{
"post": {
"title": "Everything You Need to Know About Attack",
"selftext": "Excuse my writing, I'm a bit soup for brains right now.\n\nChoosing Attack on level up: Is it worth it?\n\nFor those who don't know, Attack is basically your Player damage output; you start with 100 Attack. Each level in Attack grants 2 attack; this is a \\*flat\\* 2% increase to the player's damage. Whenever you get a white damage number on attack, you are doing your attack power, with damage variance, and level multiplier factored in.\n\nNormally, this would be a bad investment, but you see - food items and attack pendents give a % increase to the *total attack power.*\n\nIf you have 120 Attack, equipping an Attack Pendant will now grant +6 attack over +5, as the Attack Pendant increases your total attack by 5%. Food buffs that grant +20% attack power (or more, if there are any) benefit the most off of this, but these % increases both stack additively. So with 120 attack power, and +25% attack, you'd gain +30 points in attack. Meaning you'd have 150 final Attack Power on your sheet.\n\nNow, levels and bosses apply a % reduction or increase to your damage in my findings. It seems to me that same level pals will take the exact damage listed on the weapon, with damage variance, + your attack modifier. Pal and humans below your level have what's essentially negative defense to your attacks, or what's more likely - a damage multiplier based on level (and this scales up to +500% damage taken). Example: At level 40, a level 20 Syndicate would take roughly double damage from my attacks. While a level 10 pal might take 4x or more. And a level 1 pal seems to take 5x or so; overall the cap seems to be 5x.\n\nWhen a creature is higher level than you, these numbers reverse. Suddenly, they take - at most - 20% damage from your attacks as they reach the level-reduction cap (which is much lower). It could probably go even lower, but I haven't tested this (as I'd die usually before getting too far into a high level zone). This is why weapons usually seem pointless, especially as you fight higher level pal - enemies are receiving a massive % reduction from your attacks, while Pal themselves just have higher attack in general. They're like Players who have good weapons, and invest into attack - they outperform you.\n\nBoss pals appear to work differently, where they have a % decrease in damage taken from player and pal based on level; with the \"base damage taken\" being only 10% when their level is equal to yours, and every few levels above you decreases their damage taken by an additional few% while also increasing their damage dealt. So a 100 damage attack will deal 10 damage to a boss, before variance and level factored. If the boss is higher level, they take further reduced damage from your attacks - down to what's likely a 99.9% reduction (1 point every hit). If they're a very low level, they can take up to 5x damage, granting you 50% total damage on your attacks. It seems to be based on how many times higher your level is compared to the enemy; if you have 3x the level, you'd do 3x the damage. So a level 15 would crush a level 5 with 3x damage. I haven't confirmed this yet, so feel free to toss in your two cents if you try it out.\n\nIncreasing the player damage multiplier on your world difficulty increases your output by up to 2x. If a weapon does 250 damage, it will now do 500 - but this number change isn't listed on your sheet. This 500 damage is then multiplied by your Attack, and your attack is calculated by Levels in Attack + all percent increases added together. So on basic settings, with 500 attack power, and 150 attack, you would deal 750 damage to basic Pal and Humans of equal level, 75 damage to bosses of equal level, and 750 damage on tower bosses (as they have no defense). If you are \"crushing\" the boss, you will deal up to a max of 250 damage. Tower Bosses can't be crushed; you will always deal your true damage.\n\nSo if you want to maximize player damage without costing you too many other important stats, you would need at least 10 levels in Attack (120 base attack), a Food Item that grants +20% attack, and at least the basic Attack Pendant. If you can find the Attack Pendant +2, you would gain an extra 10% attack (15% in total), which would equal a total of 140% attack power - or 168 Attack. With a Single Shot Rifle (1100 Attack), and 150 attack power (1100 x 1.5 = 1650), with double player damage from world settings (1650 x 2 = 3300), you would deal around 330 damage per shot on a boss of equal level (3300 x 0.1), or 3,300 on pals. Keep in mind, there is damage variance factored in, so your attacks can do anywhere between several% less or more against any target. From my tests, damage variance rarely trends upward - it mostly trends downward.\n\nBut in practice - this damage is less than expected on equally high level pals. Why?