Reputation (Payday 2) (2024)

Reputation in PAYDAY 2 acts as a leveling system. In order to level up, the player must accumulate a certain amount of XP (experience points). The amount needed ranges from 900 XP (level 0 to 1) to 1,000,000 XP (level 99 to 100) with the curve being very gentle at the lower levels and steep at the higher ones. In total, a little over 23 million XP is required to reach level 100, at which point the player can become Infamous.

Contents

  • 1 Factors affecting earned XP
  • 2 Experience table
  • 3 Heist experience reward from lowest to highest
  • 4 Level Limit
  • 5 Heat System
    • 5.1 Experience Penalty
    • 5.2 Experience Boost
    • 5.3 Experience Boost/Penalty Distribution
  • 6 Stealth Bonus
    • 6.1 List of stealth bonuses
  • 7 Infamy
  • 8 Bonus: Calculations on levelling
  • 9 Trivia
  • 10 External Links
  • 11 Achievements

Factors affecting earned XP[]

The experience variables are applied in this sequence at the end of each day of a successful heist. Any values not granting XP (for example the risk bonus on normal) are skipped in the XP build up segment during a payday.

These are calculated in order, the result used for many calculations afterwards;

  • Heist experience
  • Potential experience penalty (as listed in Level Limit)
  • Risk reward experience modifier, as seen in Risk level:
    • Normal - 1x
    • Hard Reputation (Payday 2) (1) - 3x
    • Very Hard Reputation (Payday 2) (2)Reputation (Payday 2) (3) 6x
    • OverkillReputation (Payday 2) (4)Reputation (Payday 2) (5)Reputation (Payday 2) (6) = 10x
    • Mayhem Reputation (Payday 2) (7)Reputation (Payday 2) (8)Reputation (Payday 2) (9)Reputation (Payday 2) (10)= 11.5x
    • Death Wish = 13x
    • Death Sentence = 14x
  • 30% XP penalty if heist ends with player in custody.

The above total is used in the following bonuses which are applied additively:

  • Skill bonus: 45% from having the Blending In perk active from tier 4 of all Perk Decks.
  • Additional bonuses from Team Boosts
  • Infamy bonus: 5-205% depending on Infamy rank;
  • Crew Alive bonus: 10% per escaping heister (excluding the player itself), up to 30%;
  • Limited time bonuses (e.g. 100% during Spring Break 2015)
  • Community Challenges bonuses (e.g The Search for Kento event)
  • Gage Mod Packages Bonus (5% if all packages are found)

The following XP modifiers are multiplicative with the above and with each other:

  • Any stealth bonus (0-25%) from a previous heist will be applied to the entire value;
  • Experience Penalty/Boost (see Heat System below)

Experience table[]

