Rufous

PSA: New Best Passives for Combat Pals : r/Palworld

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{
  "post": {
    "title": "PSA: New Best Passives for Combat Pals",
    "selftext": "I’ve been seeing a lot of old and outdated information still being spread regarding passives for combat pals so I’ve decided to write up an updated guide on which passives to choose.\n\nAs a baseline you always start with Musclehead and Serenity since they can be on any pal.\n\nNext you add Legend for any pal that it can be bred into.\n\nNext you add Siren of the Void or Eternal Flame for any pal utilizing Dark, Ice, Fire, or Electric active skills as their primary damage source (using a move like Seed Mine for the purposes of Ivy-Covering to deal more damage would still mean you primarily use Fire active skills).\n\nIf one of the above do not apply, add Impatient.\n\nIf you still don’t have 4 passives, add a 20% element boosting passive: Spirit Emperor for Grass, Earth Emperor for Ground, Lord of the Sea for Water, Divine Dragon for Dragon, or Celestial Emperor for Neutral.\n\nLastly if your pal can only breed with itself and does not start with any of the passives not included in the standard passive pool, use Ferocious as your final passive.\n\nHopefully this helps more people get the best pals they can get without accidentally following outdated information.\n\n",
    "url": "https://www.reddit.com/r/Palworld/comments/1eacf3x/psa_new_best_passives_for_combat_pals/"
  },
  "comments": [
    {
      "body": "I know is not perfect, but im doing a legend ferocius musclehead and serenity for my one of each pal breed, too much time breeding the correct elemental pasive on every single one and impatient is not golden so my eyes hate it",
      "replies": [
        {
          "body": "That's definitely the worst thing about impatient, yep. Painful to use."
        },
        {
          "body": "Exactly this. \n\nOnce I realised my four golden passive Legend, Ferocious, Musclehead and Serenity pals could be used for basically every combat pal in the entire game without any change you can just make every pal have that in a quick time without much breeding required. \n\nPlus then yeah, 4 gold passives :D"
        },
        {
          "body": "OMG. I'm glad I'm not the only one who hates impatient for this reason haha"
        },
        {
          "body": "I’m with you."
        },
        {
          "body": "Same! I replace ferocious for swift on mounts though."
        }
      ]
    },
    {
      "body": "I have a Selyne with: Musclehead, ferocious, serenity, and impatient. \nIs that the ideal build for Selyne ? ",
      "replies": [
        {
          "body": "Depends on whether mounted and moveset, but for pure pal damage almost certainly, yes."
        },
        {
          "body": "Yep.  Selyne can’t get elemental passives or Legend.",
          "replies": [
            {
              "body": "Can she not get Legend by catching one while having a Yakumo with Legend out on the field?",
              "replies": [
                {
                  "body": "Yakumo can't pass legend from catching.",
                  "replies": [
                    {
                      "body": "Or lucky"
                    },
                    {
                      "body": "Ohh had no idea. Thanks",
                      "replies": [
                        {
                          "body": "That's not entirely true. My Lucky Yakumo helps me get Lucky on a lot of Pals. It just happens at encounter instead of at catch.\n\nCase in point: Went to Wildlife Sanctuary 3 with Yakumo and found 3 shiny Incineram Noct, a Lyleen, a Blazamut and an Orzerk. Too many to be coincidental.\n\nIf it's in the code that Selyne can spawn Lucky, then you can get her Lucky with Yakumo.",
                          "replies": [
                            {
                              "body": "That's really interesting. Could have been coincidental though as I did find 4 shinies within 1 hour without a Yakumo in my party. But would like to test this out."
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "https://preview.redd.it/0q5yoc9d9eed1.jpeg?width=2252&format=pjpg&auto=webp&s=42478afcdc60f737de598c4e7dacb957d96ed091\n\nMe too! Isn't she pretty ?"
        },
        {
          "body": "Generally, yes. I think some people put on burly for staying power in raids, cause Selyne has low defense."
        },
        {
          "body": "For any Pal that can't get legend, they need Burly body."
