Guide

Bonus payout curve explained (with formula)

Most sales bonus plans are just a few moving parts: a target bonus, a measure (revenue, margin, units, quota attainment), and a payout curve that decides what happens at 80%, 100% and 120% of target. This guide breaks the plan down into pieces you can calculate and sanity‑check.

For a full walkthrough that connects attainment, payout curves, formulas, and worked examples, read How sales bonuses are calculated.



What is a payout curve?

A payout curve is the rule that converts attainment (e.g., 85% of quota) into a bonus payout (e.g., 60% of target bonus). Most plans define a few anchor points—like a threshold, target, and sometimes a cap—and then apply a slope between those points.

The simplest formula

One common approach is a piece‑wise function:

  • Below threshold: payout = 0
  • Threshold → target: payout increases at a base slope
  • Above target: payout increases at an accelerated slope
  • Optional cap: payout stops increasing above a maximum
If you want to model this quickly, use the Sales Bonus Calculator and save/share the result link.

Worked example

Assume:

  • Quota: £100,000
  • Threshold: 70% attainment
  • Target bonus: £10,000 at 100%
  • Accelerator: 2× payout rate above 100%
  • Cap: 200% payout (max £20,000)

Scenario A: 85% attainment (£85,000). You are above threshold but below target, so payout is on the base slope. A typical implementation pays a proportional share between 70% and 100% attainment (the exact slope differs by company). For example, 85% is halfway between 70% and 100%, so payout could be roughly ~50% of target bonus → ~£5,000.

Scenario B: 120% attainment (£120,000). You reach target, so you earn the full £10,000, then the extra 20% uses the accelerated slope. If the accelerator doubles the rate above 100%, the additional payout could be about 40% of target (20% × 2) → ~£4,000, total ~£14,000 (still under the cap).

Common curve shapes

  • Linear: payout rises evenly with attainment.
  • Threshold + linear: zero below threshold, then linear.
  • Accelerated: higher slope above 100% (motivates over‑performance).
  • Stepped: payouts at discrete bands (simple, but can create “cliff” behaviour).

Pitfalls to avoid

  • Unclear attainment definition (bookings vs revenue vs margin).
  • Hidden caps or retroactive caps applied after the fact.
  • Cliffs that create gaming behaviour near thresholds.
  • Missing proration rules for partial periods.
Next: read Accelerators & caps and Quota attainment explained, then validate your numbers in the calculator.