LBV Base
Base/Thick Skin
Base/Thick Skin/Bullet Proof
30 armour
50 armour
75 armour
20%/30%
BV Base
Base/Thick Skin
Base/Thick Skin/Bullet Proof
40 armour
60 armour
90 armour
15%/25%
HBV Base
Base/Thick Skin
Base/Thick Skin/Bullet Proof
50 armour
70 armour
105 armour
10%/20%

And again, here's the perks comparison:
Sociopath
Ex-President
No dodge
Some dodge
8% less damage
within medium range
More EHP from
+40% health
Instant armour recovery
without cover
Recovery requires cover
Panic, armour recovery
and regen combo
provides crowd control
Needs to contain situation
before regen
but better regen potential
Melee dependent
and best melee are DLC

Conclusion:
Unlike the Grinder, Sociopath in ballistic vests is still in good control of the situation.
Tension and Overdose (30 + 30) armour recovery works well even with HBV, restoring to almost full armour every 2 seconds, while trading in some speed. Same long distance disadvantage.

Ex-President, just like the suit comparison, doesn't have crowd control and needs to quell enemies before any recovery but has an edge with dodge.

Still very much on personal preference and play style.
Sociopath v.s. Ex-President (ICTV)
In all fairness, some players swear by Sociopath Techforcers. There is nothing wrong with that, you can pick your own play style. In fact, I just tested a Yakuza stealth build in Shadow Raid.

And again, here's the perks comparison:
Sociopath
Ex-President
8% less damage
within medium range
More EHP from
+40% health
Less effective
armour recovery
Better armour recovery
Better regen
potential
Crowd control skills
Melee dependent
and best melee are DLC

Conclusion:
Ex-President allows 100% recovery in 1.45s though you need cover. Sociopath, at best case recovers 60/255 (23.5%) in 2 seconds which is underwhelming in comparison, combined with the fact that you cannot charge your melee while sprinting, making it harder to chain melee kills in an average situation.

Looking at the big picture, both have its woes in regeneration. Sociopath needs a melee kill while moving slower, Ex-President needs broken (although Deathwish breaks it easily as well) but Sociopath does have an easier time without being exposed to risks.

On the whole, a strange mix of pros and cons here but definitely leaning towards Ex-President because Ex-President supports heavy armours better.
Rogue v.s. Ex-President (Suit)
Rogue, arguably outdated or untouched for some time (even Crew Chief got an update), still holds the throne for best suit dodge. It also has a few unique perks that keeps players coming back.

Deck/Skill/Armour
Dodge values

Suit
10% dodge
Duck and Cover (Aced)
15% dodge
Sneaky B@stard
10% dodge

Comparison table:
Sociopath
Ex-President
60% dodge
40% dodge
-15% target priority
when close to crew
+40% health
Skill point investment
in regen
Regeneration
25% chance to pierce
+80% weapon swap

Conclusion:
Rogue comes with unique perks but requires skill points in regeneration while Ex-President comes in an all-rounded package. Still largely a personal preference but I prefer Ex-President for more choice in skill points.
Rogue v.s. Ex-President (BV)
This is one of those odd comparisons that will hardly be mentioned but I'll put it here anyway, just food for thought.

Conclusion:
In ballistic vests, Rogue has the same amount of dodge as Ex-President, 20% to 30%, depending on vest. Rogue still brings its unique perks, but relies much more on armour and regeneration.

Swinging a vote here in favour of Ex-President for survivability.
Hitman v.s. Ex-President (Armour)
Since Hitman's specialty is armour and akimbo, we will build Ex-President to do the same.

With the recent buff, Ambidexterity (akimbo) is now better than Fugitives' basic (but still inferior to the aced version) and there's no armour reduction.

Hitman
Ex-President
Akimbo perk
in between Fugitive's
basic and aced,
no skill points needed
In ICTV, requires
3 Infamy (Basic/Enforcer/Tech)
and 40 skill points ALL in
Enforcer/Tech/Fugi
Build here[pd2skills.com]

Otherwise, barring Fugitive
Ex-President has 80 points less
to use
1.95 seconds w boost
Passive armour recovery
1.45 seconds w/o boost
Active armour recovery
5 second
guaranteed recovery
(ignores suppression)
+40% health
Regeneration

Conclusion:
If you're hankering after heavy armour (ICTV/Bullet Proof) and akimbos (build here[pd2skills.com]), Ex-President is sorely limited, take Hitman instead. It will be heavy enough to not need regeneration, just like Yakuza/Armourer.

In other armours, Ex-President is down by 40 skill points just to get akimbos (though you get some Fugitive skills) and limits the types of builds you can have, with only points left to get 1 other full skill tree and 3 basic trees. So either you forego pistolling with Mastermind which leaves you with vanilla akimbos or you're forced to go Mastermind armour.

Hitman on the other hand has a lot more skill points to play with, even if you decide to go in CTV.

If you'd still want to take Ex-President, I recommend ballistic vests, basic/full dodge since we're already in Fugitive. Check out the BV comparisons/build recommendation for stats.

In summary, for armour and akimbos, definitely Hitman.
Crook v.s. Ex-President (BV)
Just like Rogue is the king of suit dodge, the ballistic vest equivalent belongs to the Crook.

