A | B | C | D | E | F | G | H | I | |
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1 | BASE EXPERIENCE CALCULATOR | Combined Additive Bonuses (DON'T EDIT) | |||||||
2 | 216.00% | ||||||||
3 | Base XP is really annoying to figure out when somehow 500 turns into 19,250 | 216.00% | |||||||
4 | Hopefully this resource makes it a bit easier to math out how much exp should be rewarded to players in custom heists | 216.00% | |||||||
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8 | Input your stats in the deep blue cells | ||||||||
9 | Player Variables | ||||||||
10 | Your Level (0-100) | 0 | Level only affects experience in relation to the JC level of the heist, JC level explained below. | ||||||
11 | Difficulty: | Mayhem (12.5x) | 12.5 | Difficulty is obviously the major decider in terms of experience gain, with a large jump at overkill | |||||
12 | Your Infamy: | 5 | 0.35 | Infamy also affects experience gains up until infamy 25 | |||||
13 | Crewmate Count (0-3) | 3 | 30.00% | The # of other players in your lobby affect this. Best to test with 4 players in mind, even if you don't have that many. AI do not count towards this. | |||||
14 | Perk 4 Owned? | 0.45 | This should be obvious - a full perk deck means you have this. 99.9% of other players will too. | ||||||
15 | Weapon Crew Boost Count (0-8) | 2 | 6.00% | Safe to assume 0 of these, but included them just in case - theyre the Team Boosts you can attach to your gun, and each player can use 2 | |||||
16 | Gage packs? | 0 | 0.00% | Yeah gage packs actually affect exp earned - a tiny amount, but test around finding 0 of them. | |||||
17 | Stealth Bonus? (0%-25%) | 0% | 1 | Included for the sake of it, assume 0%. | |||||
18 | Heat Multiplier/Penalty (in %) | 0 | % | This one screwed me a few times when i was mathing out Goldguard Bank exp - odds are you might have a very negative multiplier from testing the map frequently. | |||||
19 | Event Multiplier (in %) | 0 | % | (current event is 0%) | Included for the sake it it as well, assume 0%. | ||||
20 | |||||||||
21 | JC (Job Class) Level is the minimum level needed to have no EXP reduction when the player's level is rounded up to the next multiple of 10 | ||||||||
22 | For example, a level 43 player can complete heists with a JC level of 50 with no penalty, but a level 27 player will suffer a -20% experience penalty. | ||||||||
23 | The formula follows as such: | 1 - [JC(heist) - JC(player)]/100 | |||||||
24 | Therefore in the case of the level 27 player, 27 is rounded to 30 for the following result: 1 - (50 - 30)/100 = 0.8, or 80% experience earned. | ||||||||
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26 | Base XP | 89000 | Insert the base experience here - the exact # you insert into an experience element | ||||||
27 | JC Level | 10 | Insert your heist's JC level here. Usually a multiple of 10. | ||||||
28 | Resulting XP | 2,162,700 | This is the resulting exp after assuming all the above variables | ||||||
29 | Inverse EXP Calculation | ||||||||
30 | Resulting XP | 1,000,000 | Use this if you want to see the base experience earned from a raw experience number | ||||||
31 | Base XP | 37,037 | |||||||
32 | |||||||||
33 | Usually you should expect to earn between 1600 and 3500 base experience per minute played in a heist when playing as fast as possible with minimum loot | ||||||||
34 | Honestly, even overkill is a little sketchy when it comes to this, so take some creative freedom | ||||||||
35 | Bags you should set to 250 for bags that take 0 effort, 500 for bags that take some effort (just moving them from the open), and 750-1000 for bags that take major effort (behind drills, c4, etc) | ||||||||
36 | Try and iron out your objective EXP so you're earning a constant supply of experience rather than huge dumps of it, otherwise you might screw over people who join mid heist, or crash and rejoin | ||||||||
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38 | This information is just a small part of a larger resource that's been modified to help mappers - if you're a regular heister wanting to learn more about specific heists, visit the original spreadsheet: | Payday 2 Experience Calculator | |||||||
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