\n\nDefense. Pals have defense, too. You can even see a pal's defense by capturing one, and checking its stats. I haven't figured out how Defense works just yet, but know that it IS a factor, and it does lower your damage output (for example: 400 defense seems to cut my damage in half... but it's hard to check against lower level Pals due to the level multiplier). Higher level Pals have a lot of defense, so just know that you're going against their defense on each shot. But back on topic...\n\nA target dummy ALWAYS takes 100% damage from your attacks, with damage variance. For example: I have 133 attack right now on my character. I have double player damage activated in my world settings. With a single shot rifle, I'm expecting 2200 damage flat without my damage bonus. I shoot, and I deal up to 2900 to the target dummy, because the target dummy has 0 defense. That's 1.31x of the flat damage, which is close to how much I'd expect to hit. My highest damage dealt was 3,300, thanks to damage variance. A headshot increases the final damage done by +50%, dealing 4350 or so damage.\n\nElemental bonuses appear to deal an extra 50% damage, and these benefits can stack additively with headshot damage. So if a body shot deals 100 damage, a headshot would deal 150, and an elemental headshot (for example, the \"Lord Fox\" buff from Brixen) would lead to a final result of 200 damage, + bonus damage from Lord Fox's attack power boost. If you had +50 base attack factored in, you'd do 150/225/300+ damage per headshot.\n\nMy final verdict on investing into Attack when leveling: Worth it, but only on normal pal or tower bosses. If you add the 2x player damage on your World Difficulty Settings, it becomes a great buff to your output, and can even let you deal insane damage with the Legendary Old Bow, which suddenly becomes viable even late game due to its speed, ability to control damage output, and low cost. Finally, Attack reduces how much ammo you need to craft in general. Investing in Attack means less grinding per bullet, because you're outputting more damage with each shot. IF YOU AVOID ATTACK, your damage isn't just hampered by lack of raw Attack, but you're also doing LESS damage against Pals with higher Defense - making guns and weapons pointless. (This is why so many players just let their pals do the work) So, if you like to go in guns blazing, I'd recommend pumping a minimum of 10 levels into attack, and setting player damage to 2x. You'd actually be able to compete with your Pals a bit, then.\n\nEdits: Spelling and writing, of course. I'm tired.",
"url": "https://www.reddit.com/r/Palworld/comments/1ahzzxv/everything_you_need_to_know_about_attack/"
},
"comments": [
{
"body": "Setting player damage to 2x just for attack to pay off defeats the purpose imo. Might as well say its garbage to invest into which is is unless you do what you mentioned.",
"replies": [
{
"body": "It's \\*alright\\* at 1x damage, but not really worth it until mid-game (when you have at least a +10% damage buff from items/food). The devs need to set it to 3 points per level for it to be \"worth while\" right now, or nerf defense a bit. At the very least, this will help people who google search it for more info.\n\nAll in all, a player who puts 10 levels into Attack is going to do 20%+ more damage than you. Which could very well be highly viable in PvP, where you need to burst people down when Pal AI is so easy to dodge. That extra few points adds up when you're fighting players, so it might just be a PvP stat. Especially if I figure out if Defense is a \\*flat reduction\\* or a % reduction. If Defense is a flat reduction, then investing into attack for PvP is necessary to overcome armor.",
"replies": [
{
"body": "Well consider this, if you had put 10 points into attack to increase your damage by 20%, they could have put in 10 points into health to increase their health by 200%. I just don't see how it's ever going to be worth it to put points into attack when you get SO much more juice out of hp.",
"replies": [
{
"body": "> it's ever going to be worth it to put points into attack when you get SO much more juice out of hp.\n\nI think the only really counter argument is that at some point the extra hp becomes unnecessary while attack will help cut down time on things. I played the game with only like 1k hp not counting armor and got by fine soley cause dodging is really well done in this game. There's very few attacks you cant outright dodge, but the way they made shields helps with this as you can never be one shotted if you have a shield. With that said, even frostillian or however you spell it takes at least 3-4 hits for them to kill you with there big attacks with 1k, so I could see myself investing it somewhere else easily.",
"replies": [
{
"body": "Oh yeah for pve for sure, the context of this conversation was pvp tho."
