{
"post": {
"title": "Partner Skill Upgrade Stats: Exact values for Lv.1 through Lv.5 condenser upgrades + Hidden Stats [datamined/spreadsheet]",
"selftext": "This post will go over the exact numerical stats each Partner Skills gives your pal and what you gain from condenser upgrades for Lv.1 through Lv.5.\n\nI found a couple 'hidden' stats and a few bugs that make these partner skills not behave exactly how they are described in-game. One of the hidden stats i found is so powerful it is the secret to dealing the absolute highest damage possible in this game.\n\n# [Spreadsheet link --> Partner Skill tab](https://docs.google.com/spreadsheets/d/1YgPc11dgdBUC8jXNp01b7gI6jNHoBRQGwrY_V6lXMgQ/edit?usp=sharing)\n\n[Direct Copy Link (to bypass heavy traffic view-only limitations)](https://docs.google.com/spreadsheets/d/1YgPc11dgdBUC8jXNp01b7gI6jNHoBRQGwrY_V6lXMgQ/copy)\n\nThe spreadsheet linked above has all of these stats in a table format, filterable/sortable with the drop-downs at the top of each column.\n\nThe rest of this post will go over the highlights of that datamined stat sheet.\n\n# Mount Speed upgrades:\n\nThis is the one everyone wanted to know. And surprisingly, not all mounts gain a speed increase from upgrading their Partner Skill. In fact, most mounts do not get a speed increase at all. The following mounts are the ONLY ones that do:\n\n**Mounted speed Increase (%):**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|\n|26|Direhowl| |10|12|15|20|\n|38|Nitewing| |10|12|15|20|\n|42|Arsox| |10|12|15|20|\n|59|Reindrix| |10|12|15|20|\n|60|Rayhound| |10|12|15|20|\n|61|Kitsun| |10|12|15|20|\n|65|Surfent| |10|12|15|20|\n|65|Surfent Terra| |10|12|15|20|\n|93|Fenglope| |10|12|15|20|\n|101|Jormuntide| |10|12|15|20|\n|108|Paladius| |10|12|15|20|\n|109|Necromus| |10|12|15|20|\n\nAll mounts that do get a speed increase from upgrading their Partner Skill gain the exact same amount of speed.\n\nThere's been rumors that Direhowl is the only mount to receive a speed increase with Partner skill levels and/or that Direhowl receives a larger speed increase. Both of these rumors are untrue.\n\nThe first upgrade (going from Lv.1 to Lv.2) is the biggest increase, giving a substantial 10% increase and is definitely worth prioritizing considering it only requires 4 duplicate Pals to upgrade it. Lv.3 (+2%) and Lv.4(+3%) give a negligible increase and Lv.5 gives a modest increase (+5%) compared to the previous levels. At Lv.5 the total speed increase is 20%.\n\nAny mount that is NOT on this list does NOT get a speed increase at all. This was most likely done by the developers because the mounts that do not receive a speed increase have other Partner Skill bonuses that do get increased, such as their Active Skill, mounted logging/mining, or mounted damage boosts.\n\nKeep in mind that the base movement speed of each mount differs, so just because a mount does not receive a speed increase from the Partner Skill upgrade does not mean the mount is slow or bad. For example, a Jetragon does not receive a movement speed increase with Partner Skill upgrades but it is still by far the fastest simply because its base movement speed is substantially higher.\n\n# Hidden Stat: Player Attack Boost While Mounted (+element type swap):\n\nThis is the first set of interesting hidden stats I found. The mounts that swap the player's damage type to an elemental type (e.g., Chillet) also boost the player's attack stat massively. This is not described correctly in-game:\n\n>\"Can be ridden. Applies <Element> damage to the player's attacks while mounted. \"\n\nbut really it does this:\n\n* 'Increases the player's attack by X% and additionally changes the player's damage type to <element>.'\n\nThis bonus is HUGE. Between 50% (at Lv.1) and 100% (at Lv. 5). And that is on top of the elemental type weakness multiplier that you will also get if you exploit the enemy's elemental weakness. The absolute highest damage you can do in this game with your own player weapons is while riding a mount that gives you the element swap that exploits the enemy's weakness combined with this huge attack increase. This attack increase applies to all sources of damage you deal too.\n\n**Player Attack increase (%) + Element Swap:**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|Element Swap|\n|:-|:-|:-|:-|:-|:-|:-|:-|\n|55|Chillet|50|55|65|80|100|Dragon|\n|56|Univolt|50|55|65|80|100|Electricity|\n|58|Pyrin|50|55|65|80|100|Fire|\n|58|Pyrin Noct|50|55|65|80|100|Dark|\n|66|Maraith|50|55|65|80|100|Dark|\n|73|Beakon|50|55|65|80|100|Electricity|\n|74|Ragnahawk|50|55|65|80|100|Fire|\n|82|Azurobe|50|55|65|80|100|Water|\n|97|Helzephyr|50|55|65|80|100|Dark|\n\n* Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), without an attack bonus. \n\n# Hidden Stat: Player Attack Boost + Element Swap for non-mounts:\n\nSimilar to the above, the non-mount Pals that grant the player an <element> type swap to their attacks also give an attack boost to the player's attacks as well when the Pal is active. However, this bonus is substantially smaller than the mounted bonus.\n\n**Player Attack Increase (%):**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|Element Swap|\n|:-|:-|:-|:-|:-|:-|:-|:-|\n|21|Nox|5|6|7|8|10|Dark|\n|76|Wixen|5|6|7|8|10|Fire|\n|100|Anubis|5|6|7|8|10|Earth|\n\n* Verdash grants an element swap to grass but with a move speed bonus to itself and to the player (20|22|26|32|40%) instead of an attack increase.\n\n# Carry Weight:\n\n**Weight Increase (+value):**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|\n|2|Cattiva|50|60|70|80|90|\n|63|Lunaris|80|90|100|110|120|\n|86|Broncherry|100|110|120|130|140|\n|86|Broncherry Aqua|100|110|120|130|140|\n|89|Kingpaca|100|110|120|130|140|\n|89|Ice Kingpaca|100|110|120|130|140|\n|91|Wumpo|120|130|140|150|160|\n|91|Wumpo Botan|120|130|140|150|160|\n\n&#x200B;\n\n# Drop-Rate Bonus for <Element Type>:\n\n**Increase (%) to Drop Rate:**\n\n|Number|Name|Enemy <Element>|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|:-|\n|11|Penking|Fire|40|50|60|70|80|\n|75|Katress|Normal|40|50|60|70|80|\n|78|Vaelet|Earth|40|50|60|70|80|\n|80|Elphidran|Dark|40|50|60|70|80|\n|80|Elphidran Aqua|Fire|40|50|60|70|80|\n|83|Cryolinx|Dragon|40|50|60|70|80|\n|84|Blazehowl|Leaf|40|50|60|70|80|\n|84|Blazehowl Noct|Normal|40|50|60|70|80|\n|99|Menasting|Electricity|40|50|60|70|80|\n|105|Faleris|Ice|40|50|60|70|80|\n|106|Orserk|Water|40|50|60|70|80|\n\nThe drop rate boosting pal must active to benefit from this bonus.\n\nI believe this stat is a percentage increase (e.g., Lv.1 = 40% increase = 1.4 multiplier) to the 'Drop Rate' of the item. If the modified drop rate exceeds 100% it will roll the drop more than once. Example: A Foxsparks has a 100% chance to drop exactly 1 leather normally. With a Partner Skill Lv.1 Penking the drop rate is boosted to 140% (100% \\* 1.4). Since this exceeds 100%, you are guaranteed 1 leather plus you have a 40% chance to get 1 additional leather. I believe it works this way because during my testing (with Lv1 Penking vs. Foxsparks) i received 1 leather about half the time and 2 leather the other half of the time. If it was simply boosting the quantity dropped by 1.4x (opposed to boosting the drop rate) then I believe the game would have to round to either 1 leather or 2 leather every time, which would not have matched my test results. Further testing required.\n\n# Mounted Element Boost:\n\n**Percent increase to <element type> damage.**\n\n|Number|Name|Element Type|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|:-|\n|52|Grintale|Normal|50|55|65|80|100|\n|64|Dinossom|Leaf|50|55|65|80|100|\n|64|Dinossom Lux|Electricity|50|55|65|80|100|\n|95|Quivern|Dragon|50|55|65|80|100|\n|96|Blazamut|Fire|50|55|65|80|100|\n|101|Jormuntide Ignis|Fire|50|55|65|80|100|\n|102|Suzaku|Fire|50|55|65|80|100|\n|102|Suzaku Aqua|Water|50|55|65|80|100|\n|107|Shadowbeak|Dark|50|55|65|80|100|\n|110|Frostallion|Ice|50|55|65|80|100|\n|110|Frostallion Noct|Dark|50|55|65|80|100|\n\nThis bonus is ambiguously explained by the in-game description. This bonus applies to both the mounted Pal and the trainer. If the trainer has an attack that matches the element type bonus it will get boosted too. The important part though is that the Pal itself receives this bonus as well. Meaning a mounted pal with this bonus will do 50% up to 100% more damage with their attacks that match the element bonus type. This makes using these Pals as combat mounts (with manual ability usage) especially powerful - better than letting them fight automatically.\n\nSynergy: Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), just without the attack increase that typically comes along with that. This means the player's attacks would fully benefit from the elemental damage boost of 50%-100%. This makes Frostallion good for both mounted player damage and mounted pal damage.