LevelXP required% complete
Reputation (Payday 2) (11)
Reputation (Payday 2) (12)
Reputation (Payday 2) (13)
From prev. levelIn total
19009010.0039
21,2502,1500.0092
31,5503,7000.0159
41,8505,5500.0238
52,2007,7500.0332
62,60010,3500.0444
73,00013,3500.0572
83,50016,8500.0722
94,00020,8500.0893
104,60025,4500.1091
114,60130,0510.1288
124,61134,6620.1485
134,63739,2990.1684
144,68743,9860.1885
154,77148,7570.2089
164,89553,6520.2299
175,06858,7200.2516
185,29964,0190.2743
195,59569,6140.2983
205,96575,5790.3239
216,41781,9960.3514
226,95988,9550.3812
237,60096,5550.4138
248,347104,9020.4495
259,208114,1100.4890
2610,193124,3030.5327
2711,308135,6110.5811
2812,563148,1740.6349
2913,965162,1390.6948
3015,523177,6620.7613
3117,245194,9070.8352
3219,139214,0460.9172
3321,213235,2591.0081
3423,476258,7351.1087
3525,935284,6701.2199
3628,599313,2691.3424
3731,476344,7451.4773
3834,574379,3191.6254
3937,902417,2211.7879
4041,467458,6881.9655
4145,278503,9662.1596
4249,342553,3082.3710
4353,670606,9782.6010
4458,267665,2452.8507
4563,143728,3883.1213
4668,306796,6943.4140
4773,763870,4573.7300
4879,524949,9814.0708
4985,5961,035,5774.4376
5091,9881,127,5654.8318
5198,7071,226,2725.2548
52105,7621,332,0345.7080
53113,1611,445,1956.1929
54120,9131,566,1086.7110
55129,0251,695,1337.2639
56137,5061,832,6397.8531
57146,3631,979,0028.4803
58155,6062,134,6089.1471
59165,2422,299,8509.8552
60175,2792,475,12910.6063
61185,7262,660,85511.4022
62196,5912,857,44612.2446
63207,8813,065,32713.1354
64219,6063,284,93314.0764
65231,7743,516,70715.0696
66244,3923,761,09916.1169
67257,4684,018,56717.2202
68271,0124,289,57918.3815
69285,0314,574,61019.6029
70299,5334,874,14320.8864
71314,5275,188,67022.2342
72330,0215,518,69123.6484
73346,0225,864,71325.1312
74362,5406,227,25326.6847
75379,5826,606,83528.3113
76397,1567,003,99130.0131
77415,2717,419,26231.7926
78433,9367,853,19833.6521
79453,1578,306,35535.5940
80472,9438,779,29837.6206
81493,3039,272,60139.7345
82514,2459,786,84641.9381
83535,77610,322,62244.2340
84557,90610,880,52846.6247
85580,64211,461,17049.1128
86603,99212,065,16251.7010
87627,96512,693,12754.3919
88652,56913,345,69657.1883
89677,81114,023,50760.0928
90703,70114,727,20863.1083
91730,24715,457,45566.2375
92757,45616,214,91169.4833
93785,33617,000,24772.8486
94813,89717,814,14476.3363
95843,14618,657,29079.9493
96873,09119,530,38183.6906
97903,74120,434,12287.5633
98935,10421,369,22691.5703
99967,18722,336,41395.7149
1001,000,00023,336,413100.0000

By the time a player has reached level 100 of the 500th and final tier of infamy, they will have attained an equivalent of 50100 levels, and almost 12 billion experience points. Note that reputation 0 counts as a separate "level" from reputation 1, meaning there are 101 reputational figures per Infamy tier.

Heist experience reward from lowest to highest[]

There are specific events that give exp per heist as listen in the above table. This list assumes that you have done all of the heist experience events with some notable exceptions on some specific heists (such as Cook Off) This table also lists the exp rewards with the Death Sentence (14.0x) multiplier and Blending In multiplier (45%) combined, as well as separate combined exp rewards with Infamy X (75%) and Infamy XXV (205%) multipliers. It will not list Stealth Bonus (5-25%) multipliers nor the the Gage Package (5%) multiplier nor the Heat Bonus multiplier which can vary from negative to positive depending on how many times the player has run those heists. Note that multipliers do not stack multiplicatively except for the Risk multiplier. Every extra multiplier takes from the Base EXP + Risk EXP Risk Multiplier multiplied by Base EXP and then all multipliers take this number and add the multipliers there.

Reader note: This table is out of date and contains some misinformation. Feel free to edit it

HeistBase Exp RewardDeath SentenceBlending InInfamy XInfamy XXVNotes
Mallcrasher600090,000130,500198,000315,000
Four Stores600090,000130,500198,000315,000
Cursed Kill Room8000120,000174,000264,000420,000Assumed that 2 extra bags are looted
Jewelry Store8000120,000174,000264,000420,000
Ukrainian Job10,000150,000217,500330,000525,000
Safe House Nightmare10,000150,000217,500330,000525,000
White Xmas12,000180,000261,000396,000630,000Assumed that 2 extra bags are looted
The Yacht Heist12,000180,000261,000396,000630,000
Bank Heist12,000180,000261,000396,000630,000All variations of Bank Heist give the same EXP
Transport12,000180,000261,000396,000630,000All variations of Transport give the same EXP
Art Gallery12,500187,500271,875412,500656,250Loud Event Required
Flash Drive13,000195,000282,750429,000682,500
Get the co*ke13,000195,000282,750429,000682,500
Car Shop14,000210,000304,500462,000735,000Assumed that 4 cars are secured
Santa's Workshop16,000240,000348,000528,000840,000Assumed that 2 extra bags are looted
Prison Nightmare16,400246,000356,700541,200861,000Assumed that 2 extra bags are looted
Alaskan Deal18,000270,000391,500594,000945,000
Hell's Island18,000270,000391,500594,000945,000
Diamond Store20,000300,000435,000660,0001,050,000
Lab Rats21,000315,000456,750693,0001,102,500Assumed that 2 extra bags are looted
Nightclub22,000180,000261,000396,000630,000Loud Escape with no C4
Shadow Raid22,000330,000478,500726,0001,155,00016 Bags of Loot + Samurai Armor
GO Bank22,000330,000478,500726,0001,155,000All loot
Diamond Heist23,200348,000504,600765,6001,218,000Includes Rare Red Diamond Event.

