Originally written by Huslaa for Drug Dealer Simulator 2 — Mar 4, 2025 @ 4:26am
Notes
- these calculations are all based on manual sales not worker sales, it seems there is separate logic for those im not sure if its the same or not i havent looked at it yet- you cant really calculate the toxicity of a mix without knowing the amount sold, for manual sale to clients you could use w/e the max amount of grams they order as your grams sold, and anything less than that will be safer
- the toxicity seems to increase with the amount sold, so selling 5g will be far less toxic then selling 100g, these values (5g, 100g) are just being use as an example. im fairly sure no one buys that much at once
Tox Range and OD Chance
OD Tox Level Low: 0.09OD Tox Level High: 0.4
Tox Low OD Chance: 0.05
Tox High OD Chance Min: 0.12
Tox High OD Chance Max: 0.75
Substance Stats
Disclaimer For All Info Below
The accuracy of this is not guaranteed. This is my attempt at summarizing what is seen in the game code. but It’s not as straightforward as just reading it and stating exactly what happens. This is the best I could come up with after many iterations.☠️ Overdose Calculation ☠️
Toxicity ("TOX") BasicsOnly substances with a TOX value contribute to OD risk.
Substances without TOX are ignored (they do not increase OD chances).
How Toxicity is Calculated in Mixtures:
For each substance inside a mixture:
Formula:
Component Toxicity = (Substance TOX) × (Quantity Sold) × (Mix Percentage)
How to Calculate Average Toxicity
Find Total Toxicity
Multiply each substance's TOX value by the grams sold, then add them together.
Example:
100g of Cocaine (TOX 0.3)
200g of a Herb Mix (50% TOX 0.4, 50% No TOX)
Calculation:
(0.3 × 100) + (0.4 × 100) = 70
Find the Average Toxicity
Divide the Total Toxicity by the Total Grams Sold.
Formula:
Average Toxicity = Total Toxicity ÷ Total Grams Sold
Calculation:
70 ÷ 300 ≈ 0.233
Mapping Toxicity to Overdose Chance
Clamp the Toxicity Value
Any toxicity below 0.09 is treated as 0.09 (minimum risk).
Any toxicity above 0.4 is treated as 0.4 (maximum risk).
Convert to OD Chance
The system maps toxicity to an OD probability between 5% and 75% using this formula:
ODChance = (Average Toxicity - 0.09) ÷ (0.4 - 0.09) × (0.75 - 0.05) + 0.05
Example:
If Average Toxicity = 0.233:
(0.233 - 0.09) ÷ (0.4 - 0.09) × (0.75 - 0.05) + 0.05 ≈ 36% OD chance
Final Overdose Check
Once the ODChance is determined, the system rolls a random weighted check to see if the client overdoses.
If the check succeeds, the client ODs.
💊 Reputation Calculation 💊
Find the Total PotencyMultiply each drug’s potency by the grams sold, then add them together.
Example:
100g of Cocaine (0.89 potency)
50g of Amphetamine (0.86 potency)
Formula:
Total Potency = (Potency × Grams) + (Potency × Grams) + ...
Calculation:
(0.89 × 100) + (0.86 × 50) = 89 + 43 = 132
Find the Average Potency
Divide the Total Potency by the Total Grams Sold.
Formula:
Average Potency = Total Potency ÷ Total Grams Sold
Calculation:
132 ÷ 150 = 0.88
Comparing to the Town’s Expectation
Each town has a potency expectation. Your reputation changes based on how your drugs compare:
✔️ If your potency is higher than expected → Reputation goes up
❌ If your potency is lower than expected → Reputation goes down
Formula:
Quality Difference = Average Potency - Town’s Expected Potency
Example:
Town expects 0.80 potency
You sell 0.88 potency
0.88 - 0.80 = +0.08 (Good Dope!)