\n\n# Party Buffs:\n\nThese bonuses apply to any matching Pal (that matches the \"Condition\") in your party. The buffer only needs to be in your party to apply these bonuses to your active Pal. The bonuses stack additively if you have multiple buffers.\n\n**Attack increase (%) to matching <element type> pals in party:**\n\n|Number|Name|Condition|Lv1|Lv2|Lv3|Lv4|Lv5|Type|\n|:-|:-|:-|:-|:-|:-|:-|:-|:-|\n|7|Sparkit|Electric Pal in party (buff)|10|11|13|16|20|Attack|\n|9|Rooby|Fire Pal in party (buff)|10|11|13|16|20|Attack|\n|15|Hoocrates|Dark Pal in party (buff)|10|11|13|16|20|Attack|\n|18|Cremis|Normal Pal in party (buff)|10|11|13|16|20|Attack|\n|30|Bristla|Leaf Pal in party (buff)|10|11|13|16|20|Attack|\n|39|Ribunny|Normal Pal in party (buff)|10|11|13|16|20|Attack|\n|43|Dumud|Earth Pal in party (buff)|10|11|13|16|20|Attack|\n|50|Beegarde|Elizabee in party (buff)|12|13|15|19|24|Attack and Defense|\n|53|Swee|Sweepa in party (buff)|12|13|15|19|24|Attack and Defense|\n|57|Foxcicle|Ice Pal in party (buff)|10|11|13|16|20|Attack|\n|81|Kelpsea|Water Pal in party (buff)|10|11|13|16|20|Attack|\n|81|Kelpsea Ignis|Fire Pal in party (buff)|10|11|13|16|20|Attack|\n\n^(Notice Beegarde and Swee increase both attack and defense, the others only increase attack.)\n\nThese bonuses stack additively with themself and with other sources of attack/defense bonuses. For example, if you were to make a party with 1 Sweepa and 4 Lv.5 Swee buffing it, each granting a +24% attack/defense bonus, you would have a total bonus of +96% attack and +96% defense to your Sweepa. This is a remarkably high stat bonus.\n\nMaking a full team of buffers combined with one strong active Pal is the way to make the absolute strongest single Pal you can. Combine that with the 'Mounted Element Boost' above (for an additional 100% damage increase) to deal the highest possible Pal damage. 4 Foxicle + 1 Frostallion (mounted) is probably the highest Pal damage possible outside of special moves like the Penguin launcher (but hey, you can combine the Penguin with 4 Kelpsea to make that even better too!).\n\nGobfin and Gobfin Ignis buff the player's attack and these do stack as well.\n\n**Player attack increase (%):**\n\n|31|Gobfin|Trainer in party (buff)|10|11|13|16|20|Attack|\n|:-|:-|:-|:-|:-|:-|:-|:-|:-|\n|31|Gobfin Ignis|Trainer in party (buff)|10|11|13|16|20|Attack|\n\n# Hidden Stat: Sweepa and Elizabee Attack Bonus:\n\nContrary to what the in-game description states, Sweepa and Elizabee's Partner Skill has absolutely nothing to do with the Swee and Beegarde buffs that can be applied to them. The party buff these two Pals receive from Swee and Beegarde only gains power through Partner Skill upgrades on the Swee and Beegarde - NOT on Sweepa or Elizabee.\n\nBoth Sweepa and Elizabee have a 'hidden' Partner Skill that simply increases their attack as you upgrade it. That's it, nothing else. Nothing to do with Swee or Beegarde. You don't even need a single Swee or Beegarde in your party to benefit from Sweepa/Elizabee's Partner Skill upgrade.\n\n**Sweepa and Elizabee Attack increase (%):**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|\n|51|Elizabee| |5|6|7|8|\n|54|Sweepa| |5|6|7|8|\n\nAt Lv.2 they get a 5% attack bonus. At Lv.5 this increases to 8%.\n\n# Farming Animals:\n\nUpgrading the Partner Skill of the farming Pals increases the number of items they find. They have a min and a max amount of the items they can find, formatted as (min,max) in the table below:\n\n**Farming Finds (min,max):**\n\n|Number|Name|Type|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|:-|\n|1|Lamball|FindWool|1,1|1,2|1,3|1,4|1,5|\n|3|Chikipi|FindEgg|1,1|1,2|1,3|1,4|1,5|\n|18|Cremis|FindWool|2,3|2,3|2,4|2,5|2,6|\n|24|Mau|FindMoney|10,10|10,20|10,30|10,40|10,50|\n|24|Mau Cryst|FindMoney|10,10|10,20|10,30|10,40|10,50|\n|29|Mozzarina|FindMilk|1,1|1,2|1,3|1,4|1,5|\n|34|Woolipop|FindSweet|1,1|1,2|1,3|1,4|1,5|\n|35|Caprity|FindBerry|1,1|1,2|1,3|1,4|1,5|\n|36|Melpaca|FindWool|2,3|2,3|2,4|2,5|2,6|\n|50|Beegarde|FindHoney|1,1|1,2|1,3|1,4|1,5|\n|70|Flambelle|FindFireOrgan|1,1|1,2|1,3|1,4|1,5|\n|79|Sibelyx|FindCloth|1,1|1,2|1,3|1,4|1,5|\n\n&#x200B;\n\nExample: A Melpaca at Lv.1 will find between 2 and 3 wool each time they find an item. At Lv.5 they will find between 2 and 6.\n\nVixy is more complicated and can find 4 different items. At level 4 and 5 Vixy starts finding Mega Pal Spheres in addition to the normal Spheres. At all levels Vixy can find Pal Spheres, Arrows, or Gold.\n\n**Vixy Finds (min,max):**\n\n|Partner Skill Lv.|Item1|\\#|Item2|\\#|Item3|\\#|Item4|\\#|\n|:-|:-|:-|:-|:-|:-|:-|:-|:-|\n|Lv.1|FindPalSphere|1,1|FindArrow|1,1|FindMoney|10,10| | |\n|Lv.2|FindPalSphere|1,2|FindArrow|1,2|FindMoney|10,20| | |\n|Lv.3|FindPalSphere|2,3|FindArrow|2,3|FindMoney|10,30| | |\n|Lv.4|FindPalSphere|1,1|FindArrow|3,4|FindMoney|10,40|FindMegaPalSphere|1,1|\n|Lv.5|FindPalSphere|1,2|FindArrow|4,5|FindMoney|10,50|FindMegaPalSphere|1,1|\n\n&#x200B;\n\n# Player Defense:\n\n**Player Defense increase (%):**\n\n|Number|Name|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|\n|92|Warsect|5|6|7|8|10|\n|99|Menasting|7|8|10|12|14|\n\n&#x200B;\n\n# Other interesting stats:\n\n**Ribunny**'s work speed bonus applies to the weapon workbench and weapon assembly I and II.\n\nThe **mounted bonus to logging/mining** only applies to the Pal itself and not the player. Using your pickaxe from the back of a mount gets no bonus.\n\n**Gumoss** gives a 10 |11|13|16|20% increase to player logging.\n\n**Life Steal** from Lovander and Felbat heals for 2|3|4|5|6% of damage dealt.\n\nThe **Weakspot damage** bonus from Robinquill and Vanwyrm is increased by 20|22|26|32|40%. Note: you must be mounted for Vanwyrm's weakspot bonus to apply; Robinquill's applies while active.\n\n**Warsect**'s Partner Skill's description is incorrect. It does not make the player's attack fire. Instead, it increases the player's fire resistance by 5|6|7|8|10%.\n\nGorirat's attack bonus while berserk is massive: 50|75|110|150|200%. Potentially has amazing damage scaling at rank 5 with +200% attack. Only applies to 'shot attack' skills, not melee skills. ^(Someone should try this?)\n\n\\-----------------------------------------------------------------------------------------\n\nIf anyone has any questions, or has trouble looking up any stats in the spreadsheet, please don't hesitate to make a comment. I respond to everyone.",
"url": "https://www.reddit.com/r/Palworld/comments/1aedboa/partner_skill_upgrade_stats_exact_values_for_lv1/"
},
"comments": [
{
"body": "^(The main post exceeds the character limit so i moved Active Skills to here.)\n\n# Active Skills:\n\n|Number|Name|Name|Type|Lv1|Lv2|Lv3|Lv4|Lv5|\n|:-|:-|:-|:-|:-|:-|:-|:-|:-|\n|1|Lamball|Shiled| | | | | | |\n|4|Lifmunk|OnHeadShoot|power|10|11|13|16|20|\n|5|Foxparks|Flamethrower|power|10|11|13|16|20|\n|6|Fuack|Toboggan|multi|1|1.1|1.3|1.6|2|\n|8|Tanzee|AssaultRifle|power|20|22|26|32|40|\n|10|Pengullet|RocketLauncher|power|250|285|325|400|500|\n|12|Jolthog|Grenade|power|100|110|130|160|200|\n|12|Jolthog Cryst|Grenade|power|100|110|130|160|200|\n|16|Teafant|Heal|heal#|200|220|260|320|400|\n|17|Depresso|NightRunner|multi(spd)|?|2|3|5|10|\n|19|Daedream|DreamDemon|multi|1|1.1|1.3|1.6|2|\n|22|Fuddler|SearchMine|range|10000|11000|13000|16000|20000|\n|27|Tocotoco|Launcher|power|100|110|130|160|200|\n|31|Gobfin|WaterGun|multi|1.1|1.3|1.6|2|2.5|\n|31|Gobfin Ignis|FireSeed|multi|1.1|1.3|1.6|2|2.5|\n|33|Mossanda|DualGrenadeLauncher|power|30|33|39|48|60|\n|33|Mossanda Lux|DualGrenadeLauncher|power|30|33|39|48|60|\n|40|Incineram|SwallowKite|multi|1.1|1.3|1.6|2|2.5|\n|40|Incineram Noct|SwallowKite|multi|1.1|1.3|1.6|2|2.5|\n|41|Cinnamoth|PoisonFog|multi|1.1|1.3|1.6|2|2.5|\n|44|Cawgnito|TelePoke|multi|1.1|1.3|1.6|2|2.5|\n|45|Leezpunk|SearchDungeon|range|10000|11000|13000|16000|20000|\n|45|Leezpunk Ignis|SearchDungeon|range|10000|11000|13000|16000|20000|\n|46|Loupmoon|Werewolf\\_Scratch|multi|1.1|1.3|1.6|2|2.5|\n|49|Gorirat|Berserk|AttackUp%|50|75|110|150|200|\n|62|Dazzi|RaijinDaughter|multi|1|1.1|1.3|1.6|2|\n|67|Digtoise|SpinningShell|multi|1.1|1.3|1.6|2|2.5|\n|68|Tombat|SearchPal|range|10000|11000|13000|16000|20000|\n|72|Bushi|Ronin\\_Iai|multi|1.1|1.3|1.6|2|2.5|\n|79|Sibelyx|IcicleThrow|multi|1.1|1.3|1.6|2|2.5|\n|85|Relaxaurus|MultiMissile|power|10|11|13|16|20|\n|85|Relaxaurus Lux|MultiMissile|power|10|11|13|16|20|\n|87|Petallia|Heal\\_FlowerDoll|heal#|400|440|520|640|800|\n|103|Grizzbolt|Minigun|power|6|6.6|7.8|9.6|12|\n|104|Lyleen|Heal\\_LilyQueen|heal#|1000|1100|1300|1600|2000|\n|104|Lyleen Noct|Heal\\_LilyQueen|heal#|1000|1100|1300|1600|2000|\n|111|Jetragon|JetMissile|power|13|14.3|16.9|20.9|26|\n\n* Power is the Power of the skill, same as any other skill. For some of these it might appear low but that's because those skills hit very rapidly. The skills with very high power hit once or fire slowly. Going from Lv.1 to Lv.5 doubles the power of these Active Skills, which will result in about twice the damage (depending on enemy defense).