}
]
}
]
},
{
"body": "I put points into stam up to 250. Going for 2k health and got 1k weight so far. Also put working speed to 200 but those points are likely wasted.",
"replies": [
{
"body": "Very much so wasted on the work speed stat, as any pal with 2 or 3 in handicraft will wildly outpace you. A wixen or katress early game (high teens to low twenties) will completely outpace you. And as a suggestion, you could probably knock down carry weight to 700 to 750 and be fine, and you could push those 5 points elsewhere. ",
"replies": [
{
"body": ">uch so wasted on the work speed stat, as any pal with 2 or 3 in handicraft will wildly outpace you. A wixen or katress early game (high teens to low twenties) will completely outpace you. And as a suggestion, you could probably knock down carry\n\ni have almost 9k workspeed, no pal outpaces my workspeed",
"replies": [
{
"body": "O.o there are truly insane creatures among us, I should really expect this sort of thing by now..."
},
{
"body": "but like, why? The whole point of a camp is they do all the manual labour for you",
"replies": [
{
"body": "because when your playing with a group you want to maxx uptime of crafting and relying on pals who frequently bug out and do nothing is not an option , im currently at 12k workspeed and can build almost anything immediately. I run a artisan workslave serious lucky anubuis with me to further complete tasks not to mention with multiple people i can constantly refine materials up and constantly give our group legendary balls and rockets no issue",
"replies": [
{
"body": "How on earth do you acquire 12k work speed when you get +50 per level up and you can only level up 49 times?",
"replies": [
{
"body": "most likely with all 15-20 pals in base all with motivational leader, and food buff for work speed."
},
{
"body": "there is motovational speaker on pals which increases workspeed for up to 5 in your party\n\nthere is work speed jewlry and a hat as well as food"
}
]
},
{
"body": "Doesn't maxing work speed mean you're basically forced to do nothing but act as a workslave on your server? You'll have no carry cap, no Stam and will probably get slaughtered in combat ",
"replies": [
{
"body": "negitive Hp is irrelivent with endgame armor and shields, stamina is irrelivent because your always flying to get around, carry cap is easily contered by pals like Wumpo that give you+160 per pal in your party. attack is meaningless as well because with the right party setup you can 1 shot the hardest pals in the game currently so not putting any attack in and 2 shotting them isnt worth the 50 levels of points. The workspeed makes it so that me and my friends drop into base i make whatever we need practically instantly and we go back out",
"replies": [
{
"body": "But a single anubis with serious, artisan and workslave will achieve that",
"replies": [
{}
]
}
]
},
{
"body": "People act like lovanders arent a thing we can farm...",
"replies": [
{
"body": "I still don't understand why anything would take workspeed as a level stat. even 9 months later. I have a few anubis at base for that. if anything carry weight is the thing I never seem to have enough of but I wouldn't build a pal team around that.\n\nYes you can build a team to compensate weaknesses, but workspeed as a strength is pointless. since you can leave anubis at the base to transport and mine on top of crafting",
"replies": [
{}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
},
{
"body": "Legendery Assault Rifle, 30 points in attack, rare attack amulet, ragnahawk plus 4 gobfins everything with vanguard and I kill frostallion in about 8 seconds with my attack only. Can do the same for any boss just match the type right (frost noct for paladius, etc, etc.). This is with 1x player damage. I wouldn't exactly call that garbage. Great for farming. I didn't even need perfectly bred pals and take like 6 weeks to farm that out just vanguard and a decent rag (burly body is nice).",
"replies": [
{
"body": "After I saw a video it makes breeding for a team like in Pokemon worthless imo. On the plus side it also makes IV's pointless too since in PvP a player with this would just one shot that \"perfectly\" bred Pal anyway.",
"replies": [
{
"body": "Yep. I think this will eventually get tuned out though there's no way it sticks because it will just be gun fighting and self destructs if they don't change it a bit.",
"replies": [
{
"body": "Personally I think they should tune out IV's too. Although I don't think they will change player damage that much. Its obviously intended for the player to build for such a strategy."
