There’s probably some errors here and there, since some of the numbers are just straight interpretations from the games lua files.
The skill system in PAYDAY 2 lets you choose between 4 different classes: Mastermind, Enforcer, Technician and Ghost. To unlock a class, you must spend 1 point in the first skill.
Each class has 6 tiers, and has three different skills and a special bonus for unlocking the tier. For each skill, you can choose to spend no points on it, some points to unlock the “basic” version, or “ace” it for additional benefits. You unlock the higher tiers by spending a specific number of points in that tree. Tier 1 is unlocked by spending 1 skill point on its parent class, Tier 2 is unlocked by spending 5, Tier 3 by spending 10, Tier 4 by spending 20, Tier 5 by spending 30, and Tier 6 by spending 40. Currently, you are able to spend a total of 120 points.
You get 2 charges out of the stock doctor bag, although you can upgrade it later on.
Bonus: Increases your doctor bag interaction speed.
Interaction speed takes 20% less time.
Basic (1 pt): After you have revived a crew member, you receive an additional damage bonus for a limited time.
25% damage bonus for 10 seconds
Ace (3 pt): Reviving a crew member gives them more health.
25% extra health
Bonus: Increases stamina for you and your crew.
Basic (1 pt): You get more experience for finishing days and jobs.
Experience is increased by 10%
Ace (3 pt): Your crew also gets more experience for finishing days and jobs.
Experience is increased by 10%
Basic (1 pt): Increases pistol weapon stability for you and your crew.
Pistol recoil is reduced by 75%
Ace (3 pt): You and your crew’s recoil with all weapons is reduced.
Weapon recoil is reduced by 50%
Bonus: Increases your shout distance.
Shout distance is incrased by 25%
Basic (1 pt): You are now more convincing when you interact with a pager.
You can answer at least 4 pagers
Ace (3 pt): Special enemies marked by you take additional damage.
Marked specials take 15% more damage
Basic (1 pt): Reduces the spread with pistols and decreases the time it takes when you pull your pistol and when you put it away.
Pistol spread is reduced by 10%, swap speed is increased by 50%
Ace (3 pt): Increases the rate of fire when you use pistols.
Fire rate is increased by 100%
Basic (1 pt): You can now intimidate non-special enemies. Less well trained enemies are easier to intimidate.
Ace (3 pt): The power and range of your intimidation is increased.
Range is increased by 50%
Bonus: Your converted enemy gains additional health and damage.
Health is increased by 25%, damage is increased by 5%
Basic (4 pt): You can convert a non-special enemy to fight on your side. The enemy must have surrendered in order for you to convert it.
Ace (8 pt): The converted enemy gains more health and deals additional damage.
The converted enemy takes 35% less damage and deals 43% extra damage
Bonus: The time to convert an enemy is reduced.
Conversion time is reduced by 67%
Basic (4 pt): Reduces the cost of all your purchases.
Cost is reduced by 5%
Ace (8 pt): Further reduces the cost of all your purchases. Selling items is now more lucrative as well.
Cost is further reduced by 20%, selling items gives you 25% more cash
Bonus: Increases your intimidation when you shout. Reduces the cost to buy assets in the load-out menu.
Asset cost is reduced by 50%, intimidation is multiplied by 3
Basic (4 pt): While downed, you are instantly revived if you kill an enemy with a pistol. You only have one charge. You will receive another charge when you get out of custody.
Ace (8 pt): You gain three charges instead of one.
The ammo bag starts out with 4 uses, some further info about how usage is counted by the game:
- It’s not split between primary and secondary ammo; there’s just one pool of ammo that weapons draw from
- How much ammo drawn from the bag is based on a percentage of how much ammo you’ve used so an empty AK draws just as much as an empty M308 which draws just as much as an empty Crosskill and so on
- A default bag holds enough ammo for exactly 4 full refills (400% ammo if you want to think of it as a percentage)
- The Enforcer skill that increases the capacity of the ammo bag gives you 50% more ammo per bag (so 6 full refills/600% ammo)
- The game will always prioritize filling up your secondary first before your primary, so if both your primary and secondary are completely out of ammo, and the bag has exactly 1 full refill left (or 100% ammo) then your secondary will be refilled completely and your primary will still be empty
Bonus: Enemies are more easily suppressed by you.