\n* Multi is a damage multiplier. The skills with a multi aren't only Active Skills, they're also skills that can be used as part of the normal skill set. However, the Pals that have them as Active Skills will start off dealing 10% increased damage (1.1x multi) with them and then that scales up by level, up to 150% increased damage (2.5x multi) at Lv.5. This is a very substantial increase in damage.\n* The heals are a flat amount. You get healed for exactly the listed value.Range is map units.\n* I'm not really sure how Depresso's Active scales. It is shown as a 'Speed Multiplier' but a 10x speed multi at Lv.5 seems excessive. Any Depresso fans want to test out the speed at Lv.5? It's probably pretty fast.\n\n# Pal Glider Upgrades:\n\n|Name|MaxSpeed|GravityScale|StamDrain|\n|:-|:-|:-|:-|\n|Galeclaw Lv.1|1000|0.03|15(?)|\n|Galeclaw Lv.2|1150|0.0275|9|\n|Galeclaw Lv.3|1300|0.025|8|\n|Galeclaw Lv.4|1500|0.0225|7|\n|Galeclaw Lv.5|1700|0.02|6|\n|Celaray Lv.1|600|0.016|10|\n|Celaray Lv.2|750|0.014|8.5|\n|Celaray Lv.3|900|0.012|7|\n|Celaray Lv.4|1050|0.01|5.5|\n|Celaray Lv.5|1200|0.008|4|\n|Killamari Lv.1|500|0.013|8|\n|Killamari Lv.2|600|0.011|6.5|\n|Killamari Lv.3|700|0.009|5|\n|Killamari Lv.4|800|0.007|3.5|\n|Killamari Lv.5|900|0.005|2|\n|Hangyu Lv.1|100|0.01|15(?)|\n|Hangyu Lv.2|100|0.009|9|\n|Hangyu Lv.3|100|0.008|8|\n|Hangyu Lv.4|100|0.007|7|\n|Hangyu Lv.5|100|0.006|6|\n\nMaxSpeed is probably the speed it naturally moves you at when starting from a dead stop. When you first open it your speed is probably accelerated up to that max speed. However, you can move faster than these speeds because the glider uses your current velocity when you open it, so things like grapple gun can be used to boost the speeds. Hangu's speed is bad by default, but combined with your own run speed (500), slide speed (up to 1500) or the grapple gun you can make it better. Gravity Scale is how fast you fall. The lower it is the slower you fall. StamDrain is stamina per second I believe. The two values with question marks are my best guess and are possibly wrong. All the others should be correct.",
"replies": [
{
"body": "IT'S TRUE! THE DEPRESSO IS SO AMAZINGLY FAST. Here's a video: [Here](https://youtu.be/c3Llzg9odmc)",
"replies": [
{
"body": "Amazing! Thanks for sharing. When i saw the stats i figured it must be absurdly fast OR i was reading the stats wrong. Finding weird things like this is why i started datamining games. It looks like it really is a 10x speed multiplier. So it probably has about 5000 speed while running, which is about as fast as a full, four perfect movement speed Passive Skill Jetragon lol.",
"replies": [
{
"body": "This moment was a peak of my Palworld experience. Thank you for the data. This was awesome.",
"replies": [
{
"body": "That's quite a nice surprise because you wouldn't really expect depresso to be like that, I had him on my team and he often refuses to work etc but then you get results you wouldn't expect from leveling him up and bro basically got his espresso shot and is zoomin",
"replies": [
{}
]
}
]
},
{
"body": "Does the 10x speed is just movement speed or also work speed?",
"replies": [
{}
]
}
]
},
{
"body": "Must be all the caffeine"
},
{
"body": "That’s sick! Hopefully they can fix his AI so he moves around and dodges attacks!"
},
{
"body": "LOL that's interesting, would of been insane if depresso's skill increased players move speed along with him",
"replies": [
{
"body": "would have\\*"
}
]
}
]
},
{
"body": "Hey! First of all: really nice job! You are the GOAT for this data! \n\n\nDo you have information about Flopie, whether upgrading her increases the pick up range?",
"replies": [
{
"body": "This is a fantastic question I still can't find the answer for. I also wonder if any passives affect her picking stuff up, like swift."
},
{
"body": "Upgrading her drastically increases the pickup range. \nSpeed is not affected by anything. \nBred one with Legend/Swift/Runner/Nimble, it's just as fast as a blank one"
},
{}
]
},
{
"body": "Did you find anything on Flyer Speed and how leveling up their partner skill affects it, as well as what their internal stamina pools and stamina drain looks like?",
"replies": [
{
"body": "All of those stats (stamina and mounted speed) are in the spreadsheet on the \"Pal Stats\" page. \n\nCurrently you would have to do the math yourself to add the Partner Skill bonuses for speed. But i could pull the stats out of that table and make something easier to compare all the mounts. I will add that later today or tomorrow.",
"replies": [
{}
]
},
{
"body": "I have a max rank galeclaw and compared to a rank 1 galeclaw its SIGNIFICANTLY faster and has more sustained gliding.",
"replies": [
{}
]
}
]
},
{
"body": "Do abilities like Pengullet Rocket Launcher and Grizzbolt Minigun have a type and are they increased by specific type damage traits?",
"replies": [
{
"body": "~~Pengullet Rocket seems to be water element. Saw a video a while back of someone blasting Blazamut with it, and it gave the super effective type message. I'm guessing the water emperor trait would boost it?~~ I'm wrong, see below!",
"replies": [
{
"body": "That message is bugged, it only checks the type of the pal, not the move. It would show up as super effective even if a water pal used an ice move on a fire pal. The color of the text is what shows effectiveness.\n\nI've tested the Pengullet rocket launcher on every type and only ever saw white text so that leads me to believe it's either neutral damage and boosted/reduced by the neutral damage traits or it's not a type at all.",
"replies": [
{
"body": "Damn, good to know. I'll cross my post out.",
"replies": [
{
"body": "I tip my hat to you, fucking legend admiting he was wrong on the internet"
}
]
}
]
}
]
},
{}
]
},
{
"body": "So Killamari keeps altitude the longest and uses the least stamina? That's probably better than raw speed since you can pull that up with the grapple gun or a slide.",
"replies": [
{
"body": "If you like birds, galeclaw is amazing for how quickly you can bolt from one side to the other at Rank 5. I'd condier it the best \"Burst Glider\" especially when in combat. You can avoid virtually anything, but beware that there are skills like fireball that home in on you, regardless of your speed, so having cover is still important.\n\n&#x200B;\n\nEDIT: Galeclaw is also capable of allowing you to use guns, unlike the other gliders, making it the go-to combat glider for sure. When reloading, you will lose the glider, but can redeploy at anytime mid animation. The animation must finish to actually reload, so be sure you have enough altitude or simply reload between deployments. Video Showcase: [Galeclaw Rank 5 Demo (youtube.com)](https://www.youtube.com/watch?v=82GCU5pgWzs)"
},
{
"body": "Killamari was annoying to farm since you only get it in caves with like 2 spawning in a room about 40% of the time but goddamn that 0.005 gravity scale, 2 stamina drain and 900 speed means that you can just float for long enough to cross any gap you'd want to.\n\nFor example you can easily get from the yellow ore base to the first sanctuary. Even a Lvl 4 Killamari could almost do it.\n\nAlso I love that with just a quick double jump I can elevate myself above my base and zoom around it at like a drone at 900 speed without having to worry about gravity or bumping into things. Also great for when I want to just throw out a pal like Wixen and avoid all damage while I watch her melt some mammoths.\n\nI also farmed out Celeray thinking it'd be good enough but there's a world of difference between 2 and 4 stam, and 0.008 and 0.005 gravity scale. You can gradually rise with Killamari by double-spacebarring every 3 seconds or so but you can't do that with Celeray.\n\nI put together a video showcasing the fully infused killamari below. Notable points being the hang time (thanks to 2 stamina per second), gravity (able to hover above water with no drop), speed when changing directions mid hover. I'm sure some grappling hook pro could make better use of it than I but my pitch would actually be that this is 100 seconds of auto-run. Unlike mounts or being on foot, I don't have to hold W to gracefully float into one direction.\n\n [https://www.youtube.com/watch?v=A7ZCXTmDun0](https://www.youtube.com/watch?v=A7ZCXTmDun0)",
"replies": [
{}
]
}
]
},
{
"body": "I noticed when reviewing the spreadsheet that the Mount Speed for Relaxaurus and Relaxaurus Lux are both missing. Please look into this.",
"replies": [
{
"body": "Fixed, thank you for telling me.",
"replies": [
{
"body": "Just checked and Relaxaurus and Relaxaurus Lux are both there, but three other mounts with special attacks (Grizzbolt, Mossanda, and Mossanda Lux) are also missing mount speeds."