        }
      ]
    },
    {
      "body": "This post would be much improved if it included the rationale for your claims. Is this just a calculation based on skill uptime and damage for any single pal going through multiple rotations? That wouldn't reflect the reality of gameplay in the party, where the player cycles through a roster of pals and each pal has significant downtime between rotations. I would probably prioritize an additional damage passive over a second CDR passive unless I found that the CDs were still active when I finished cycling through my roster. \n\nOf course, the considerations are different if you're building for the raid bosses. There we don't have the luxury of cycling through pals, so additional CDR is probably more valuable. I don't know how that interacts with the glitch where pals don't use their abilities immediately off cooldown, but my guess would be that Impatient is probably worth the fourth slot over ferocious or a 20% damage boost.",
      "replies": [
        {
          "body": "Impatient is actually stronger than the 30% elemental boost raw dps wise, but it depends on your play style. If you cycle through a whole team, impatient, and even serenity, will likely not be valuable to you (or if you use really short cooldown abilities). But if you build one super pal and back them up with four supports, then serenity and impatient will strongly out perform the other options.\n\nCDR is a weird and unintuitive stat, since it scales with itself. Impatient by itself only gives a little under a 15% boost to dps, but when used on top of serenity, it give a 27% boost to dps. The power of approaching infinity right there.\n\nEdit: Also, I should note, that the 30% elemental damage boost does not appear to be giving 30% more dps, in testing it gives less than 30% and the 27% of impatient. This is common with percentage additive damage multipliers in game, and my guess is  the 30% is being added on top of the 20% STAB, so the effective dps boost ends up being 25%. Happy to explain how this math may be working more, but probably should just make a post at that point.\n\nEdit edit: may be more complicated than the above, and impatient might not be as good as assumed. See my other [big comment](https://www.reddit.com/r/Palworld/s/q8Afaj4RCd) on this thread. Got some testing to do.",
          "replies": [
            {
              "body": "Yes, exactly, the 30% elemental bonus is actually 25% and the CDR of impatient with serenity is 27%",
              "replies": [
                {
                  "body": "I did some testing in the past and the results showed that ele passives are not additive with STAB, but rather a multiplier on their own. No diminishing returns here.",
                  "replies": [
                    {
                      "body": "Forgive me for not blindly believing other people's tests. Maybe I have to test everything properly and make some utube vids.",
                      "replies": [
                        {
                          "body": "Understandable. Let us know when you're ready to share your results."
                        },
                        {
                          "body": "Right? It'd all be a lot easier to believe if people included data and their own rationale, but instead most Redditor's sources and explanations are a very shaky \"trust me.\""
                        }
                      ]
                    },
                    {
                      "body": "Yep, the STAB was a complete guess on my part to explain why element passives were performing more poorly than one would expect, but I’m started to suspect pal professor’s testing was flawed in some way (maybe too much random variance with Bellanoir)."
                    }
                  ]
                }
              ]
            },
            {
              "body": "Edit: Tested again and seems either I misremembered something or it was changed.\n\nFrom the testing I have seen and done it seems like the \"cooldown reduction\" actually functions a bit more like recharge speed. Where each second counts as 15/30/45% more towards the skill's recharge timer. That would make Impatient significantly worse than presented here. 15% would be just 15% better instead of the suggested 27%",
              "replies": [
                {
                  "body": "Yep, absolutely, if that is the implementation, the cooldown values are much more intuitive to understand, as they end up exactly correlating to the same percent increase in DPS (did this math properly and in full in the [big comment](https://www.reddit.com/r/Palworld/s/q8Afaj4RCd) I wrote linked above).\n\nThe weird part, is that measured DPS numbers from the [pal professor video](https://youtu.be/7m-TmrkqNyo?si=WAHmTwXLjqz0yg2v) I linked don’t make sense if this is the case. The math is off, but I’m not sure where the problem exactly lies."