Here are the skills that we will be using in comparison:
Armour
Dodge

+20 armour
to ballistic vests

+15% dodge

+50% armour

+10% dodge

In this table I will present information in 2 lines:
Armour: Base / Base + Thick Skin / Base + Thick Skin + Bullet Proof
Dodge: Base / Base + Duck and Cover / Base + Duck and Cover + Sneaky Bastard
Ballistic Vest
Crook
Ex-President
49.5/82.5/107.5
20/35/45
30/50/75
5/20/30
66/99/129
15/30/40
40/60/90
0/15/25
82.5/115.5/150.5
10/25/35
50/70/105
0/10/20

Sidenote:
If you've never seen these values for Crook before you may be wondering how the hell does Crook have so much armour, almost reaching stock ICTV of 170. Well, now you know :)

And the comparison:
Crook
Ex-President
40% vest dodge
25% vest dodge
+65% vest armour
Regeneration
2.54 seconds w boost
(+10% armour recovery)
1.15/1.15/1.16
seconds w/o boost

Conclusion:
Again just like Rogue in suit, Crook utilizes ballistic vests way better but trades in the Ex-Presidents' perks. With some form of regeneration, Crook definitely wins.

Sidenote:
By now, you should start to see a pattern. Ex-President works like an all rounder with a bit of everything but doesn't excel like the dedicated decks does.
Muscle v.s. Ex-President (Defensive ICTV)
One of the original decks, being unique with Panic, it's a favourite with LMGs and later, the regeneration.

Muscle
Ex-President
+80% health
+40% health
Panic
Armour recovery
+15% targeted priority
4% regen
every 5 seconds

Conclusion:
There isn't really much to say here. Muscle has better EHP from it's 80% health boost.
Panic helps to control the crowd though being targeted more is the downside.

Ex-President's regeneration pales so badly in comparison that I didn't even list it. Muscles' regeneration helps to recover from a bad mistake, though a full recover from a Deathwish down needs almost 2 full minutes.

A personal preference vote here, but I recommend Muscle to newer players and Ex-President for careful players because I believe keeping your armour up works better then letting your health go down.
Infiltrator v.s. Ex-President (Defensive ICTV)
The Infiltrator is the counterpart of Sociopath in armour, with some similar perks. That being said, the biggest difference is that while Sociopath still functions (albeit less effectively) for long distances, the Infiltrator is equivalent to no perk deck when out of medium range.

Note: I cannot verify if the exact range for Infiltrator's "medium" is the same as Sociopath's "medium" of 18 metres.

Infiltrator
Ex-President
More EHP
from reduced damage,
better armour use
+40% health
Regeneration on
melee strike
Inferior regeneration
Medium range
effectiveness
All distances
Melee boost
Armour recovery boost

Conclusion:
The medium range issue has already been mentioned above.

Infiltrator uses armour better than Ex-President due to the reduced damage but without a recovery boost you'll have to make the armour count. Even if there is health loss, Infiltrator recovers it very easily because regeneration is on a melee strike.

Ex-President fairs better as an all rounder and recovers armour fast, consider it for maps where Infiltrator is lacking, like Meltdown/Aftershock/Watchdogs and other similar open areas.

I'm beginning to sound like a broken record, but situational and personal preference here again.
Burglar v.s. Ex-President (Hybrid Suit)
Before Burglar came along, everyone stealthed in Rogue so hybrid builds can consist of other decks. But since Burglar has became the go-to deck for stealth, we'll compare against it.

The reason for choosing to compare a hybrid is also due to the variation in heists.
Some heists do not have any changes in objectives (point of no return) so despite going loud midway, a hybrid build can still function.

For comparison purposes, I will be using suit dodge instead of armour case.

Burglar
Ex-President
Stealth perks
(mostly)
Loud perks
45% dodge
(Duck and Cover)
30% dodge
(Duck and Cover)
-20% targeted priority
when crouched and still
Regeneration
+40% health

Conclusion:
Despite the superior dodge, Burglar lacks regeneration and survivability, which will begin to show in long drawn loud objectives, like Bomb Dockyard, Framing Frame, Election Day etc.

Burglar also works better for heists where the loud parts remain relatively unchanged, being able to have ECMs delay the inevitable, like a 5th pager waiting to go, or not enough time to bag everything (Jewelry Store/Diamond Store/Ukrainian Job).

In short, Burglar works better for heists where the loud parts remain relatively unchanged and Ex-President, for Pro jobs where there's no point of return/restart.
To be continued...
27 Comments
Unknown Knight  [author] 9 Jan, 2018 @ 9:49am 
@Lenk9_ Hey! Thanks for checking my stuff! :)
Lenk 9 Jan, 2018 @ 9:31am 
HEY ITS YOUUUUUUUU ive seen youre channel before :D and all over my reccomended so i just subbed and now you pop up in my payday!
bande|I|LOVEI|ALINA<3 8 Jan, 2018 @ 11:19am 
thanks
rvve; 8 Jan, 2018 @ 8:00am 
ok thanks
Unknown Knight  [author] 8 Jan, 2018 @ 7:19am 
I could search for a single point to validate Ex-Pres for stealth but no, if you don't have the Burglar deck or Yakuza (for speed), Crew Chief works well for the added stamina.
rvve; 8 Jan, 2018 @ 7:12am 
so this perk deck is for stealh ye?
Unknown Knight  [author] 6 Jan, 2018 @ 1:47am 
@Life Of A Rock, hey thanks for the encouragement. I might just remove the comparison sections instead and leave it as a perk explanation guide instead. I'm moving on to focus on larger topics like Stealth, Loud instead of zoning in on a small topic like this.
Life Of A Rock 5 Jan, 2018 @ 9:03pm 
So i saw that you said you are deleting this post, but i hope you see this before you do. I just wanted to say how incredible it is how much time and effort you put into this guide, I've never seen anything like it before.
AdrianN 4 Jan, 2018 @ 10:34am 
thanks
Unknown Knight  [author] 4 Jan, 2018 @ 5:41am 
@blinya, haha... thanks for the encouragement. But I'll try to focus on a few things rather than everything.