}
]
}
]
},
{
"body": "How does the gravity scale work on hangyu? Do you get lifted higher?",
"replies": [
{
"body": "Fall slower. It will feel like you 'float' more.",
"replies": [
{
"body": "But the hangyu is the only glider that lifts you upwards it doesnt have any fall speed.",
"replies": [
{
"body": "Gravity is still pulling it down, just the upwards velocity is enough to overcome that so you go up slowly. If gravity's effect is weaker it will rise faster. So that's my guess: it will go up slightly faster."
}
]
}
]
}
]
},
{
"body": "Does Galeclaw scale with itself (Swift) or you (Motivational Leader) or both when using as a glider",
"replies": [
{
"body": "Neither. I've tested the speed of a level one and a level 5 with swift, runner, and legend stats. The glide speed is sperate from the pal itself. Motivational leader is also a mistranslation, its player work speed, not movement speed. EDIT: R5 Verdash (actual player movement speed) + glider doesn't (seemingly) increase glider speed on take off. More testing may be required.",
"replies": [
{
"body": "is this still true? we bred a glideclaw with full movement speed passives, 75% increase. didnt know it was a seperate speed"
},
{}
]
}
]
},
{}
]
},
{
"body": "holy you just saved me from disappointment. I had just started breeding warsects LOL\n\nslightly offtopic but since you've been datamining, do you know what the elemental status effects actually do ?\n\nlike how fire & dragon burn, ice freezes, lightning paralyzes. wtf does ground / water do for example",
"replies": [
{
"body": ">like how fire & dragon burn, ice freezes, lightning paralyzes. wtf does ground do for example\n\nI briefly looked at these the other day trying to figure out how burn damage worked, like if it was percent of max hp, a flat amount, or scaled with the proc attack's power. I couldn't find an answer. \n\nFor some of the others it's much simpler and i could probably find you an answer. \n\nI believe the ground status (muddy) reduces outgoing electric damage. \n\nI would need to spend a lot more time looking at this to figure it out.",
"replies": [
{
"body": "i just assumed burn / poison was max hp based since it ticks so high on the legendary (with fire being slightly more damage than poison)\n\nthey also build resistance to the status getting applied but the damage remains the same once applied.\n\nI would love to know what all the elemental status' actually do instead of just guessing based on gameplay.\n\namazing work with the partner skills!",
"replies": [
{
"body": "My napkin math shows vurn doing 1.1% health per tick, poison doing 1% per tick, but it also seems subject to defense.\n\nSo on the tower bosses, they take that full 1.1%/1%, but paladius/neceomus seem to have ~50% damage reduction for them, so they take .55%/.5%",
"replies": [
{
"body": "I did see that the burn damage calculation used the variable indicating whether the pal is a boss and variable whether pal is alpha, so bosses and alphas might take different burn dmg"
}
]
}
]
},
{
"body": "Unlikely related to attack power. likely related to status power (tied to move). Most endgame moves have 100 status power. Also likely related to max hp for poison/burn at least.\nWet seems to slow the player down, at least from what I've noticed. Could have other effects tied to the status as well.\nGood job with this and gl poking around memory for the status effects! Hope you're good at reading assembly lol"
},
{
"body": "Status effects seem to be very complicated. Here's what I've got:\nBurn and poison definitely use max hp in some capacity. Wet checks your type and affects movement depending on the check. My guess is water faster else slower, or water less slow. Ivycling seems to be just slow and paralysis just stun. Very hard to figure out what muddy does but it does check pal type as well. Frozen and burn access external temperature variable and does something with it in addition to the dot/freeze. If it doesn't move your temperature meter, best bet is that its effects get amplified by temperature",
"replies": [
{}
]
},
{}
]
},
{}
]
},
{
"body": "This is absolutely amazing! It answered so many questions that I was about to spend days testing for. Wonderful work with the presentation.\n\nI don't know if it's feasible but could you look into the stat difference for breeding? I noticed that there are IVs within the game but I don't know the limit. I'm guessing a 4-point range with the Attack at least. Others have concluded similar findings.\n\n[Here's a link that can explain what I'm saying better.](https://www.reddit.com/r/Palworld/comments/1aea1s3/pals_have_base_stats_which_effect_how_many_stats/?utm_source=share&utm_medium=web2x&context=3)\n\n[Here's another link with a small amount of data I collected.](https://docs.google.com/spreadsheets/d/1fPAtaNewXM1XnII-qWCDIBcFpc3wgDIt1lYQpDH2dZs/edit?usp=sharing)",
"replies": [
{
"body": "Edit: Post about this is up now: [https://www.reddit.com/r/Palworld/comments/1afyau4/pal\\_stat\\_mechanics\\_hidden\\_ivs\\_levelup\\_stats\\_and/](https://www.reddit.com/r/Palworld/comments/1afyau4/pal_stat_mechanics_hidden_ivs_levelup_stats_and/)\n\n&#x200B;\n\nI've already determined the exact formula for how stats are determined. The thing i don't know is what the maximum stat bonus is. This information is going to be part of another post tomorrow with all the math on this. For attack and defense i suspect it is 0-30%, for hp 0-50%.\n\nI did some calculations on your data to see if it changed any of my conclusions, and it seems to fit.\n\n* Your best attack, Jetragon D, has 28.38% attack scaling.\n* Your average attack scaling is 17.06%, almost perfectly in the midpoint of 0-30%.\n* Your best defense, Jetragon A, has 29.21% defense scaling.\n* Your worst defense, Jetragon D, has 1.58% defense scaling.\n* Your best HP, Jetragon A, has 31.56% hp scaling.\n* You don't have enough samples for def/hp for an average.\n\nAll of those match my suspected ranges of 0-30% (atk/def) and 0-50% (hp).\n\nThank you for providing your data. I will link you to the post tomorrow.",
"replies": [
{
"body": "THANK YOU! If there is any data you need to collect, I'm a breeding maniac with a full-speed Jetragon ready to scavenge."
},
{
"body": "Following so I can check the thread tomorrow when posted. Ty for your service 🫡"
},
{}
]
},
{
"body": "There's a hidden iv value that goes up to 100 on each pal. 4 stats hp, atk, def, work speed I believe. Didn't do the work for finding how it affects to the final stats.",
"replies": [
{
"body": "Here's the approximate formula for attack\n\n(100 + Level * BaseShotStat * (.075+IV/4500)) * PalsoulMulti * RankMulti * BuffMulti\n\nLevel goes from 1 to 50. BaseShotStat is species specific and ranges from I believe 70 to 140. IV is monster specific and ranges from 0 (or 1, haven't found a 0 yet) to 100.\n\nPalsoul multiplier and buff multiplier and rank multiplier goes on top of that. Palsoul multiplier goes to 1.3x. Rank multiplier goes to 1.2x at rank 5. Buff multiplier depends on passive and partner skills.\n\nA fully maxed jetdragon at level 50 with lvl 10 palsoul, rank 5, and should have 1219 attack before applying passives like legend. Applying legend, musclehead, ferocious, and lucky is 1219*1.85=2255 attack.\n\nHaving a maxed IV pal is aprox 24-25% more stats than a 0 IV pal.\n\nAttack IV is 0x80 offset for people that want to find it.",
"replies": [
{
"body": "You’ve got way too many multiplication symbols here. Just from an unbuffed level 50 max IV jetragon you’d have (100+50 * 140 * (.075+100/45)) which equals 16180. The equation looks like it could be correct but not the correct symbols",
"replies": [
{
"body": "4500 not 45 my bad",
"replies": [
{}
]
},
{}
]
}
]
}
]
},
{}
]
},
{
"body": "Do you know if stuff like artisan buffs milk finding speed?",
"replies": [
{
"body": "It only increases by around 8%, which is really not a lot compared to just straight up condensing them.\n\nSource: https://www.reddit.com/r/Palworld/comments/1abhfp8/i_did_an_experiment_on_mau_to_see_what_its_trait\n\nThey also found that afking outside the base produces more compared to afking inside the base. Keep in mind that maus usually produces 10-50 gold which is over 10x the amount of product that other pals make which is around 1 - 5.\n\nTldr: The increase is insignificant."