                },
                {
                  "body": "I've literally just tested it and it works exactly as you would expect. Fireball 55 sec cooldown, with serenity 38.5 and with serenity+ impatient 30.25.",
                  "replies": [
                    {
                      "body": "Hm, I swear I have both seen others test it and tested myself previously and gotten the result I described above. I just tested it again when I got home (with a control, serenity, and Serenity+Impatient) and my results match yours. I wonder if they changed this during a patch?",
                      "replies": [
                        {
                          "body": "Bizarre, any chance different abilities are following different rules? May be good to test on more than just fireball to make sure. \n\nAlso, if you get a chance, check out the pal professor video, because I can’t make any sense of the results. Earth emperor + impatient is performing much weaker than the two Musclehead combos, even though they should all be pretty close. I wonder if the Musclehead displayed percentage is wrong, or it’s somehow independent of other additives.",
                          "replies": [
                            {
                              "body": "That seems like it would be odd- but from memory I believe this was tested previously with a roughly 30 second CT skill, while this time I tested with a 55 CT skill like Jimmy did (I did Hydro Laser, they did Fireball).\n\nI did watch the video (or at least the intro) and the results do seem a bit odd. I suspect some of that is just due to executing things in \"real\" world scenarios. You have a lot of variance of a pal missing certain attacks, a pal getting a varied number of hits with stone blast or sand tornado, or just spending time repositioning instead of using it's ready to go attack. That said I would suspect using Bellanoir's larger and consistent health pool was meant to somewhat equalize that.\n\nI will say from fiddling with the numbers in my (likely somewhat simplified) comparisons. Those results match my previous impressions of impatient/serenity being cooldown speed rather than reductions. In that scenario the Impatient-Earth Emperor has the lowest calculated damage. However in that setup the EE-Muscle combo is theoretically the strongest which is still behind Impatient-Musclehead. I'd probably want to see the test run at least a few more times to see if it changes at all."
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "body": "Huh, now I’m really confused lol. So it is just a normal CDR implementation, and we have two contradicting tests now. What is even going on 🤣.",
                      "replies": [
                        {
                          "body": "Maybe I'll make some utube vids showing everything. The problem is that playing is fun and making videos isn't!",
                          "replies": [
                            {
                              "body": "This would be great, with all the differing info going around, it would be great to have some documented and reproducible results to point to.",
                              "replies": [
                                {
                                  "body": "BRB, breeding a few hundred frostallion nocts!"
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            },
            {
              "body": "Glad someone can do basic maths!"
            }
          ]
        },
        {
          "body": "I assumed raid pals as that's the only real situation where pal dps matters."
        }
      ]
    },
    {
      "body": "So I keep seeing that the Lord/Emperor elemental bonuses are better than Musclehead because they're \"multiplicative\" bonuses while Musclehead/Ferocious are \"additive\" bonuses. Is this true at all?\n\nFor example: If I'm trying to pick between an Anubis with Earth Emperor (20% increase to Ground atk power) or Ferocious (20% increase to general atk power), does it make a difference? Is it even worth it to put any elemental passives (except Eternal Flame with 30% increases) on pals if Ferocious is the same thing?\n\nI'm breeding an Anubis with Legend, Serenity, Impatient and something else. I'm between Earth Emperor for the 20% increase to Ground, since it'll only be using its signature ground attacks, or Musclehead, since it's a 30% increase vs 20%. Which one will deal more damage?",
      "replies": [
        {
          "body": "Short answer- The highest bonus is better.\n\nLong answer- It is multiplicative but not enough to overcome a 10% difference. They \\*generally\\* are better than Ferocious though. Depends a little bit on the Pal and your setup. Basically damage is base x attack modifier x elemental modifier. The more even you can make damage and elemental modifier with the same total the higher your damage. Example- 5x5 is 25 vs 7x3 is 21 while 5x4 is 20.\n\nEvery Pal has a 20% bonus on using the same type attack (STAB). However some Pals have a HUGE bonus to elemental damage when ridden which makes this calculation a bit more situational. When riding it an Attack boost might be better and when not an elemental boost would be stronger. Though in every situation I calculated the highest bonus will be better than a lower bonus of the other type.\n\nSo for Anubis Musclehead will be the better choice than Earth Emperor. And Earth Emperor is better than Ferocious.",
          "replies": [
            {
              "body": "Thank you for this!\n\nSo based on this, it's better to have pals with two elements, like Jormuntide and J Ignis, to have Serenity, Impatient, Legend and Musclehead rather than going for a specialized set with the first three and Flame Emperor or Divine Dragon, right? Not only will it be more diverse, but each attack will actually do more damage and will be able to use its attacks more often.\n\nReally, Serenity, Impatient, Legend and Musclehead is the absolute ideal combo unless you use one of the 30% elemental passives or if you want a different, more specialized moveset, right?\n\nUnfortunately, this means some more breeding in my future...",
              "replies": [
                {
                  "body": "Yes, you can't go wrong with Serenity, Impatient, Legend and Musclehead on nearly everything."