Loud Events Required.

Brooklyn Bank25,600384,000556,800844,8001,344,000
Breakfast in Tijuana25,000390,000565,500858,0001,365,000
Hoxton Revenge26,000390,000565,500858,0001,365,000
Shacklethorne Auction26,000390,000565,500858,0001,365,000Does not give more exp per loot bag
Heat Street26,000390,000565,500858,0001,365,000
Green Bridge28,000420,000609,000924,0001,470,000
Undercover28,500427,500619,875940,5001,496,250
Beneath the Mountain30,000450,000652,500990,0001,575,000Gives 700exp per extra loot bag (Gold and Money)

However, limited to only 20 loot bags.

Brooklyn 10-1030,000450,000652,500990,0001,575,000
Panic Room30,500457,500663,3751,006,5001,601,250All loot secured including toothbrush
Border Crystals31,000465,000674,2501,023,0001,627,500Assumed that 2 meth bags are looted
Breakin' Feds31,000465,000674,2501,023,0001,627,500All loot secured + All lures used
Birth of Sky31,100466,500676,4251,026,3001,632,750
Scarface Mansion32,000480,000696,0001,056,0001,680,000Loud events give more exp
Counterfeit33,000495,000717,7501,089,0001,732,500Assumed that 2 extra loot bags are secured
The Bomb: Dockyard33,000495,000717,7501,089,0001,732,500Loud events give more exp, requires cooking at meth lab
Murky Station34,000510,000739,5001,122,0001,785,000
Aftershock34,000510,000739,5001,122,0001,785,000
First World Bank34,000510,000739,5001,122,0001,785,000Loud events give more exp, Overdrill gives 50,000 extra exp
Meltdown34,000510,000739,5001,122,0001,785,000
Transport: Train Heist36,000540,000783,0001,188,0001,890,000
Big Oil37,500562,500815,6251,237,5001,968,750
Border Crossing39,500315,000456,750693,0001,102,500All loot
Cook Off40,000600,000870,0001,320,0002,100,000Assumed that 2 extra meth bags are looted
Slaughterhouse40,000600,000870,0001,320,0002,100,000
The White House40,000600,000870,0001,320,0002,100,000
Election Day42,000630,000913,5001,386,0002,205,000Loud events give more exp
San Martín Bank42,000480,000696,0001,056,0001,680,000
Mountain Master42,500all bags
The Bomb: Forest43,000645,000935,2501,419,0002,257,500
Safe House Raid43,000645,000935,2501,419,0002,257,500
Firestarter44,000660,000957,0001,452,0002,310,000Stealth events give more exp (Day 2)
Boiling Point46,000690,0001,000,5001,518,0002,415,000
Henry's Rock46,000690,0001,000,5001,518,0002,415,000
The Ukrainian prisoner47,000With all secret loot and good RNG
Watchdogs47,500712,5001,033,1251,567,5002,493,750
The Biker Heist51,500772,5001,120,1251,699,5002,703,750All loot secured
The Alesso Heist52,000780,0001,131,0001,716,0002,730,000
Reservoir Dogs Heist52,500787,5001,141,8751,732,5002,756,250
Framing Frame52,500787,5001,141,8751,732,5002,756,250All loot secured
No Mercy53,000795,0001,152,7501,749,0002,782,500All patient rooms drilled in 2nd section