},
{
"body": "[Found this post which is about your topic.](https://www.reddit.com/r/Palworld/comments/1aee84t/comment/kk7fqj0/?utm_source=share&utm_medium=web2x&context=3)\n\nThe post itself was deleted because they used AI to display the data they gathered. I believe in the comment. My Chikipi has all the max workspeed buffs and only after leveling star level did I notice any difference.",
"replies": [
{
"body": "Sad, I'm almost done with breeding my super cows.",
"replies": [
{
"body": "I'm sad too. I had super chickens galore and it was all for naught. If there is any hope it's that the game is currently in early access. \n\nThere's a bunch of stuff that doesn't work. Suspicious Juice works for 10 seconds. Motivational thinker doesn't increase player speed (it states speed but only raises work speed), and pathing is crap.",
"replies": [
{
"body": "So basically don't breed for uber chickens and cows but just condense any of them to lvl 4+?",
"replies": [
{
"body": "Well, it would still be interesting to breed farm slaves with traits that reduce Food/Sanity decay, or increase their speed to limit downtime when they travel to eat/relax. Not really game-changing, but such is the life of a min-maxer.\n\nAnother way to look at it: if workspeed doesn't affect ranch performances, nothing's stopping us from breeding Musclehead (ATK+30%, Workspeed-50%) murderchickens who will help destroying invaders during base raids.",
"replies": [
{
"body": "You say that as a joke, but Legend is certainly looking tempting on ranch slaves because the move speed reduces downtime *and* the attack and defense help with base defense.",
"replies": [
{
"body": "Sadly impossible to get on Chikipis currently, since they can only be purebred",
"replies": [
{
"body": "You can get it on Lamball/Cremis/Melpaka, Mozzarina, Beegarde, Mau/Mau Cryst, Caprity, Woolipop, Flambelle, Vixy or Sibelyx though.\n\nOr if you're willing to bend the rules a little you can catch a Tower Boss and breed a legendary with that to get a Chikipi."
},
{}
]
}
]
},
{}
]
},
{
"body": "Passives that reduce hunger and lower sanity loss should be optimal. \n\nAlso movement speed so they move faster towards hot spring or feed box",
"replies": [
{
"body": "Also, given ranching is not effected by workspeed; Musclehead is now a good trait for base defense",
"replies": [
{
"body": "Would be a bummer though, if they later patch those passives to affect farming speed.\n\nWhile initially I was disappointed to learn about this after breeding artisan farmers, it does seem logical to be like this. Laying eggs does feel like an unchangeable evolutionary bodily function, not like the artisan skills like planting/harvesting/handiwork which one could improve their skill levels on through practice and experience.",
"replies": [
{
"body": "to be fair most farm animals are actually bred to lay more eggs, produce more milk and such.",
"replies": [
{
"body": "True. I was thinking more in line that after birth the chicken cannot improve on it by trying to become a serious artisan of laying eggs. Whereas on those non passive farm skills it's feasible."
}
]
}
]
}
]
},
{}
]
},
{
"body": "Yep."
},
{
"body": "In theory for max effectivity a max speed will be better just for having less downtime going to eat out."
}
]
}
]
},
{
"body": "Urg I was trying to make a full workspeed chicken, half because it's the lowest value pal which makes it good for breeding with other pals.\n\nProbably have enough to condense into level 4 but can't get the serious trait and my palbox is too full."
}
]
},
{
"body": "Well that's unfortunate, as I also breed a bunch of workspeed chickens and cows. I guess on the bright side I did get enough to 4* a few of them - fingers crossed they'll adjust it in the future so workspeed buffs drops. suppose the actual project would now be a super speed swift/legend/runner+diet lover chicken (as ranchers don't lose san).\n\nLeast I know not to bother for bees/sibelyx; then again, as you need so many to 4* I'll probably do it anyhow...",
"replies": [
{
"body": "You can always breed for the reduced san loss passives instead.",
"replies": [
{}
]
},
{
"body": "> (as ranchers don't lose san).\n\nWow, glad I saw this before I got serious on breeding them. I was still on the stage of catching tons of ~~Wooloo~~Lamball for Trait seeding. But seeing the datamine I'll be using Melpaca for Wool instead anyway, and these posts let me know to go full run speed/satiety retention.\n\nAnd I can always use those Lamballs to breed a full defense Lamball for using Fluffy Shield."
},
{}
]
},
{
"body": "This will definitely be sad if it is true. I was hoping to breed a super Caprity and condense it to replace the entire berry farm set up with a single pal and save on base worker slots.",
"replies": [
{
"body": "The condensing might still help. 4 star caprity is as good or better than 3 normal ones."
}
]
},
{}
]
},
{
"body": "I don't know how that works. I haven't looked into base work speeds at all."
}
]
},
{
"body": "A God amongst men",
"replies": [
{
"body": "Truly. OP has done some rare work.\n\n\n(Prepares stun baton and ultrasphere)",
"replies": [
{
"body": "OP has both Lucky and Legend passive"
}
]
}
]
},
{
"body": "Correction on the gobfins: I definitely get more than a 10% damage buff by stacking 4 of them. Their skills also stack with vanguard+stronghold strategist, I will post a screenshot of the total buffs tomorrow as it has more than doubled my damage.",
"replies": [
{
"body": "Thanks, i retested it and it definitely stacks. I'll update my post.\n\nBut earlier when i tested it it wasn't stacking for me and i thought that was an incredibly surprising result. I even tried equipping them in different orders and taking off my vanguards in case that was breaking them but nothing made them stack. I didn't try logging out and back in. That fixed it. Very odd.\n\nI know this similar bug also happens with the other buff pals where they sometimes don't work unless you take them out of party and put them back in."
},
{
"body": "I was just wondering about this! \n\nTEAM GOBFIN! HERE WE GO!",
"replies": [
{}
]
}
]
},
{
"body": "That's is an insanely detailed post. I really appreciate you taking the time to share your findings!! Keep up the great work :)"
},
{
"body": "For the bit about Gorirat only boosting shot attack - Apparently this also applies for all attack boosting passives in the game (musclehead, ferocious etc.)? Which makes the melee stat somewhat useless tbh. I’ve done enough testing to work out that the attack stat shown in game is the shot attack stat but don’t know the actual formula because of how much of a difference IVs make at different levels.",
"replies": [
{
"body": ">Apparently this also applies for all attack boosting passives in the game (musclehead, ferocious etc.)? \n\nLooks that way. All attack buffs are really just Shot Attack boosts. There's only 4 buffs/debuffs in the game that specifically modify melee attack and they don't seem used for anything.",
"replies": [
{
"body": "Yeah I did a bit of testing and it even seems like skills that are considered as melee skills still scale off of shot attack. E.g. to ice kingpaca paladius' spear thrust (melee) did 373 to ice kingpaca, and pal blast did 484. Pal blast is 1.25x stronger and 484 is roughly 1.25x more than 373. So it would appear melee is just completely irrelevant? Is it maybe used for breaking rocks and trees?",
"replies": [
{}
]
},
{
"body": "just tested: gorirats active skill definitely boosts it ground slam, which should be melee",
"replies": [
{
"body": "Thanks for testing that. That matches my tests too which seem to indicate that melee attack is an old stat that is no longer being used for damage calculations."
}
]
}
]
},
{
"body": "Melee attack seems to be mostly an abandoned mechanic. All non-unique moves are shots.\n\nWhich makes sense considering that melee attacks are much harder to implement. Pathing and ai bugs and such become much more apparent.",
"replies": [
{
"body": "Even the skills that are considered melee seem to still scale off the shot stat, so it appears melee is completely irrelevant. Except maybe for damage to rocks/trees?",
"replies": [
{}
]
}
]
},
{
"body": "i don't think this is correct, i breaded a Gorirat and it has 124 attack without anything, in the spread sheet it suppose to have a max of 95 shot atkjust to add i breaded a Anubis with 111 attack, again the sheet says its base shot atk is 130",
"replies": [
{}
]
}
]
},
{
"body": "no wonder my condensed fenglobe just *zoom*\n\nabsolutely love that condensing gives a lot of bonus and not just paltry single digit increases (baring some cases) though, gives you a good reason to grind if you want.",
"replies": [
{
"body": "I wonder how the speed boost from skills is calculated with passives.\n\nNot that it will make much of a difference though."
},
{}
]
},
{
"body": "Very nice, thanks. Could you look up some info on how Digtoises mining works when it's your active pal? I spent time breeding an artisan with higher damage but it seems barely better than a normal one. Does it scale with work speed, attack, nothing?",
"replies": [
{
"body": "When it's your active pal it gains 2500 mining from its Partner Skill. When it's working in your base it will lose that bonus. \n\nI don't know how working speed is calculated, i just know it's not based on attack and instead uses a hidden 'work' value stat. For reference, 1 stone from the stone pit requires 800 'work', so +2500 mining seems very substantial. \n\nI don't really know more than this at this time. I still need to figure out how working/harvesting speed functions.",
"replies": [
{}
]
},
{
"body": "it's only my anecdotal evidence but I was interested in this also. I took my digtoise from 0 stars to 2 stars and when using their \"F\" ability instead of doing 27-28 damager per tick while spinning it does high 30's per tick. this ONLY affects the \"F\" ability not the normal throw them out and let them spin mechanic. but I also want more detailed info"
},
{
"body": "So as of yesterday i did breed a fully work speed Digtoise he has 191. I tested it at each rank to see and it always broke off 40. The only thing I've noticed was he mines extremely fast. Like in 2 spins he breaks an ore node."