}
]
},
{
"body": "I like to imagine PvP would be turn base and \"Pals only\" like Pokemon, that would make everything and IV's less pointless.",
"replies": [
{
"body": "That makes IV's needed even more if its like Pokemon."
}
]
}
]
}
]
}
]
},
{
"body": "\nI am lvl 48 and went into the Frostallion fight with 4 maxed gobfins and a 2 star Ragnahawk. Vanguard on all 5.\nI have no attack pendants, a rare assault rifle and eat for 20% atk buff.\nA single round on the head does upwards of 40 damage. 20ish on the rest of the body.\nSince Frostallion has 13k HP, it takes me around 700 rounds of ammo to finish the fight. Very resource inefficient but much faster than using pals for the fight.\nAnything other than legendaries melt in under 2 clips with the right element advantage (rare AR has 26 clip size)\nI melted lvl46 Ice Kingpaca in 2 clips with this same set-up.\n\nI have zero investment in atk but I'm seriously considering changing it up to get 10 PTS into atk like OP suggested. I just want this play style to be a bit more resource efficient.",
"replies": [
{
"body": "Update: I managed to finally finish the stat reset medicine and pumped 30 points into atk.\n\nWith the Quadfin + elemental mount set-up, I have 220% passive boost currently (50% vanguard, 80% from Quadfin, 80% from 3 star Ragnahawk and 10% from 2 lvl1 atk pendants)\n\nWith a 20% atk buff from food on top, my atk goes from 160 to 614\n\nWith this set-up, I tested 0 investment in atk vs 30 points in atk and the damage is doubled on training dummy and Frostallion\n\nI am still missing 10% from lvl 2 pendants and 20% from 4star Ragnahawk\n\n\nTLDR; if you go max Quadfin+elemental mount and pendants + food buff, 30 points in atk will double your damage (maybe slightly more)\nIs it worth it? I absolutely hosed Frostallion so I'm very happy with the outcome lol\n\nWill update when RNG gives me the pendants and I finish grinding out my Ragnahawk"
},
{
"body": "By contrast, my Suzaku Aqua (3star) with a team of 4 kelpsi (only 1star) is super resource efficient and I finish off blazamut in 30 seconds.\n\nMounts that boost their own damage are OP, especially when you learn how to mount them in the middle of their attack animations (when cycling through cooldowns)\n\nBest of all? No need to craft/purchase ammo"
},
{
"body": "I'm in the same boat put everything into health and carry while leveling. And I don't even touch the assault for the fact that I can't keep bullets in the damn thing not that I can't afford to buy or make them just I got tired of always having get more. So I run multiple rocket launchers so I can launch multiple shots before reloading and avoiding attacks is simple enough I do it while reloading. I've got everything I need to respect I'm just waiting to find 2 attack pendents first. All the accessories I find are either defense or resistance",
"replies": [
{
"body": "I put 30 PTS into attack and got an uncommon rocket launcher.\nHit Frostallion for 2k per rocket.\n\nThe game is now a joke lol.\nCan't imagine it with a legendary rocket launcher.\n\n\nAR sucks. Way too resource inefficient. I only use it when catching pals.\n\n Just empty a shotgun in the face at the start, then fly away and launch those rockets. So much more resource efficient than an AR.\n\nOn another note, I just started a hardcore vanilla hard mode run and....fck atk. Health health and more health for me now xD",
"replies": [
{
"body": "AR isn't dependent on resources if you just kill some black marketeers for gold and buy the rounds from the fishing village...",
"replies": [
{
"body": "True. But that same gold will go much further with rocket ammo"
}
]
},
{
"body": "Yes sir. Whats the rest of your stat point spread look like?",
"replies": [
{
"body": "On my normal mode character, it is \n30 atk\n10 weight (can maybe do with 8 but 10 is barely comfortable)\n8 health\n0 stamina\n1 unused pt\n\nI really miss the stamina",
"replies": [
{
"body": "I hate the weight system in this game the whole overweight penalty is stupid I can understand your character movement being hendered but when you get the mount I'm sorry the 20,000 lb dragon you ride shouldn't crawl just as slow as you do",