This passive bonus increases suppression by 10%
Basic (1 pt): Your weapons are more effective at suppressing enemies.
Suppression is increased by 25%
Ace (3 pt): Your weapons are even more effective at suppressing enemies.
Suppression is increased by 75%
Basic (1 pt): Directly after you deploy an ammo bag, you can fire your weapon for several seconds without depleting your ammunition.
You can fire your weapon uninterrupted, without reloading, for 5 seconds
Ace (3 pt): You can fire even longer without depleting your ammunition.
You can fire your weapon uninterrupted, without reloading, for 10 seconds
Bonus: You gain more health.
Health is increased by 10%
Basic (1 pt): When you are surrounded by three enemies or more, you receive an additional damage bonus.
When surrounded you receive a damage bonus of 10% against enemies for 7 seconds
Ace (3 pt): You also receive less damage from enemies.
You take 15% less damage for 7 seconds
Basic (1 pt): Your melee attacks against non-specials deal additional damage.
You melee attack damage against regular enemies is doubled
Ace (3 pt): Your melee attacks against all enemies deal additional damage.
Melee damage is doubled against all enemies
Bonus: Enemies are even more easily suppressed by you.
Suppression is increased to 20%
Bonus: You gain even more health.
Health is increased by 20%
Basic (4 pt): The lower your health is, the more melee damage you do.
A damage to health ratio multiplier of 5
Ace (8 pt): You also deal additional damage with ranged weapons.
A damage to health ratio multiplier of 2 that should kick in when health is below 40%
Bonus: You do more damage.
A damage boost of 5%
Basic (4 pt): Increases your shotgun weapon accuracy when firing from the hip.
Hip fire spread is reduced by 20% with shotguns
Ace (8 pt): Increases your weapon accuracy when firing from the hip with all weapons.
Hip-fire spread is reduced by 20% with every weapon, including the saw
Bonus: You gain much more health.
Your health is increased by 40%
Basic (4 pt): When you use a shotgun or the OVE9000 portable saw, you receive an additional damage bonus for a limited time when you kill an enemy.
You do double damage for 6 seconds
Ace (8 pt): The damage bonus now applies to all weapons. Skill must still be activated using a shotgun or the OVE9000 portable saw.
You do double damage for 6 seconds with all weapons
Basic (4 pt): Unlocks the ability for you to wear the heaviest armor.
This armor offers double the protection of the heaviest armor you can get without this skill
Ace (8 pt): When you melee Shield enemies, they get knocked back by the sheer force.
Does exactly what it says on the tin
Basic (4 pt): Increases the efficiency of the OVE9000 portable saw, making it faster.
The saw is made 10% faster and does 20% more damage to locks
Ace (8 pt): Makes the OVE9000 portable saw more durable and even more effective.
The saw is now 30% faster and does 40% more damage to locks
Note that to blow up safes you need the appropriate skill unlocked (Tier 6, Shaped Charge, aced.)
Bonus: Your cost of weapon and mask crafting is reduced.
Price reduction on crafting of 1%
Basic (1 pt): Your snap to zoom is faster with assault rifles.
ADS time with assault rifles is two times faster
Ace (3 pt): Your weapon zoom level is increased with assault rifles.
Your zoom level is doubled
Basic (1 pt): Adds trip mines to your inventory.
Adds two more trip mines to your inventory
Ace (3 pt): Decreases your trip mine deploy time.
Trip mine deploy time decreased by 20% (50% if player also has Hardware Expert)
Bonus: Your weapon stability with all weapons is increased.
Recoil is reduced by 5%
Basic (1 pt): You are more accurate with all single shot weapons.
Single shot weapon spread is decreased by 50%
*every weapon that is not fully automatic is considered a single shot weapon
Ace (3 pt): Your weapon stability is increased with all rifles.
Your assault rifle recoil is reduced by 25%
Basic (1 pt): You fix the drill faster and you also deploy trip mines faster.
Your interaction speed with drills is 25% faster, and trip mine deploy time decreased by 20% (50% if player also has Demolition Man)
Ace (3 pt): Gives drill a small chance to autorestart when it breaks down. You also deploy the sentry gun faster.
You deploy the sentry gun 50% faster and drills have a 30% chance to autorestart
Bonus: Your cost of weapon and mask crafting is reduced even further.