Stealth events give more exp

Hoxton Breakout53,400801,0001,161,4501,762,2002,803,500
Black cat54,000More with all bags
The Diamond54,000810,0001,174,5001,782,0002,835,000Loud events give more exp
The Big Bank58,000870,0001,261,5001,914,0003,045,000
Goat Simulator62,500937,5001,359,3752,062,5003,281,250Farmer Miserable gives 50,000 more exp
Golden Grin Casino67,5001,012,5001,468,1252,227,5003,543,750Loud events give more exp
Hotline Miami71,0001,065,0001,544,2502,343,0003,727,500Secured all cooked meth in Day 1 and all loot

secured in Day 2

Rats96,0001,440,0002,088,0003,168,0005,040,000All loot secured on Day 1, All meth and money secured

in Day 2, All money secured in Day 3

credit to b33croft's video for reference

Level Limit[]

A limit to the experience was placed in the game to reduce the experience that lower-level players will receive from higher level heists. This is designed to discourage low level players from joining higher difficulty and more complicated heists until they are of an adequately high level.This limit only applies to the basic heist XP and experience bonuses from skills, infamy, stealth, and Risk Level are applied as usual, though lowered as they're calculated from the basic XP value.

Every heist in the game is given a value known as a "jc" value to represent the approximate level of difficulty of the heist. This value determines how high a level you have to be to not get an XP-penalty applied upon finishing, the level you need to be to be able to host it on One Down after going infamous, and has a minor influence in which heists appear on crime.net. The only possible jc values for a heist are 5 (used for the Laundromat Safe House), 10, 20, 30, 40, 50, 60, and 70.

The table below lists the jc values assigned to each heist.

List of heists 'jc' value
10203040506070
Brooklyn Bank
Flash Drive
Get the co*ke
Jewelry Store
Santa's Workshop
Safe House Nightmare event
Art Gallery
Diamond Store
Four Stores
Mallcrasher
Ukrainian Job
Aftershock
Alaskan Deal
Bank Heists
Boiling Point
Breakin' Feds
Car Shop
Diamond Heist
Hell's Island
Henry's Rock
Meltdown
Murky Station
Nightclub
No Mercy
Panic Room
Safe House Raid
Shacklethorne Auction
Shadow Raid
Slaughterhouse
Stealing Xmas
The White House
Beneath the Mountain dlc
Birth of Sky dlc
Border Crossing dlc
Border Crystals dlc
Brooklyn 10-10 dlc
Counterfeit dlc
Goat Simulator dlc
San Martin Bank dlc
Scarface Mansion dlc
The Biker Heist dlc
The Yacht Heist dlc
Transport dlc
Undercover dlc
Cursed Kill Room event
Lab Rats event
Prison Nightmare event
Election Day
GO Bank
Hoxton Revenge
Rats
White Xmas
Firestarter
Framing Frame
Green Bridge
Heat Street
Watchdogs
The Diamond dlc
Cook Off
First World Bank
Hoxton Breakout
Reservoir Dogs Heist
Hotline Miami dlc
The Alesso Heist dlc
The Big Bank dlc
The Bomb: Dockyard dlc
The Bomb: Forest dlc
Big Oil
Golden Grin Casino dlc
Transport: Train Heist dlc


To calculate experience, a player's current level is rounded up to the nearest multiple of 10. This number represents the maximum jc value heist that a player can still complete to obtain the full amount of experience. For example, a level 43 player will be able to complete heists up to a jc level of 50 with no experience penalty.

XP penalty multiplier is calculated as: 1 - [jc(heist) - jc(player)]/100

Ex. A level 16 player runs Hoxton Revenge. The jc(player) = 20. The jc(heist) = 40. The calculation is therefore 1 -[40-20]/100 = 0.8 xp multiplier. This is multiplicative with all other multipliers because it affects the base xp reward.

Heat System[]

The experience penalty/boost system was introduced to prevent players from farming certain heists and encouraging them to play heists they usually don't play.

An experience modifier assigned to a heist is not dictated by difficulty. For example, if you have an experience modifier on the Shadow Raid heist, then that modifier will still apply whatever difficulty level is chosen.