},
{
"body": "I heard that for maximum effect you need it’s item the headband and you also need to deploy it from your team not at base pal box",
"replies": [
{
"body": "Can confirm it needs to be deployed from your team. Mine does 27-30 damage per tick to mining nodes while spinning if deployed that way.\n\nIf it's working at my base it only does 1 damage per tick while spinning.\n\nI do have the headband for reference, but I rarely use it's skill.",
"replies": [
{}
]
},
{}
]
},
{
"body": "I would also like to know the answer to this."
},
{
"body": "I think it might scale with Lvl."
},
{}
]
},
{
"body": "So what you're saying is I need to breed 464 Dumuds in addition to my 116 Anubis? Tbf most of the party buff pals are easy to catch"
},
{
"body": ">The absolute highest damage you can do in this game with your own player weapons is while riding a mount that gives you the element swap that exploits the enemy's weakness combined with this huge attack increase. This attack increase applies to all sources of damage you deal too.\n\nThis is a huge one. After trying 5-6 times with different part combinations to take down Frostallion, it clicked for me; \"Frostallion is Ice, I have a Swift Ragnahawk that makes me do fire damage and a blue AR schematic...\" \\~400 AR rounds later had my first Frostallion fairly easily. Took her and used the Ice damage to take down Jetdragon.",
"replies": [
{
"body": "What about adding 4 Gobfin's Ignis to boost even more the player attack?",
"replies": [
{}
]
}
]
},
{
"body": ">Gobfin and Gobfin Ignis buff the player's attack but this bonus does not seem to stack like the Pal buffs do. Four Gobfin in party still only resulted in a single 10% attack bonus for me.\n\nI have just double-checked this and it seems to stack for me, at least in the stat screen. \n\nMakes me think that stacking 4 rank 4 Gobfin in the party with the +10% player damage passive would get us a pretty wild +120% attack combined with the mounted element attack boost. I'll have to try it out lol",
"replies": [
{
"body": "Yeah, they definitely do stack. I updated the original post a bit ago to correct that after someone else mentioned it too. Thanks for your confirmation too. \n\nThere seems to be a bug where they stop working/dont work when you equip them. I can't reproduce it now, but relogging fixes it immediately. When i tested them i put on 4 of them and only got a 10% bonus though. Now after relogging (with the exact same 4 still equipped) i'm geting 40%. \n\nI also noticed a similar bug with the buff pals where they wouldn't work/stack either but the fix for those was simply to put them back in the Pal box and then add them to party again. \n\nThat didn't work for the Gobfins but that's probably because i can't put myself in the pal box...",
"replies": [
{
"body": "Can confirm, the team i use to solo all the towers and legendaries is a ferocious frostallion and 4 gobfins all with stronghold and vanguard, the damage is crazy and defense is over 2k"
},
{
"body": "Does Vanguard (+10% to player's attack) stack? \n\n4 Gobfin's with Vanguard would grant 40% or 10% (plus the passive) ?",
"replies": [
{}
]
}
]
}
]
},
{
"body": "Makes me curious how a Nitewing with a 5 partner skill would stack up to other fliers, since they're early game & a much easier condense than something like a Beakon, might be a smarter investment.",
"replies": [
{
"body": "Nitewing's speed should go from 750 to 900 with Lv.5 Partner Skill. Beakon has 1200 speed and also more stamina, so it's substantially better even at Lv.1 Partner Skill.\n\nVanwyrm has 850 speed at Lv.1, so slightly slower than a Lv.5 Nitewing. However, Vanwyrm has 150 stamina and Nitewing only has 100, so i still think Vanwyrm is faster. ~~You could also make the Vanwyrm Lv.2 with only 4 dupes, and then it would have 935 speed.~~(Correction: it doesn't gain speed with upgrades. This was a mistake on my part).",
"replies": [
{
"body": "Doesn't your post say that Vanwyrm won't receive a speed boost from condenser levels?",
"replies": [
{}
]
},
{
"body": "You know, having caught a Beakonna day or so ago to replace my Nitewing, he honestly doesn’t feel faster at all - neither had a positive/negative speed passive either. Maybe it’s just too slight. ",
"replies": [
{
"body": "It's really not. It's significantly faster. You can even see it visually in the screen change.",
"replies": [
{}
]
}
]
},
{}
]
}
]
},
{
"body": "Have you seen anything about breeding odds? I've found that breeding parents with no traits in common gives better odds of a child with all their parents' traits, than if both parents have the same traits."
},
{
"body": "Does Flopie get better when condensed? It's a necklace pal that can pick up stuff nearby automatically. I'd imagine the range or carrying capacity levels up, or maybe even speed?",
"replies": [
{
"body": "I believe the radius they will travel around you to pick stuff up while in your party increases with each condensation level"
}
]
},
{
"body": "(Leaving this here for myself please ignore)\n\nFire: Ragnahawk\n\nIce: Frostallion\n\nWater: Azurobe\n\nEarth: Anubis\n\nGrass: Verdash\n\nElectric: Beakon\n\nDark: Frostallion Noct/Pyrin Noct\n\nDragon: Chillet\n\n\nLegendaries counter:\n\nFrostallion: Ragnahawk\n\nJetragon: Frsotallion\n\nNecromus: Chillet\n\nPaladius: Pyrin Noct/Frostallion Noct\n\n\nTrainer counters:\n\nGrizzbolt: don't care\n\nLyleen: Ragnahawk\n\nFaleris: Azurobe\n\nOrserk: Anubis\n\nShadowbeak: Chillet\n\n\n\nMust get: \n1- Ragnahawk\n2- Frostallion \n3- Pyrin Noct\n4- Azurobe\n5- Chillet\n6- Anubis"
},
{
"body": "You’re a beast, thank you so much for this data and organization!!"
},
{
"body": "About Gorirat. It currently seems to be unclear what attack value is actually used. There are shot and melee attack values internally, but either one of two things are happening. Either the true attack is calculated by adding shot and melee together and taking the average, or only the shot damage is used by itself. In the first case, Gorirat's bonus would be less than 200% because (110 [melee] + 3 * 95 [shot]) / 2 = 197 (rounded down) that's not even double the original normal attack of 102.\n\nAgain, the validity of this calculation and the numbers is currently up for debate. Just wanted to point the possibility out.\n\nEdit: Just made a correction, forgot to say taking the average in the first version.",
"replies": [
{}
]
},
{
"body": "Does anyone know if Gobfin's attack buffs work with weapon pal abilities like Tocotoco, since it is equipped/converted into a weapon while carried (similar to how the OP described how pals are converted into gliders)?",
"replies": [
{
"body": "That's a good question and i don't know the answer. \n\nShould be easy to test: If a level 1 tocotoco and a higher level tocotoco do the same damage with their Partner Skill then that would indicate that they use the Player's attack stat. If they do different damage then that would show that they use the pal's attack stat. I can try to test this in a bit."
}
]
},
{
"body": "Can you show us the stats for humans? This post says Syndicate Elite is busted poweful. Way stronger than Gorirat, because the damage multiplier from his rocket launcher carries over to his punch attack.\n\n[https://www.reddit.com/r/Palworld/comments/1aezbdx/to\\_anyone\\_looking\\_for\\_a\\_sleeper\\_melee\\_pal/](https://www.reddit.com/r/Palworld/comments/1aezbdx/to_anyone_looking_for_a_sleeper_melee_pal/)"
},
{
"body": "Okay so biggest question. What's that highest stat value a max Sweepa and a part of swee?",
"replies": [
{
"body": "[https://i.imgur.com/DbOC9IJ.png](https://i.imgur.com/DbOC9IJ.png)\n\n6630 hp, 2429 attack, 1708 defense. HE BIG. \n\nThat is a max IV, Lv.5 Partner, Max souls, Level 50 Sweepa with 4 Lv.5 Swees. \n\nAlso you're the first person to get a sneak peak of my next post: Stat calculator with IVs and all buffs.",
"replies": [
{
"body": "Brooooo please share your calculator, pleeaaaase \nI'm trying to understand all this in order to breed the best pals, but I keep facing the wall of unknown base Pals stat due to the IV modifer \nI'd like to know the best Lv.1 stats to aim to get the best pal",
"replies": [
{}
]
},
{
"body": "This is amazing, I'm trying to max out my Grizzbolt and I have the passives down but not the IVs. Also side question, since Grizzbolt's minigun doesn't appear to benefit from Lord of Lightning, do you think running Lucky instead is better? The skill has a long cooldown so I'm thinking Lord of Lightning is still better for DPS than boosting minigun damage more but I'm not sure. Just for context, I'm running Legend, Lord of Lightning, Ferocious, Musclehead."
}
]
}
]
},
{
"body": "One thing I was wondering is are any of the gliding skills upgradeable, from either condensing or passive speed skills such as Swift. It didn't seem like passives did anything on my Galeclaw but I haven't tested condensing yet.",
"replies": [
{
"body": "The glider upgrades work differently than the other Partner Skill upgrades because the Glider isn't part of the pal itself, you basically 'equip' them as an item and it swaps to the glider version of them. My guess is they do get better with upgrades, but i didn't test them to confirm that so i left them out of my post for now. I can add that info if you want to see it.",
"replies": [
{
"body": "I for one would love to see it. You have single handedly answered most questions I had about some of the hidden mechanics. I have little faith I could find a correct answer anytime soon if not from you",
"replies": [
{
"body": "Okay, i added it for you. \n\n[https://www.reddit.com/r/Palworld/comments/1aedboa/comment/kk79iyi/?utm\\_source=reddit&utm\\_medium=web2x&context=3](https://www.reddit.com/r/Palworld/comments/1aedboa/comment/kk79iyi/?utm_source=reddit&utm_medium=web2x&context=3)\n\nIn this post.",
"replies": [
{
"body": "Thank you so much for this! This info is incredible! I live for this stuff lol"
}
]
}
]
},
{
"body": "I’m currently breeding galewing’s to see if there’s a buff to how fast I move. I’d be curious to see the numbers",
"replies": [
{
"body": "Sure, I could use someone to help test it. Not really the speed (which is too variable on the gliders to test since they use the player's starting speed to determine your glide speed - so you can slingshot yourself at hyperspeed with the grapple gun and then glide). \n\nThe easier thing to test is how long it takes you to fall to the ground. Gravity Scale is one of the stats improved. So if they do improve, fall speed should be different and easy to compare. Just time yourself falling straight down with the glider with Lv.1 and then maybe try again at Lv.3 and see if it's noticeably different.",
"replies": [
{
"body": "the speed you move and the gradual decline in height significantly increased and slowed down from level 1 to level 3. Going to get a level 5, then time each level to see the number difference"
}
]
}
]
},
{}
]
},
{}
]
},
{
"body": "does verdash's passive give any bonus attack since it changes player damage to grass ?",
"replies": [
{
"body": "Nope. Verdash doesn't grant a bonus to attack. Just the element swap to grass and a speed boost instead."
