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In the PAYDAY series, a Payday is the term used to refer to the results screen of each successful heist. It is where all mission info are collected and displayed, such as total mission time, the amount of kills made per player, downs, civilian deaths, and so on.

PAYDAY: The HeistEdit

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Example of a PAYDAY: The Heist results screen.

In PAYDAY: The Heist, the payday screen is rather minimalistic and simple, with listings of statistics such as combat stats per player (kills, headshots, downs, etc...), mission time, completion of challenges and so on. A completion rate is also listed, where a 100% completion rate usually means the heist was succesfully played through from start to finish, and less means either failure, or that a given player joined in during play. The latter case is only visible on their own stats screen.

PAYDAY 2Edit

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Example of a Payday. Note the notification of an earned Stealth Bonus and the completion of a courier assignment.

The payday screen in the second game is more complex, showing how XP and cash collected during the heist are calculated and distributed to the crew, along with bonuses if applicable. Notifications of the player ranking up, their completion of any Gage Mod Courier assignment and earned stealth bonuses are also displayed on this screen.

A random card out of 3 is picked at the end of a Payday which will award players with one of many kinds of items unobtainable elsewhere (See below).

Cash PayoutEdit

All the cash obtained during the length of a heist are summed up and then divided at the successful end of the heist:

  • First calculation: Contract Pay + Day Rate (always $0) + Bag Items + Loose Items = X
  • Multiplier: X * Crew Alive Bonus (110% if all three make it to the escape)

Finally, the money is divided 80% to your Offshore Account and 20% into your spending cash.

Loose item cash does not factor into this calculation.

Experience PointsEdit

The following XP values are calculated in the order as follows:

  • Heist experience (see Heist experience reward)
  • Potential experience penalty (as listed in Level Limit)
  • Pro bonus (20% of above)
  • Risk bonus, which is a multiplication of the total of above values;
    • Normal = 0x (no bonus, heist XP remains at base value)
    • Hard = 2x
    • Very Hard = 5x
    • Overkill = 10x
    • Mayhem = 11.5x
    • Death Wish = 13x
    • One Down = 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 (Tier 4 of all Perk Decks). Additional bonuses from Team Boosts also go here;
  • Infamy bonus: 5-205% depending on Infamy unlocks;
  • Crew Alive bonus: 10% per escaping heister (excluding the player itself), up to 30%;
  • Limited Bonus (e.g. 100% during Spring Break)
  • 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

Cards and Offshore accountEdit

Gameplay • Heists • Skills • Weapons & Equipment • DLC

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