"replies": [
{
"body": "i just want, one of either \n\n1. the weight system is deleted; you have no carry weight limit\n\nor\n\n2. the inventory slots are unlimited\n\nthe fact that right now we have this cripplingly limited carry weight AND very limited inventory slots, just feel awful. one, or the other, please (ideally neither :p ), not both",
"replies": [
{
"body": "Yeah I'm really big on survival games at all honestly before palworld never enjoyed one. However in the case of palworld I take the step bypass the survival mechanics that I don't care for like carry and food spoiler. Though I will say as an arpg fan I enjoy being able decide which loot items I wish to pickup so filling my inventory with coins actually doesn't bother a bit now that my character run around trying to vacuum every up every crumb that falls on the ground"
}
]
}
]
},
{
"body": "That's about how I was thinking I've had everything for the respec for a little while but everyone I've seen talk about attack is running a build of full decked out legendaries so idk how it'd do I've got attack accessories but not the high-end stuff but I've got the RPG. If I'm fighting anyone under jetragon or frostallion I'm steam rolling them even the two knights in dessert aren't to bad have one of the pals take one help separate them and I'm good"
}
]
}
]
}
]
}
]
}
]
},
{
"body": "I can’t seem to figure something out:\n\nare partner skills, such as Grenadier Panda or Huggy Fire, based on your attack stat or the Pal’s attack stat?",
"replies": [
{
"body": "Those are based off of your Pal's attacks and attack stats. If you have a Pal with Ferocious, for example, and it's the same level as a duplicate, identical Pal without Ferocious, the Ferocious Pal's partner abilities will deal +20% damage.\n\nSo if Huggy Fire deals 10 damage per tick on a Pal, a Ferocious Foxsparks will deal 12 damage per tick. Player attack has no modifier to this. The level of the Pal also greatly increases the attack of the Pal. A level 10 Pal will deal less raw damage than a level 30, every time. So leveling a Pal is highly effective for boosting the damage. On top of this, using Spirits to enhance their strength is very much worth while, with +30% raw damage at max level.\n\nEffects that boost a Player's Stats are based on two things; the player's own stats (attack, work speed, whatever) and the effect's bonuses.\n\nPyrin, for example, when ridden, converts a player's damage into Fire damage, and adds a bonus. So if you deal 100 base damage with an attack, it will be converted to Fire damage, and gain additional damage on top of this. Then, it gains additional power based on the Condenser Level of the Pyrin. While I don't recall the numbers for Pyrin, the damage bonus is significant, something like 20% for a base Pyrin, then 30% for T1, and at max tier, it's something like 40%. So it's worth while to condense at least one level into a strong mount.\n\nSome other things to note: Pals that can follow you with a Collar passively grant their bonuses to you at all times. If you have 4 Daedreams and 1 mount, all with Vanguard, and you ride the mount, you can have +50% Attack, +Mount Bonuses, like Pyrin's fire effect - which also boosts your attack dramatically. This, with food buffs and trinkets, stacks your attack to stupid levels, to the point that Pal damage is no longer important. Even at 1x damage, you can hit 200+ attack, allowing you to deal 2200 base damage with a Single Shot rifle, 3300 on headshot, and if the creature is Grass or Ice, you'd deal 4400 damage before defense is calculated. This would mean you could easily clear out max level Pal solo, without Pal damage, even if your army of Daedream are set to passive.",
"replies": [
{
"body": "Very helpful, I've been wondering this for some time, thanks. Now I can make some builds I had in mind happen.\n\nWait, can you set Collar Daydream to passive ? Lost count of how many pals I lost because of them."