}
]
},
{
"body": "Is there any data for \"IV's\"? I'm personally hoping not but since there's no in game way of seeing and measuring them if they exist there's probably no need to worry about it. If something like it exists it might be similar to MH Stories 2 egg hatching bonuses where those stats gained on hatching are so small they mean nothing in the end (which has always puzzled me why they exist in that game).",
"replies": [
{
"body": "Yes, they exist. You can figure them out by doing the math backwards: subtracting the base value and then dividing by level to find the scaling bonus. The bonus is 0-30% for atk/def and 0-50% for hp. \n\nThis bonus only increases the level-up stats and not the base stats. As an example with hp, one pal with a 0% bonus will only gain 50 hp per level up but another pal (of the same type) with a 50% bonus would gain 75 hp per level up. At level 50 that is 1250 additional hp (3000 vs. 4250). It can be pretty substantial. \n\nI will make another post later today with this info.",
"replies": [
{
"body": "Ahh okay well I don't think I will bother with it. Seems like too much to bother with really. Would have wanted it to be more like Stories 2. Breeding for the right passives is already a nightmare to hell with breeding for IVs.",
"replies": [
{
"body": "Once you get the right parents, is it really that difficult to breed them for a while till you get a child with the right traits and good stats?\n\nJust fyi, when breeding for four traits, you don't want to breed parents who also have all four traits. You want to breed parents with no traits in common, where all traits are the ones you want in the child. Either two traits on both, or three on one parent and one on the other. As best as I can speculate, the breeding system pulls 1-3 traits from one parent, then tries to pull 1-3 traits from the other parent, but skips a trait if it's already present on the child.\n\nBottom line, if you breed two parents with no traits in common, your odds of a child with all four traits are about 25%.",
"replies": [
{}
]
}
]
}
]
},
{}
]
},
{
"body": "> Synergy: Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), just without the attack increase that typically comes along with that. This means the player's attacks would fully benefit from the elemental damage boost of 50%-100%. This makes Frostallion good for both mounted player damage and mounted pal damage.\n\nIf you had no other increases to your attack%, isn't Frostallion's bonus the same as those found in the Ragnahawk bucket? \n\nFrostallion: increase frost damage by 100%, change your attacks to frost\n\nRagnahawk: increase attack by 100%, change your attacks to fire\n\nAnd in fact if you have other Atk% increases, isn't Frostallion actually going to be better than Ragnahawk?",
"replies": [
{}
]
},
{
"body": "Does the hidden stat dmg bonus apply to all with the passive, or only those listed in the chart? Vanwyrm gives you fire element dmg, would it also receive the 100% boost at 5 stars?"
},
{
"body": "> (but hey, you can combine the Penguin with 4 Kelpsea to make that even better too!)\n\nI actually really want to know about Pengullet's ability.\n\n- Is it Water Damage?\n- Is it Ice Damage?\n- Is it Neutral Damage?\n\nQuestion because it would not only affect the element type buff as you mentioned, but also curious if the +30% Element Trait that you can get will buff it or not....\n\nWant to know just what the largest you could get this explosive penguin up to....\n\nNot mentioned even in the last notes (as it isn't really a buff to the player or other pals) but it would be nice to know how much the damage Pengullet takes when upgrading their stars helps. I think it goes from instant death at 0-stars to only taking 30% of his max HP at 4-stars? If I got that right.",
"replies": [
{
"body": "Will check for you and get back to you hopefully later today."
},
{
"body": "Penguin's Partner Skill is water type. \n\nAlso the Kelpsea bonus applies based on the Pal's type, not the ability type. So since Penguin is water type Kelpsea would increase Penguin's attack for all skills (not just water skills, any skill). \n\nI don't know how the self-damage works, I would need to devote a lot of time to track it down.",
"replies": [
{}
]
}
]
},
{
"body": "Sorry if this has already been asked somewhere in the thread, but do you know if frost noct/shadowbeak’s mounted dark boost would also apply to any daedreams you have on collars?",
"replies": [
{}
]
},
{
"body": "[deleted]",
"replies": [
{}
]
},
{
"body": "What about flopie?"
},
{
"body": "This thread is amazing! It's helped me SO much! Thank you for the info! :DD"
},
{
"body": "Just discovered this, absolutely amazing, thank you!"
},
{
"body": "wow great work OP"
},
{
"body": "I know this post has been around a while but how is flopie's skill boosted with condensing?",
"replies": [
{
"body": "Does it move faster / can pick more items at once? \nThe other sidekick Pals just deal a bit more damage with their infrequent special projectile thing and that's it - wish they'd gain additional atatcks at max rank as well like Nightmare Ball / Lightning Bolt. \nOh well...",
"replies": [
{
"body": "I have no idea on how flopie is effected.",
"replies": [
{
"body": "I would have an idea what it could be and this can also be tested: \nThe range it detects items. \nhigher star rank = higher area around the player to pick things up. \nAlternatively maybe the type of item it can \"find\" changes, like it suddenly collecting large eggs or whatever else after a few ranks - assuming it doesnt do that from the get-go. \nI've actually never used this guy at all since besides afk farming/collecting it seems very... useless."
}
]
}
]
}
]
},
{
"body": "This is excellent, thank you for covering this."
},
{
"body": "I wish Lunaris decreased the weight of the items you carry by some percent, instead of giving you 80 points.\n\nThe skill is called antigravity, it would just make more sense.",
"replies": [
{
"body": "Why not make the player more floaty and immune to fall damage too for shiz and giggles, almost like a Mossanda. \nAlso all of the carry Pals just having an increase in flat 40 overall is both alright for variety, and underwhelming for the effort it takes to boost that Wumpo up to max."
}
]
},
{
"body": "You mad lad. Thank you for all of your hard work. It is very much recognized and appreciated. Well done."
},
{
"body": "For ranch Pals. Does the boost in the ranching skill from 1 to 2 increase the rate at which, for vixy they \"Dig Up\" items?",
"replies": [
{
"body": "It seems the skill really only exists to indicate they can work at a ranch. \nThere is no Ranching skill above 1, and leveling it up to 2 seems to be more of an oversight than something that has an actual effect."
}
]
},
{
"body": "Unsure if you know about this or not, but pals whose partner skills is an active ability version of one of their moves (like bushi, sibelyx, and digtoise) not only increase the damage of their partner skill when condensed, but also the damage of the move itself when used independently of the partner skill\n\nThis has the biggest implications for digtoise, because it means he’s the only mining pal in the game whose damage to nodes increases the more you condense him - from 1-2 damage at 0 stars up to 7-8 damage at 4 stars \n\nHe’s also the only mining pal whose workspeed increases his dps to nodes, the rest only benefit from workspeed while at the stone pit \n\n[this post](https://www.reddit.com/r/Palworld/s/yOJv9SmPHa) goes into further detail on it",
"replies": [
{
"body": "So I was not hallucinating when my 4 Star Incineram compeltely crushed anything in it's path when it used it's standard active skill. Neat. \nDealing so much more damage than Dark Laser and Fire Ball with a 65 power attack was very suspicious."
}
]
},
{
"body": "Do passive skills like muscle head increase partner skills damage for like pengullet or bushi?\n\nAre the partner skills treated like active skills scaling with pal attack.",
"replies": [
{}
]
},
{
"body": "u/blahable\n\n* Frostallion and Frostallion Noct both also swap the player's damage type to ice and dark (respectively), without an attack bonus.\n\nI'm at the training dummy on Frostallion, and it most certainly does give an attack boost on top of the element swap, so I would assume Frostallion Noct does too.\n\nWhen not mounted, I'm hitting the training dummy for \\~700, when mounted on Frostallion I'm hitting for \\~1000.\n\nUnless the training dummy is different?\n\nEDIT: NVM, just read through your post again, realizing the different treatment for Frostallion's boost (aka boosts ice damage rather than an attack increase). so the end result is roughly the same, hence the damage increase noticed on the dummy."