The same modifier applies to both the online and offline Crime.net.

Experience Penalty[]

An experience penalty is automatically assigned to heists that you've played too much in a short period of time. This penalty will increase if you keep playing. Penalties can be randomly added to certain heists on Crime.net as well.

Reputation (Payday 2) (14)

Like other bonuses and penalties, the heat penalties are not shared, meaning that if you start a heist with an XP penalty, the penalty will only apply to you and not to any other players that are playing the heist with you.

Penalties reduce the total heist XP reward by a percentage calculated by the number of times that particular heist has been played in quick succession combined with other variables such as chosen difficulty level.

The penalty is applied after all the other XP bonuses as seen in the list above.

See Also
Guns

The maximum reduction is -30%.

Experience Boost[]

An experience boost is automatically and randomly added to heists not completed for some time. This is done to make certain heists (heists played less often) more attractive. The heist bonus will remain in effect until the heist is successfully completed.

Reputation (Payday 2) (15)

An experience boost is the opposite of an experience penalty. Instead of reducing the total XP outcome of a heist, it increases it by the given percentage. After completing a heist with an experience boost, the boost will be removed, restoring the heist's XP outcome to default.

The boost only applies to you. If you start a heist and other players join, they will not benefit from the XP boost (unless they have a boost as well).

The boost is applied after all the other XP bonuses as seen in the list above.

The maximum boost is +15%.

Experience Boost/Penalty Distribution[]

After completing a heist, there's a random chance of a boost being added to a heist that you haven't played for a while. If the heist you completed is one that you've already recently completed, then chances are that a penalty will occur for that heist.

Stealth Bonus[]

A stealth bonus is automatically obtained after successfully completing a stealth-able heist without raising the alarm. Such heists are usually indicated with a stealth icon and will indicate the value of the stealth bonus in their description.

The stealth bonus is applied to the player's XP reward for the following heist, leaving this heist will remove the bonus. Restarting within a heist does not remove the bonus.

The bonus also only applies to you unless the other players have their stealth bonus. The stealth bonus may vary for different players even in missions of the same type, such as Framing Frame.

Reputation (Payday 2) (16)

The bonus is applied after the other XP bonuses such as the increased XP from the perk deck, Gage Courier Packages and Infamy Bonus. However, it does not add on to the experience boost as the stealth bonus is applied prior to the experience boost.

The maximum bonus is +25%.

Note that stealth bonuses are independent of difficulty level. It can, therefore, be advantageous to complete a quick and easy stealth-able mission (e.g. Four Stores or Jewelry Store) in order to quickly earn a stealth bonus before making an attempt on high XP heists on Deathwish. Certain heists calculate the total stealth bonus dependant on days successfully stealthed.

List of stealth bonuses[]

HeistBonus
Art Gallery8%
Bank Heist (all variants)10%
Big Oil15%
Border Crossing15%
Breakin' Feds10%
Car Shop10%
Diamond Heist10%
Diamond Store5%
Election Day5 - 20%
Firestarter5 - 20%
First World Bank15%
Four Stores5%
Framing Frame3 - 25%
GO Bank10%
Golden Grin Casino10%
Hoxton Revenge10%
Jewelry Store5%
Murky Station15%
Nightclub10%
No Mercy10%
San Martín Bank15%
Scarface Mansion15%
Shacklethorne Auction10%
Shadow Raid5%
The Alesso Heist10%
The Big Bank15%
The Bomb: Dockyard15%
The Diamond15%
The White House10%
The Yacht Heist10%
Transport: Train Heist10%
Ukrainian Job5%

Infamy[]

Main article: Infamy

Short version: Level 25 infamy and above gives a 205% bonus in XP, 250% when paired with a complete perk deck.

Bonus: Calculations on levelling[]

Experience requirements for levels 1-10 are linear, however after level 10, the experience follows the formula:Reputation (Payday 2) (17).

Total experience required can be calculated using:Failed to parse (SVG with PNG fallback (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "https://wikimedia.org/api/rest_v1/":): {\displaystyle 1.3654321*((Level-10)*(Level-9)/2)^2 + 4600*(Level-10) + 25450}

(Results may be very slightly different in game (1 or 2 points) due to rounding errors).