                },
                {
                  "body": "I have my doubts about Impatient. Mostly because testing seems to indicates that it functions more like attack speed than cooldown reduction. Most people are calculating based on cooldown reduction (because that is what it says), which is why they are so caught up on it. However if it is more like attack speed then the numbers are more as you would expect- 15% is 15% more damage. Which would make it worse than Ferocious. ",
                  "replies": [
                    {
                      "body": "i wonder if if impatient means cattiva's punch flurry gets delivered quicker. pretty fun to use since it seems to stunlock victims during the attack"
                    }
                  ]
                },
                {
                  "body": "My jormuntide Ignis has Eternal Flame,Musclehead, Legend and Serenity. Since Eternal Flame gives 30% Fire and Lightning dmg."
                }
              ]
            }
          ]
        },
        {
          "body": "This video is what you are looking for: [https://www.youtube.com/watch?v=7m-TmrkqNyo](https://www.youtube.com/watch?v=7m-TmrkqNyo)\n\nBizarrely, Musclehead is better than Earth Emperor, even though there's already +30% attack from Legend and Serenity. Seems to be a discrepancy with what people believe the damage formula is here."
        }
      ]
    },
    {
      "body": "So I've been pondering this as well with Serenity and Impatient coming out, I decided to try and run some numbers. Before we were doing just damage multipliers but now we are including CT reduction, so I'll just divide damage multipliers with CT to get DPS.\n\nSome assumptions: we are assuming the pal is only using active skills that give it the same elemental type bonus of 20% (higher if using the new raid boss ones but not every element is available atm). We are also assuming the serenity does CT reduction by doing (CT/1.3) and not CT\\*0.7. Lastly, we are assuming that this is for pals that can get Legendary and the Elemental boosts,\n\nI've put this table below together for your consideration. Calculation break down is below\n\n\n\n|Passive Skills|Extra Bonuses|DPS (with Raid Element)|\n|:-|:-|:-|\n|Legend, Ferocious, Elemental Bonus, and Musclehead|Def and Movement Speed|2.04/CT (2.21/CT)|\n|Legend, Serenity, Elemental Bonus, and Musclehead|Def and Movement Speed|***2.496/CT  (2.704/CT)***|\n|Impatient, Serenity, Elemental Bonus and Musclehead|None :(|2.436/CT (2.639/CT)|\n|Serenity, Impatient, Musclehead, and Legend|Def and Movement Speed|2.32/CT (--)|\n|Serenity, Impatient, Legend, Elemental Bonus|Def and Movement Speed|2.262/CT (2.4505/CT)|\n|Serenity, Legend, Elemental, Raid Elemental|Def and Movement Speed|-- (2.535/CT)|\n|Serenity, Elemental, Raid Elemental, Weak Elemental|None :(|-- ( 2.288/CT)|\n\nIf we look at the pre-Sakurajima Boosts we have: Legend, Ferocious, Elemental Bonus, and Musclehead. So we get \\[(Elem)\\*(1+ MH +Fero + Leg)\\]/CT or \\[1.2\\*(1+0.3+0.2+0.2)\\]/CT = 2.04/CT DPS (2.21/CT DPS with Raid Elemental). This Also give you the 20% Def Boost and 15% movement speed with Legend.\n\nNow let's replace Ferocious with Serenity to get Legend, Serenity, Elemental Bonus, and Musclehead. We get: \\[(Elem)\\*(1+ MH + Leg + SerAttk)\\]/\\[CT/(1 + SerSpeed)\\] or \\[1.2\\*(1.6)\\]/\\[CT/1.3\\] = \\[1.2\\*(1.6)\\*1.3\\]/CT = 2.496/CT DPS (2.704/CT DPS with raid Elemental).  This Also give you the 20% Def Boost and 15% movement speed with Legend. Already we see an improvement.\n\nWhat if we replace the Legend with Impatient now to get Impatient, Serenity, Elemental Bonus and Musclehead. We get: \\[(Elem)\\*(1+ MH + SerAttk)\\]/\\[CT/(1 + SerSpeed+ ImpSpeed)\\] or \\[1.2\\*(1.4)\\]/\\[CT/(1.45)\\] = \\[1.2\\*(1.4)\\*1.45\\]/CT =    \n2.436/CT DPS (2.639/CT DPS with raid Elemental). However this loses out on Def and Movement speed bonus.\n\nNow to try the combination of Serenity, Impatient, Musclehead, and Legend. We get: (1+ MH + Leg + SerAttk)\\]/\\[CT/(1 + SerSpeed)\\] or \\[(1.6)\\]/\\[CT/1.45\\] = \\[1.6\\*1.45\\]/CT = 2.32/CT DPS.\n\nHow about Serenity, Impatient, Legend, Elemental Bonus? We get: \\[(Elem)\\*(1+ Leg + SerAttk)\\]/\\[CT/(1 + SerSpeed+ ImpSpeed)\\] or \\[1.2\\*(1.3)\\]/\\[CT/(1.45)\\] = \\[1.2\\*(1.3)\\*1.45\\]/CT = 2.262/CT DPS (2.4505/CT DPS with Raid Elemental).\n\nBut what if we went wild and slapped the Elemental Bonus with the corresponding Raid Elemental? Theoretically I think with Elemental, Raid Elemental, Legend, and Serenity we got: \\[(Elemental + Raid Elemental)\\*(1 + Leg + SerAttack)\\]/\\[CT/SerSpeed\\] = \\[1.5\\*1.3\\]/\\[CT/1.3\\] = \\[1.5\\*1.3\\*1.3\\]/CT = 2.535/CT DPS"
    },
    {
      "body": "You're not gonna catch me putting the grey passive Impatient on anything but Selyne tbh."