},
{
"body": "Some comments/thoughts on the difference between the damage/attack boosts of mounted vs non-mounted pals.\n\nIt makes sense, since if you're using your attacks while riding your pal, your pal is quite literally doing nothing other than boosting your attacks. If you're not mounted, your pal is also attacking.\n\nThe real question is: in an actual fight, what puts out the greatest amount of damage: Your attacks alone while mounted, or your attacks + your pals' attacks when not mounted? Is the 50% damage boost worth more than whatever damage your pal would put out?",
"replies": [
{
"body": "Hey! \nApart from game settings like player damage influencing such tactics, I personally can't really sit on a mount reliably during combat without eventually getting killed due to no way of dodging fast incoming attacks. \nSo usually I use mounting boosts for huge opening hits, or when it's safe to quickly hop on and fire a Musket or something while the enemy is busy with something else. \nStaying mounted got me killed more often than not, even when you can multiply the player's damage to such absurd levels that a Pal could never even dream to achieve - via mounting and passive trait bonuses combined.\n\n \nSo kinda TL;DR - the player can deal more damage any Pal could ever do with the right heavily dedicated setup and while on a mount (doubling player's TOTAL damage plus potential additional elemental benefits), but the risks are also high to just get dragged off the saddle and eaten alive.\n\n \nHope that helps \\~"
}
]
},
{
"body": "I'm just gonna put something here for future reference. Guide's amazing and all the data is fun to theorycraft with"
},
{
"body": "In response to: \" Other interesting stats:\n\n**Ribunny**'s work speed bonus applies to the weapon workbench and weapon assembly I and II.\" --- Does this Bonus Scale with Ribunny's Pal ability level? and if so, by how much? Does it apply to all pals working on the same Weapon Assembly line as the Ribunny, or does it only effect the Ribunny itself while it's working at the assembly line? Does this ability stack when you have multiple Ribunny working on the same Weapon Assembly line, or does only the highest buff apply to all Ribbuny on the work line? \n\n\nI'm just trying to figure out if Ribunny would make for a a better early to mid game alternative for those who haven't access to breeding an Anubis yet and want to be able to pump out tons of ammo at once, or if say having an Anubis with a Ribunny beside it on the same weapon assembly line would make the Anubis work better then it would if it was just paired with another Anubis to craft the same thing on the weapon assembly line? \n\n\nAlso does its ability stack with the effects of handicraft boost given by the set of work tools you can build that boosts handicraft by one level on base for everyone?",
"replies": [
{
"body": "It would only be a work speed bonus for the Ribbunny when it is at a weapon assembly. \n\nIf you had multiple Ribbuny working each one would get their own individual bonus, it wouldn't boost the other Ribbunies too. \n\nThink of it as if it was a passive bonus like Artisan but it is only in effect when the Ribbuny is at a weapon assembly.\n\nSo the wording would be something like: \"Increases Ribbuny's work speed by 200%|220|260|320|400% while working at a weapon assembly.\"\n\nA single level of handicraft i believe is equivalent to +300% work speed, so at level 1 Ribbuny would be equivalent to about a 1.66 handiwork. At max partner level, it would be around a 3.33 (+1 from the getting to level 5, +1.33 from the partner bonus). It's not great. Definitely not worth the investment compared to just getting a level 1 Anubis or even any of the other 3 Handiwork pals."
}
]
},
{
"body": "Is there a chance it is getting updated?"
},
{
"body": "regarding the pals that boost drop rates, it does seem to just increase the drop rate, rather than the actual number of items dropped. On my mimog hunts with a fully condensed katress by my side, every now and then I'll get a mimog that only gives me the usual ~23 dog coins instead of ~50. of course this is also dependent on the level of the mimog, but i've seen the amounts enough times to memorise what i should be getting for low, mid and high level mimogs.\n\nthe drop chance seems to roll on a per item basis, so it's possible to get 50 dog coins, but only 1 XL training manual, or 50 dog coins and 2 XL training manuals etc. if you're unlucky enough, you might just get the standard 25 dog coins and 1 XL training manual."
},
{
"body": "Wait, Vixy can find mega spheres at skill level 4/5? I was just thinking about how awesome it'd be if they could do that... I know what I'll be working on tomorrow lol\n\nThanks for all this info, it's really helpful!",
"replies": [
{}
]
},
{
"body": "How do you increase partner skills lol",
"replies": [
{
"body": "With the condenser, each upgrade to the pal increases their partner skill as well, it will say level 2 etc",
"replies": [
{}
]
}
]
},
{
"body": "Another question I have been having is whether or not buff passives like Lord of Darkness of Divine Dragon (they add 20% elemental damage) are better than a full attack damage build (+85% with Musclehead, Ferocious, Legend, and Hooligan). I know stab exists, but I've just been going the full damage route. It would be nice to know if elemental damage is the best build.",
"replies": [
{
"body": "I'm not sure. I know all the 'Attack' bonuses are additive, so the more you have the less of an impact each additional one makes. If the elemental damage bonuses are multiplicative with the attack bonuses, splitting between them would be better.\n\nUsing made up numbers:\n\n* 100 base damage \\* (1 + 20%) = 120; 20 damage increase.\n\nYour first 20% attack bonus gives you exactly a 20% damage increase.\n\n* 100 \\* (1 +20% +20%) = 140; 140/120 = \\~16.7% damage increase now, not 20%. \n\nYour second 20% attack bonus only increases your damage by 16%.\n\nThe more you have, the less you gain.\n\nWith 4 additive attack bonus:\n\n* 100 \\* (1 + 20% + 15% + 10% + 30%) = 175 damage\n\nwith 2 additive attack bonuses multiplied by 2 additive elemental bonus:\n\n* 100 \\* (1 + 20% + 15%) \\* (1 + 10% + 30%) = 189 damage\n\n8% higher damage by splitting between two multiplicative stat pools. \n\nLots of games use 'stat pools' like this so it's possible this game does too. If it does work like this you would do marginally more damage splitting as evenly as possible between both attack and elemental bonuses. It's also possible the attack and elemental bonuses are part of the same stat pool, in which case you would deal the same damage with either/or but attack would still have the advantage of working on all types of damage. \n\nKeep in mind, this is just theoretical. I don't know how it works or what's best, this is just an example explaining how it might be better. This would require testing to figure out.",
"replies": [
{}
]
}
]
},
{
"body": "Take my upvote OP, you deserve it."
},
{
"body": "How do passive skills mesh with the farm pals? Does increasing the work rate have a benefit, or is it pointless?",
"replies": [
{
"body": "I'm not sure, sorry. I haven't looked into base work speeds at all."
},
{
"body": "It’s not conclusive, but another commenter said they didn’t notice a difference with the passives and it only improved from leveling the partner skill."
}
]
},
{
"body": "So while berserk Gorirat has the most ridiculous attack in the game?",
"replies": [
{
"body": "I don't know about that (didn't do the math or anything), but i suspect it would be very high at Lv.5. +200% is a lot higher than any other source i'm aware of. So it's definitely possible. It could be the highest attack in the game."
},
{}
]
},
{
"body": "I wish i read this before I upgraded my jetragon....",
"replies": [
{}
]
},
{
"body": "Hey, I know this might not be seen but first of all - amazing job on collecting all that data! This stuff will be useful to everyone for a hot while for sure \\~ \nI do have a question for one particular Pal though... Cinnamoth. What exactly would it's partner skill multiply? \nSince poison always seems to to fixed % damage to target's HP, does it just multiply the \"power\" of application? \nSo far I have not seen this skill getting resisted, no matter how long the battle lasted - targets always get poisoned by a 0-Star Poison Fog, regardless if it's the normal skill, or the active command. \nI can't really see a difference it Starpower on this thing at all - not even the cooldown gets lowered, or anything. \nWhat am I missing?\n\nThanks in advance <3"
},
{
"body": "Can you see how workspeed changes from Lv4 to Lv5? Been trying to find a post that gives an actual percentage",
"replies": [
{
"body": "the strongest previous level is still worse than the weakest next level"
}
]
},
{
"body": "Other than the player damage boost from \"Changes players attacks to x element and increases damage\" getting nerfed to ~~10/12/15/20%~~ 5/7/10/14/20%. Have you noted any other changes to the bonuses above?"
},
{
"body": "Gotta comment to come back later."
},
{
"body": "I think Vixy start digging some bone too, not much but a lil bit after sakurajima update. I'd been keeping on getting to the base and collect it but i'd never had Sootseer, and the other unit that was in the den were just chikipo, mozzarina, woolipop, and kelpsea thar produce one specific items. Does anyone ever realize this after update and would like to try to see how much the bone items produced each level?",
"replies": [
{
"body": "vixy definitely digs up bones. it's a good all rounder for the ranch"
}
]
},
{
"body": "Sir this is amazing work I must say 👏🏼👏🏼"
},
{
"body": "Any plans to update the data mine with the new pals?\n\n\nI am not certain about how Selyne's partner skill is supposed to work, is it more like Frostallion or Helzephyr?"
},
{
"body": "Sadge that Helzephyr doesn’t get any buffs or changes :("
},
{
"body": "What about the Pals that float around the player like Daedream and Flopie?"
},
{
"body": "Any info if these still work. I tried unibolt, it changed my damage, there was visual cues and increased damage. But when i added 1 and then later 3 sparkits i was no changed in damage, so their damage increase passive didn't work even tho i was riding unibolt."
},
{
"body": "This is a lot to take in. My brain hurts reading all of this."
},
{
"body": "Am I the only one who thinks there should be a slider for how many mons needed to rank up? "
},
{
"body": "I don't have time to read this whole post so I scanned it, but I read somewhere that condensing pals increases their level for their specific skill (kindling, watering, planting, etc). \n\nLike if you condensed enough Foxsparks, it would go from kindling level 1 to level 4. Is this true?",
"replies": [
{}
]
},
{
"body": "[deleted]",
"replies": [
{
"body": "Jormuntide Ignis doesn't get the speed increase but it does get the 50%-100% element boost to fire damage while mounted, which is honestly the strongest Partner Skill type in the game. This makes Jormuntide Ignis more of a combat-focused mount, and a very good one too."
}
]
},
{}
]
}