}
]
}
]
},
{
"body": "I feel like it’s cheating and pointless to play if you up setting like attack and xp multiplyer and shit like just play on normal setting and beat the game legit",
"replies": [
{
"body": "It's legal to have an opinion? I never said you have to play like this. Don't know what point you're trying to make here.",
"replies": [
{
"body": "I just don’t see how people have fun knowing they had to buff settings in order to progress and do good and beat the game",
"replies": [
{
"body": "That is a brain dead take. You can play however you want. They put the setting in the game. That means they are a mechanic they want you to use. You are litteraly just gatekeepers having fun. ",
"replies": [
{
"body": "If you are bad at the the game and have to up the settings just say that",
"replies": [
{
"body": "So you are so bad you can't figure out how to change setting. Just say that then. ",
"replies": [
{
"body": "Yeah it’s so hard to change the settings 🤣🤣 I’d rather beat the game Legit then have to make it easier lmao you must be like 12"
},
{
"body": "It’s a cartoon pal game and you have to make it easier in order to play 🤣🤣",
"replies": [
{
"body": "So why you getting mad they if it's a cartoon game? That means it's for kids. You are just trolling and it shows. ",
"replies": [
{
"body": "[removed]",
"replies": [
{
"body": "I don't need to assume. When you start insulting randomly then you are mad. Notice how your cussing and insulting. Bud get off the internet. Touch grass you need it. "
},
{
"body": "Your submission has been removed for the following reason(s):\n\nRule 1: Be Respectful\n\n* Do not insult, provoke, harass, or act disrespectfully; excessively vulgar, racist, discriminatory, or otherwise unsavory and uncivil language is also not tolerated. We aim to keep the subreddit polite and SFW. \n\n* Adhere to the [Reddiquette](https://support.reddithelp.com/hc/en-us/articles/205926439-Reddiquette).\n\nIf you would like to appeal this decision, please contact the r/Palworld moderators through [Mod Mail](https://www.reddit.com/message/compose?to=/r/Palworld)."
}
]
}
]
},
{
"body": "Starting to show your true colors huh?"
},
{
"body": "Absolute clown"
}
]
}
]
}
]
}
]
}
]
},
{
"body": "Just play legit you act like the game is that hard playing on regular settings it’s no accomplishment if you have to buff world settings",
"replies": [
{
"body": "it's also no accomplishment to play the game without changing settings\n\nsome people change settings to make it easier, some to make it harder, some to get QoL, in the end who cares? they put the settings in so you can play the way you want\n\nA lot of people don't have that much time to play, so they'll change settings that makes the game too grindy\n\nsome people have too much time to play, so they'll change the settings to make it harder and grindier\n\n\"normal\" settings is just something the devs put in that they thought was **simple** enough for most people to understand, not **easy** just **simple**"
}
]
}
]
},
{
"body": "Default setting or die? 😅"
}
]
},
{
"body": "Maaaan this game needs serious rebalancing lmao\nThanks for the info though. \n\nI too fell for the “attack is useless” trap. Though based on what you’re saying, it sounds like it basically is useless unless you change world settings",
"replies": [
{
"body": "I am playing on regular damage using this strategy and it's wicked fun, I don't think it's useless at all. 30 pts into attack, the rest split between hp and weight. 3 fully condensed vanguard gobfin, 1 galeclaw for mobility in battle on foot, and 1 rotating pal to mount based on who i'm fighting. I'm having a much more enjoyable experience than I was having with a tanky build."