    },
    {
      "body": "uh. should have read this more updated stuff before just spending all week on giving all my combat pals lucky."
    },
    {
      "body": "I am going with (Lord of the Underworld/Siren of the Void/Legend/Serenity) for my Shadowbeak.\n\n50% of dark damage + the usual 100% a pal gets for techs of their own element = Monster 150% boost.\n\nPlus legend to add survivability and 20% Attack + 10% more attack and drop on cooldown.\n\nTechnically the same logic applies for pure Ice, Fire and Electric pals.",
      "replies": [
        {
          "body": "Lord/Siren are worse on Shadowbeak if you are riding it.",
          "replies": [
            {
              "body": "If you build an army and you just watch as they kill a raid boss off they do work nicely tho.",
              "replies": [
                {
                  "body": "Sure, it's not worth changing anything anyone's built already but Impatient is always better than lord, and musclehead is better than siren if mounted.",
                  "replies": [
                    {
                      "body": "So if I wanted like an all-rounder that stays in my party, does Legend, Siren of the Void, Serenity, and Musclehead look good?\n\nEdit: currently my Party SB is Legend, Siren of the Void, Musclehead, Ferocious. Working on swapping to the above and eventually in Alpha.",
                      "replies": [
                        {
                          "body": "Depends if you are riding/boosting with hoocrates/swapping pals for cooldowns. At the end of the day it's not gonna make a huge difference as long as u pick the good passives.",
                          "replies": [
                            {
                              "body": "No Hoocrates, I let it use its attacks, and then I hop on it and use its attacks, and then I hop off and if the next round of attacks aren’t ready yet I’ll swap Pals.",
                              "replies": [
                                {
                                  "body": "Nearly everything wants musclehead legend serenity.. 150 v 300 atk mounted. 170 v 340 with ferocious and 195 v 345 with siren. So clear winner there, and with it being in party there's less chance of fights going long enough for impatient to win, so yep, Siren as 4th.\n\nNote this calculation could be off as I've heard conflicting reports of how stab is applied, will test it myself, but Siren still wins as long as you only use dark and ice, which tbf is good on shadowbeak."
                                }
                              ]
                            }
                          ]
                        },
                        {
                          "body": "Yeah that'd be an ideal Shadowbeak. You could opt for Impatient somewhere in there instead but it really doesn't matter. And four gold passives is prettier lol"
                        }
                      ]
                    }
                  ]
                }
              ]
            },
            {
              "body": "How come? Is the mount damage boost additive with attack and element boost?",
              "replies": [
                {
                  "body": "Additive with elemental"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Is there even a list of all possible Passives any Pal can have? For me, just the list of passives and what they do. The list I'm looking for doesn't have to include which Pals they might be exclusive to, but if it does, that's a bonus.",
      "replies": [
        {
          "body": "Is this the sort of thing you're looking for? It's what I've been using\n\nhttps://game8.co/games/Palworld/archives/439667",
          "replies": [
            {
              "body": "Yes, and apparently I forgot I bookmarked the site..."
