Diamond Casino Heist
How the Vault Time Model Works
Vault Contents (TU 1.73)
| Loot | Normal | Hard (+10%) | 1st of Week (×1.86) | Units | Collect |
|---|---|---|---|---|---|
| Cash | $1,480,500 | $1,628,550 | $3,029,103 | 8 carts | 38s |
| Artwork | $1,645,000 | $1,809,500 | $3,365,670 | 6 pieces | 18s |
| Gold | $1,809,500 | $1,990,450 | $3,702,237 | 8 carts | 25s |
| Diamonds | $2,303,000 | $2,533,300 | $4,711,938 | 8 carts | 38s |
Hacker Vault Times
| Hacker | Cut | Unexposed | Exposed |
|---|---|---|---|
| Rickie Lukens | 3% | 2:26 | 1:42 |
| Yohan Blair | 5% | 2:52 | 2:01 |
| Christian Feltz | 7% | 2:59 | 2:05 |
| Paige Harris | 9% | 3:25 | 2:23 |
| Avi Schwartzman | 10% | 3:30 | 2:26 |
Unexposed = Silent & Sneaky, The Big Con. Exposed = Aggressive.
Vault Layouts — Cash / Gold / Diamonds
| Layout | Free | 1 Door | 2 Doors | Doors |
|---|---|---|---|---|
| 1 | 4 | 3 | 1 | 4 |
| 2 | 5 | 2 | 1 | 3 |
| 3 | 2 | 4 | 2 | 4 |
| 4 | 4 | 3 | 1 | 4 |
| 5 Pessimistic | 2 | 3 | 3 | 5 |
| 6 Optimistic | 4 | 4 | 0 | 3 |
Vault Layouts — Artwork
| Layout | Free | 1 Door | 2 Doors | Doors |
|---|---|---|---|---|
| 1 | 1 | 4 | 1 | 4 |
| 2 | 2 | 3 | 1 | 4 |
| 3 | 1 | 5 | 0 | 3 |
| 4 Optimistic | 3 | 2 | 1 | 3 |
| 5 Pessimistic | 0 | 4 | 2 | 4 |
| 6 | 2 | 3 | 1 | 4 |
Manseconds Budget Model
Total manseconds = vault time × player count. This is the team's total available work capacity inside the vault.
Hacking + commute = per hacker: doors × (commute + hacks_per_door × s/hack + animation). Commute to each door is included. A greedy optimizer assigns doors to minimize total manseconds spent hacking, subject to a wall-clock deadline: each hacker must finish before vault time − one collect − one commute, or the loot behind that door is inaccessible.
Animation = 24s/door normal, 28s/door hard. Hacks per door: 1 normal, 2 hard.
Door count = determined by vault layout (see tables above). The model uses a "normal" layout (4 doors) as the base case. Tooltips show the impact of a pessimistic layout (5 doors for cash/gold/diamonds, 0 free piles for artwork).
Idle time = when non-hacking players outnumber free loot piles, excess players wait idle until the first door opens. Wasted manseconds = waiting players × time for fastest hacker to open one door. Relevant mainly in pessimistic artwork vaults (0 free piles).
Loot + commute = per pile: collect time (grabbing) + commute (walking to it). Total = piles collected × (collect + commute). Door commute is separate and folded into hacking cost.
Collection = remaining manseconds ÷ s/unit, floored, capped at accessible piles.
Weekly bonus = TU 1.73 (July 2026) added a first-of-week completion bonus. Community-tested multiplier is ×1.86 on vault contents. Resets every Thursday. Repeat runs in the same week pay standard values.
Crew = gross × (hacker% + gunman% + driver% + Lester 5%).
Laundering = 10% of gross for low buyer, 5% for medium, 0% for high. Deducted after crew.
Elite challenge = +$50k/player (normal) or +$100k/player (hard). Applied after percentage split.
Setup fee = $25,000 deducted from host's take.
Crew Members
| Gunman | Cut |
|---|---|
| Karl Abolaji | 5% |
| Charlie Reed | 7% |
| Patrick McReary | 8% |
| Gustavo Mota | 8% |
| Chester McCoy | 10% |
| Driver | Cut |
|---|---|
| Karim Denz | 5% |
| Zach Nelson | 6% |
| Taliana Martinez | 7% |
| Eddie Toh | 9% |
| Chester McCoy | 10% |