Price reduction on crafting of 3%
Basic (1 pt): Increases your drill efficiency making it faster. The drilling time required to open a large safe drops from 300 seconds to 270, and a small safe from 180 to 160.
Ace (3 pt): Further increases your drill efficiency. A large safe can be opened in 225 seconds of drilling, and a small safe in 135.
Bonus: Increases your headshot damage with all weapons.
Headshots do 25% more damage
Basic (4 pt): Your drill makes less noise. Civilians and guards are less likely to hear your drill and sound the alarm.
Ace (8 pt): Your drill is silent. Civilians and guards have to see the drill in order to sound the alarm.
Bonus: Your cost of weapon and mask crafting is greatly reduced.
Weapon and mask crafting is 5% cheaper
Basic (4 pt): Taser shock attacks on you have a small chance of backfiring.
The chance of backfire is 25%
Ace (8 pt): Interacting with an enemy taser while he is electrocuting you will electrocute him.
Bonus: Your weapon stability with all weapons is further increased. You gain more armor. Reduces the armor recovery time for you and your crew.
Weapon recoil is reduced by 10%, armor is increased by 10%, regen time for armor is 10% faster
Basic (4 pt): All your weapons get increased weapon magazine capacity.
Your clip magazine size is increased by 5
Ace (8 pt): Your weapons magazine capacity is further increased.
Your magazine size is increased by 15
(Does not affect the double barreled shotgun or bronco revolver)
Bonus: Your chance to dodge is increased.
Your chance to dodge bullets is increased by 5%
Basic (1 pt): Adds value to loose cash and similar that you pick up.
You get 10% more cash from small loot
Ace (3 pt): Further adds value to loose cash and similar that you pick up.
You get 30% more cash from small loot
Basic (1 pt): The time before stamina regeneration starts is reduced and the regeneration of stamina is increased.
The wait for stamina regen is reduced by 25% and it regenerates 25% faster
Ace (3 pt): Your sprint speed is increased and you have a better chance to dodge enemy fire while moving.
You run 25% faster while having a 25% higher chance to dodge
Basic (1 pt): You take less damage from falling.
You take 50% less health damage from falling
Ace (3 pt): Your fall damage is reduced so that you only take armor damage from falling. While playing on easier difficulties, your custody time is reduced.
Your custody time is 50% shorter on the easier difficulties
Bonus: The time between swapping weapons is reduced for you.
Weapon swap speed is 20% faster
Basic (1 pt): You can pack and interact with loot bags faster.
Your interaction speed while packing and picking up loot is 40% faster
Ace (3 pt): Further increases your pack and interaction speed with loot bags.
Interaction speed is 75% faster
Basic (1 pt): Civilians and enemies find you less suspicious.
You are 25% less suspicious
Ace (3 pt): You are less inclined to be targeted when close to crew members.
You are 25% less likely to be targeted
Bonus: Your chance to dodge is further increased.
Passive dodge chance is now 15%
Basic (1 pt): Your movement speed when you move and when you crouch is increased.
Crouch and walk speed is increased by 25%, this also applies to casing mode
Ace (3 pt): Enemies do not cry out when shot or meleed to death.
Basic (1 pt): You are more likely to knock down an enemy with a melee strike.
Gives you a 50% bigger chance of knocking down enemies
Ace (3 pt): You take less damage from all melee attacks because of training.
Melee attacks against you do 50% less damage
Bonus: You gain increased stealth.
You are 25% less suspicious
Basic (4 pt): You gain the ability to absorb more damage before going into custody.
You can go down one extra time before going into custody
Ace (8 pt): When you get downed you have a chance to get right back up.
You get a 10% chance to insta-revive yourself
Bonus: The time between swapping weapons is further reduced for you.
Swapping between weapons is now twice as fast
Basic (4 pt): You interact faster while lockpicking.
Lockpicking is 25% faster
Ace (8 pt): You can now silently crack safes by hand. If you are interrupted, you will need to start over.
You can now “lockpick” any safes by hand in 45 seconds
Basic (4 pt): You gain increased stability with all silencer weapons.
Recoil is reduced by 50%
Ace (8 pt): You gain increased accuracy with all silencer weapons.
Accuracy is increased by 50% and you should get twice as fast ADS speed
Bonus: Your chance of getting a higher quality item in during PAYDAY is increased.