            },
            {
              "body": "This list is organized a bit differently, and I’ve ended up preferring it, but both have their benefits:  https://paldb.cc/en/Passive_Skills",
              "replies": [
                {
                  "body": "Oh perfect, I like this one more by a lot"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Now if only my jormuntide would attack instead of hugging the others pals even if all of its attacks are out of cooldown, the only pal that actually attacks within an split second of being spawned is bellanoir ,  she just throw everything at the second it's available,  everything else seems to have an terrible combat AI lol, I swear my shadowbeak takes an good 4 to 5s to even start moving after I summon him"
    },
    {
      "body": "So question regarding that...  Serenity is CD redux for active skills right? Is that only the partner skill like for Knocklem for example or is it for any skill the pal uses?",
      "replies": [
        {
          "body": "Yes, it’s only for Active Skills.  There’s currently no way to decrease the timer on Partner Skills."
        }
      ]
    },
    {
      "body": "I went with legend, serenity, swift and runner on my Shadowbeak.  Less damage obviously, but the perfect daily driver for almost everything.  Anything he can't do on his own I just gobfin stack and kill by myself."
    },
    {
      "body": "On the contrary, I'm using Legend, Burly Body, Swift, Runner on my boss fighting Chillet because Pal damage is mediocre. It's primary purpose is to swap your element and let you do more player damage. So you want speed and tankiness to not die. Slot in DoT and CC skills and you're good. Flare arrow, poison blast, seed mine."
    },
    {
      "body": "Impatient beats Siren/Flame. So Legend Musclehead Serenity and Impatient is best for most pals. There are exceptions such as Siren/Flame over Musclehead, Knocklem with his ability and Vanguard/Stronghold Strategist. Mounts are slightly different too.",
      "replies": [
        {
          "body": "Impatient only beats Siren/Flame if you’re using active skills that don’t match the type boost.",
          "replies": [
            {
              "body": "Nah, you can do the maths",
              "replies": [
                {
                  "body": "The math has been done, Impatient does not beat Siren/Flame. Impatient just barely beats the 20% passives even if you don't mix skill types.",
                  "replies": [
                    {
                      "body": "Do you have a link to the math Gwibbles? I did some quick math, and it showed Impatient solidly outperforming 20% specials, and even the 30% specials in raw dps, and this is backed up by testing: [https://www.youtube.com/watch?v=7m-TmrkqNyo](https://www.youtube.com/watch?v=7m-TmrkqNyo)\n\n  \nThe damage formula in Palworld seems inconsistent though. I believe some pieces are still missing."
                    },
                    {
                      "body": "Well that's some bad maths that someone has done"
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "Where did you hear the raid boss passives were worse than impatient? I thought musclehead was slightly better on paper, so it should be decently better than impatient if it’s Musclehead but as an elemental boost, right? ",
          "replies": [
            {
              "body": "I just worked it out with my brain. The 30% Elemental boosts beat musclehead though if you specialise."
            }
          ]
        },
        {
          "body": "No, impatient has a 6% advantage vs LoTS LoL, FE, CE, IE etc. it's pretty miniscule but it is an advantage. But it does not have an advantage against SoTV or EF. That 30% does slightly more than the 30 vs 45% CD redux.",
          "replies": [
            {
              "body": "Ok so how does this calculation work? Because just based on the numbers in the game impatient would not be as good as an elemental lord. Impatient speeds up ability cooldown rate by 15% which is not actually reducing cooldowns so it ends up increasing total damage by 13%. Compare this to an element al lord skill which increases damage by 20% for a specific type and it only seems like impatient is better when not using the type of the elemental lord.    \nObviously more math has been done on this but I can't seem to find it could you point me in the right direction?",
              "replies": [
                {