}
]
},
{
"body": "If weight isn't so important late game (when you actually wanna fill your party with cool pals instead of cats/broncherry/wumpo) then I'd consider attack investment - especially since stamina isn't as good when you have mounts, work speed is useless when you have handicraft pals, and defense is also just as meh as attack.\n\nAlso I don't really need my attack to be maximized. Low attack is better damage control to not accidentally kill what you wanna catch, and ammo isn't a big deal when late game you can just slaughter merchants for 10k gold each.\n\nThough I did have the idea of an attack stacking build with gobfins once, until I read that gobfins's player buff doesn't stack with multiple gobfins. EDIT I read the partner skill scaling post again and gobfin's bonus does stack so the dream is alive!"
},
{
"body": "Searching about damage meta I found this awesome post what you think about elemental passives? Is it worth the slot?\n\nI'm semi maniac on breeding right now and I can't figure if a buff on elemental or raw damage is better (and chain breeding can take too many time)"
},
{
"body": "25 levels deep ![img](emote|t5_4jn9v4|49348)\n\nIt's worth it."
},
{
"body": "[deleted]",
"replies": [
{
"body": "All attacks made against Pals use your Attack formula. So Pickaxe, Axe, Bow/Arrow, they all scale - though if you're trying to do damage, a club, spear, or literally any melee weapon is better than a pickaxe or axe."
}
]
},
{
"body": "So the saddle for your pals... does that scale off of the player's attack or the pal's attack?",
"replies": [
{
"body": "The Saddle grants its own unique benefits depending on the Pal.\n\nPal that enhance YOUR attacks require Condenser upgrades for greater player enhancement effects. For example: If a Saddle increases critical damage, each increase to the Pal's condenser level increases your Critical Damage bonus while mounted.\n\nIf the Saddle fires rockets, though, the damage is based off of the Pal's level, and Pal's condenser level.\n\nEither way, leveling your Pal's condenser level is the best way to raise its raw stats, which also means an increase to the Pal's bonuses from Pal Souls.",
"replies": [
{
"body": "Interesting. Thank you. You seem to be knowledgeable, so I'll follow up with one additional question. At condenser level 4, your pal's work stat increases by one. Example: Anubis handiwork goes from level 4 to level 5. Do you know what the multiplier is in their base work rate at each level? Would it be a static multiplier at each level? How much faster does a level 5 handiwork anubis work compared to a level 4? And is that increase replicated among the other levels as they increase?",
"replies": [
{
"body": "I haven't looked into stat increases like this, I mostly cared about attack and how pals function in combat because that's what I'm interested in.\n\nAll I know is that a \"level\" in something is a multiplier on the pal's workspeed. If your pal has 70 workspeed (the stat on their character sheet), a Handiwork of 2 gives them 140 work speed. Handiwork 4 > 5 is 280 workspeed to 350. The % increases from traits and Pal level/Pal Souls add on to this.\n\nSo a Level 5 Handicraft Anubis with the traits \"Work Slave\" and \"Artisan\" would have 70 x 1.6 base workspeed, and when handicrafting, would gain a 5x speed bonus. This would come out to 560 work speed; roughly 5.6 times faster than the player.\n\nIf their base work speed is faster, say - 90, then it's the same formula. (WxT)xC\n\nThis would be my assumption. To be sure, I'd say wait until someone goes out of their way to pop out an actual formula from datamining. But use it as a basis to kinda get how speedy pals are.",
"replies": [
{
"body": "I dont believe that is correct because I tested how much faster a base Anubis is compared to a player. A base Anubis with level 4 handiwork crafts an item that would take a player 60 seconds in roughly 1 second. It's a rough assumption but definitely not 4x"
}
]
}
]
}
]
}
]
},
{
"body": "You forgot to mention Pals grant you damage as well. I have the passive stat “Vanguard on my Orserk (been breed farmings level 4) and he’s a fking monster"
},
{
"body": "Has anyone had a pal attack stat go down??"
}
]
}