Loot quality is increased by 10%
Basic (4 pt): Your chance of getting a higher quality item during PAYDAY is increased.
You get a 50% chance of better loot
Ace (8 pt): Chance is further increased.
Your chance of getting better loot is tripled
Basic (4 pt): Adds a toggleable switch to the ECM jammer. When toggled, the ECM jammer has a chance to incapacitate your enemies within a certain radius.
Ace (8 pt): The ECM feedback duration is increased.
No movement penalty, no visibility.
This is the standard two-piece suit that any self-respecting criminal should wear.It provides no extra protection but has the highest concealment factor, making it the best choice for a heist where you want to go undetected and blend into the crowd. Suits are usually reserved for special occasions, such as weddings, funerals and bank robberies.
Unlocked by default.
Little movement penalty, low visibility.
The ballistic vest is a standard issue bullet-resistant soft vest that is worn on the torso. It offers good protection from small-caliber handgun and shotgun projectiles, making it essential for anyone in the line of fire. Ballistic vests are used by police forces, security guards and bodyguards.
Unlocked at level 1.
2 Armor, 8% movement penalty
Little movment penalty, low visiblity. The lightweight ballistic vest is easy to wear, concealable bullet proof vest. It offers a specially developed trauma liner which provides effective blunt trauma protection, making it a good choice to protect yourself. Lightweight ballistic vests are used by dignitaries and VIP’s, sky marshals as well as executive and diplomatic security professionals.
Unlocked at level 7.
1 Armor, 4% movement penalty
Small movement penalty, medium visiblity. The heavy ballistic vest is a hard-plate reinforced vest that is worn on the torso. It is a modern body armor combining a ballistic vests with shoulder and side protection armor components, making it a great protection of choice. Heavy ballistic vests are worn by soldiers, police tactical units, and hostage rescue teams.
Unlocked at level 12.
3 Armor, 12% movement penalty
Medium movement penalty, medium visiblity.
The flak jacket by Gensec Security Industries is a modern take on the classic version. It absorbs the impact from firearm projectiles and shrapnel from explosions. It combines a heavy ballistic vest with shoulder and side protection armor components, offering spine protection as well. Flak jackets are worn by Marines, combat soldiers and Gensec FTSU task forces.
Unlocked at level 21.
4 Armor, 16% movement penalty
Medium movement penalty, high visibility.
The Combined Tactical Vest was developed due to the challenges of modern warfare. It is made of high performance ballistic materials and is designed to carry heavy loads, such as ammo pouches, radios and other accessories. Combined tactical vests are worn by soldiers, special forces and other organized military units across the world.
Unlocked at level 31.
5 Armor, 20% movement penalty
Large movement penalty, high visibility.
The Improved Combined Tactical Vest is a stolen experimental prototype made by Gensec Security Industries. Based on White Mesa technology it uses both soft and hard armor solutions. The perfectly fitted interlocking fiber layers rightly woven together with metal plates are specially angled to deflect projectiles and shield from explosions. In short, it provides complete protection. It is not for sale and is wanted by Gensec Security Industries.”
Requires the Iron Man skill. (Tier 6, Enforcer)
10 Armor, 24% movement penalty
- Generalist Build
- Sprinting & Walking Speeds
- A SHORT guide to get good at Payday 2
- Enforcing your will – an enforcer guide
- The general application builds.(The How-You-Become-Useful-in-Most-Situations builds)
- How To: Berserker Playstyle
- PAYDAY 2 Beginners Mega Guide!
- Techforcer Guide – Patch 13 – Tanking
- Mallcrashers Overkill Less than 60 Seconds
- Everything you need to know to stealth
- How to: The Rich Man’s Mask
- The Enforcer Compendium
- Payday 2: Achievement Guide
- Ukrainian Job: Suicidal Run on Overkill difficulty (works on all)
- Payday 2 Solo Guide
- Weapon Sight comparison
- How to be a Successful Ram
- Doctor SAW Mastermind|Enforcer Build
- How to get the Career Criminal Edition rewards
- Overkill Stealth Guide – SOLO
- Framing Frame: Stealth Walkthrough
- General Stealth Tips, Rules and Mechanics
- Payday 2 Mask Guide
- Payday 2 Guessing Game Achievement Guide
- How To: Speed Run! ULTIMATE GUIDE
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