                  "body": "**Make sure to read the edit below, as the top explanation may not be how cooldowns modifiers are implemented in Palworld.**  \n  \nI should just make a full post on this, but CDR math is weird. I think you are doing it for impatient, but impatient gets a lot better when stacked with serenity, since CDR scales with itself.\n\nA quick example, removing other variables and just looking at CDR. A pal uses a skill that does 100 damage, and has a 10 second cooldown. Over a 60 second period, the pal will do\n\n    100 damage * (60 s/10 s) = 600 damage\n\nNow let's add in the 30% CDR serenity, but forget about the damage boost, just focusing on CDR here\n\n    100 damage * (60 s/ 7 s) = 857 damage ——— 857/600 gives a 43% damage boost\n    from serenity, just from the CDR\n\nNow impatient alone doesn't look that impressive.\n\n    100 damage * (60 s/ 8.5 s) = 706 damage ——— 706/600 only gives a 18% damage\n    boost from impatient on it's own.\n\nBut with Serenity, you see the strength of CDR scaling:\n\n    100 damage * (60 s/ 5.5 s) = 1,091 damage ——— 1,091/600 is an 82% damage\n    boost!\n\nHoly crap. that 15% CDR goes a long way when combined with serenity. We can also find from 1,091/857 that impatient is providing the equivalent of a 27% damage boost over serenity alone, which is the comparable number to other independent multiplicative damage boosts (i.e. all the elemental skills).\n\nSo it's not that impatient is strong, it's that impatient + Serenity is strong, and they are stronger together than on their own.\n\nSo that's my math, but you mentioned \"Impatient speeds up ability cooldown rate by 15% which is not actually reducing cooldowns so it ends up increasing total damage by 13%\". I'm not sure what you mean by that (edit: duh, I got it now), but it sounds like my math is wrong, and the CDR should be handled as a tick rate speed up, rather than a true CDR. Regardless, I wanted to share that with you.\n\n---\n\n**Edit:** did the math as a tick rate, rather than as a CDR. Working with a 10 second ability again, or put in the tick rate sense, it takes 10 ticks for the ability to be up again.\n\nSerenity increases the cool down rate to 1.3 ticks per second, so a ten second ability would come off cooldown after `10/1.3 = 7.7 seconds - 23% CDR`\n\nFor impatient alone: `10/1.15 = 8.7 seconds - that's the 13% reduction you mentioned`\n\nAnd now impatient + Serenity: `10/1.45 = 6.9 seconds - 31% CDR, only 8% more than serenity on its own`\n\nThis works counter to the natural scaling of standard CDR implementations, and is a great way to balance it (believe this is how league does it with ability haste), so if it is implemented in this way, it's a good implementation. Let's plus these numbers back in, and see how they work out in terms of DPS so we can compare like to like percentages.\n\nSerenity:\n\n    100 damage * (60 s/ 7,7 s) = 779 damage ——— 779/600 gives a 30% damage boost\n    from serenity, just from the CDR\n\nImpatient:\n\n    100 damage * (60 s/ 8.7 s) = 690 damage ——— 690/600 gives a 15% damage boost\n\nSerenity + Impatient:\n\n    100 damage * (60 s/ 6.9 s) = 870 damage ——— 870/600 gives a 45% damage boost\n\nNice! This is why a cooldown rate implementation is better than pure cooldown reduction, since it's a lot more intuitive for people to understand. Do you have a source that shows this is how Palworld implemented the cooldown mechanic in the game? Suppose it would be an easy test to do with a timer.\n\nThis does lead to some interesting questions however, like why did impatient test so well in the [Pal Professor's Testing](https://www.youtube.com/watch?v=7m-TmrkqNyo)? Even at only 20%, Earth Emperor should've out-competed it. There must be something else in that multiplier that waters down the overall stat (i.e. Earth Emperor is an additive multiplier to *something*). My guess was 20% from STAB, but the math isn't quite mathing."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "A PSA on the pal reddit, lol. \n\nYou really don't even need all this right now, the game is beatable without owning a single pal with the perfect passives\n\nJust let people play how they like really. If they want the better passive ferocious over the worse passive impatient then that is on them. \n\nI don't like the elemental buffing passives as it locks you into using that element. \n\nThe best pals are pals that use skills not of their element unless they have unique skills for it such as Orzerks Lightning skill or Shadowbeaks dark skills. \n\nFor my Elphidran aqua I use 3 different elemental types. And Impatient would be a 0% dps increase in fact i'd be doing LESS damage by FAR if I used it over ferocious because it already never stops attacking. \n\nIf anything the true PSA should be about passing active skills. As I bet not many know you can get some of the games best skills from pals without needing to rely on Skill fruit. \n\nOr a better PSA on IV's being passed from parents to children when breeding.",
      "replies": [
        {
          "body": "> Just let people play how they like really\n\nbut this information is entirely up to you to listen to or not. it's not like he's saying \"if u dont lyk dis post and play the way i tell u, and not send 2 all ur freinds u gon die lol\""
        }
      ]
    }
  ]
}