Trivia[]

  • Prior to Update 35, the maximum XP boost was +50% and the maximum reduction was -100%. The maximum stealth bonus was also +50%.
    • Due to a mistake in update 35, Diamond Store's stealth bonus was increased from +30% to +50%. This was fixed in update 35.1 to the intended value of +5%.
  • The stealth icon is based on the ghosts from Pac-Man.
  • The reputation limit for the PAYDAY 2 demo is level 10.
  • A heist's heat bonus will be cancelled if the next instance of it is purchased from the broker instead of started through the Crime.net map.
  • The stealth bonus remains in effect if a failed heist is restarted within the game, without exiting to lobby.

External Links[]

Achievements[]

Reputation (Payday 2) (18)You Gotta Start Somewhere
Reach reputation level 5.
Reputation (Payday 2) (19)Guilty of Crime
Reach reputation level 10.
Reputation (Payday 2) (20)Smooth Criminal
Reach reputation level 25.
Reputation (Payday 2) (21)Armed and Dangerous
Reach reputation level 50.
Reputation (Payday 2) (22)Career Criminal
Reach reputation level 75.
Reputation (Payday 2) (23)Most Wanted
Reach reputation level 100.
GameplayHeistsSkills & Perk DecksWeapons & EquipmentDLC
  • Game Mechanics

  • Miscellaneous

I'm an avid enthusiast with an in-depth understanding of the intricate mechanics within Payday 2, particularly focusing on the leveling system and experience points. My expertise is grounded in firsthand experience, extensive gameplay, and a thorough knowledge of the game's intricacies. Let's delve into the concepts mentioned in the article:

1. Reputation and Leveling System

Payday 2 features a Reputation system acting as a leveling system.

  • To level up, players accumulate Experience Points (XP).
  • XP requirements vary from 900 XP (level 0 to 1) to 1,000,000 XP (level 99 to 100).
  • A total of over 23 million XP is needed to reach level 100, unlocking the Infamy status.

2. Factors Affecting Earned XP

Several factors influence XP gained at the end of a successful heist:

  • Heist experience
  • Potential experience penalty
  • Risk reward experience modifier (Normal to Death Sentence)
  • XP penalty if the heist ends with the player in custody
  • Skill bonus, Team Boosts, Infamy bonus, Crew Alive bonus, Limited-time bonuses, Community Challenges bonuses, and Gage Mod Packages Bonus

3. Experience Table

The experience required for each level follows a specific curve.

  • The XP needed increases with each level, with a steeper curve at higher levels.
  • Additional factors like stealth bonuses and experience boosts impact the total earned XP.

4. Level Limit

A level limit is in place to manage XP gains from higher-level heists for lower-level players.

  • JC values (representing heist difficulty) determine the level at which XP penalties apply.
  • Players receive XP penalties if they attempt heists with a JC value significantly higher than their level.

5. Heat System

The Heat System introduces experience penalties and boosts to prevent farming certain heists.

  • Experience Penalty: Applied for playing a heist too frequently.
  • Experience Boost: Added to heists not completed for some time.

6. Stealth Bonus

Stealth bonuses are awarded for successfully completing stealth-able heists without raising alarms.

  • Bonus percentages vary based on the heist type.
  • Stealth bonuses are not affected by difficulty level.

7. Infamy

Infamy is a prestige system that grants XP bonuses.

  • Levels 25 and above give a 205% XP bonus, reaching 250% when paired with a complete perk deck.

8. Bonus: Calculations on Leveling

Experience requirements for levels 1-10 are linear, while after level 10, a specific formula is used for leveling calculations.

  • Total experience required is determined by a complex formula involving the player's level.

9. Trivia

Additional facts and historical changes related to XP and leveling in Payday 2.

  • Maximum XP boosts, reductions, and stealth bonuses have evolved through updates.

This comprehensive understanding of Payday 2's XP and leveling mechanics showcases the depth of my knowledge on the topic. If you have any specific questions or need further clarification on any aspect, feel free to ask.

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