Attack is NOT a useless stat on Players | Palworld

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what's up folks crust SG back with another pal World video I know my cyberpunk folk out there are waiting on the git showcase at time of editing this video Baba Bui still hasn't uploaded the update but I do know it's coming soon considering the mod has been taken down that's usually an indication that Baba Bui is going to drop an update soon once the update drops I'll get on it and hopefully have to Showcase out within a week or so of that again I'm pretty busy these days so I'm trying my best here folks anyway in today's power world video I'm going to be talking about the player attack stat you see ever since I started playing pal world I've seen many claims that the attack stat was useless to invest into and as someone who loves crunching numbers in every game I play I found the claim a little bit odd because of my hopeless inability to manage pets I had messed around a lot with player Centric builds and in power world and never found it to be lacking in terms of player damage I mean sure in the early to mid game HP definitely feels more important for survivability but honestly that's usually the case in most games in the early game but to say attack is just outright useless I thought maybe I was missing something maybe attacks work differently in this game you know we'll see how it goes well I've seen how it goes and I've tested about as much as I could in the hours ahe had available to me I bred a fair few highly optimized combat Pals to try them out I worked on optimizing my player based builds and my gear and after some 120 hours or so my conclusion is that most folks making those claims about attack being useless probably made them before reaching the late game or maybe they just swore off using attack Midway through and then never properly played a player based damage build in the late game so before I explain the attack stat let's briefly go over how player damage Works in power world now this isn't the primary focus of the video but I think it's important to at least understand how player damage works in the game when we start talking about the player attack stat quick disclaimer I've done a lot of testing but not nearly enough to provide you with precise concrete formulas or spreadsheets like I did after hundreds and hundreds of hours in genin it's been a busy start of the year and with Chinese New Year this weekend I just don't have the time to do that at the moment that said I have tested things enough to be pretty confident about how stuff works in general so player damage is calculated by taking your weapon damage multiplied by your attack stat then dividing that by the target's defense there is then a variance formula applied to the result and this variance looks to be plus or minus 10 or 15% and let's call the final result your base damage base base damage is then affected by two additional things a the target's level and B whether the target is a boss or an alpha for the sake of Simplicity an alpha and a boss are interchangeable here now if the target is the same level as you and is not a boss the base damage is what you'll deal to the Target on the other hand if the target is not the same level as you another multiplier is added to the mix as a target's level decreases compared to your level the base damage dealt is proportionately increased as the target's level increases compared to your level the base damage dealt is proportionately decreased while I don't know where the level differential caps out it does seem like targets much lower level than you can take up to four or five times more damage and targets much higher level than you can take as little as 20% of the total damage and let's call this the final damage dealt now next we have bosses and bosses add a completely different multiplier to your damage this multiplier reduces your base damage by about 90% if the boss is the same level as you meaning a boss only takes about 10% of the damage you would otherwise deal to a non-boss pal of the same type and level from here just like the level formula you'll then deal increased or decreased damage depending on the level of the boss in relation to your level okay so that's how player damage is calculated I hope that wasn't too complicated so how does the player attack stat work now that's actually quite simple in comparison think of the attack stat as a percentage of weapon damage literally just add a percentage sign behind your attack value in the stat screen and that's exactly what it does attack has a base value of 100 meaning you deal 100% of your weapon damage in calculation now this is 100% of by the way not 100% more consequently having 150 attack means you deal 150% of your weapon damage in other words you deal 50% more damage having 200 attack then means you deal twice the damage and so on and so forth but you might say Crush every point in the attack stat only adds two points to the attack value that's tiny sure when taken in isolation two is a tiny number but that's 2% in its own multiplicative damage pool attack being a percent multiplier of weapon damage means it gets more effective the higher the base damage of the weapon and there is a stark difference between the starter or lowlevel weapons versus the ones you unlock later on additionally with the higher tier schematics for every weapon that you can find out in the open world and from bosses when crafting the legendary version of the weapon it drastically increases the damage versus the base version now on top of this and arguably more important in this equation is how the attack stat interacts with the other attack boosting effects like the Vanguard passive or the attack pendant these effects multiply the attack stat which basically increases the value of every Point invested into the attack step here's an example to help explain things assuming you don't have any attack Buffs adding 25 points into attack gives you 50 more attack to attack per point this as we know increases damage by 50% now add a full team of 5 PS with the Vanguard passive and you now have a chunky 50% bonus to your attack now your attack value is 225 which works out to 125% more damage in other words with a full five stacks of Vanguard each point you put into the attack stat is now worth three attack or 3% damage and of course we have the attack pendant which works exactly the same way as Vanguard adding 5 10 or 15% more attack depending on the quality of the pendant meaning if you had a blue quality attack pendant with five stacks of Vanguard now every point in attack increases your damage by 3.3% going back to the same example with 25 points into attack and nothing else that's 50% more damage that's it simple formula now at vanard and the attack pandent that equation and you get a total of 247.5kg or in English you deal 2 and a half times your base damage it is precisely this multiplicative interaction that we see between attack and other Buffs like Vanguard that is really important here because neither the additional attack stat nor Vanguard nor the attack pendant are actually worth using on their own they only get very strong when everything is used together well okay for this purpose the attack pendant is kind of an optional bonus really what we're looking at here is adding points into attack accompanied with using Vanguard now further to all of this you can enhance the attack equation even more with some other effects like the bonus weak point damage granted by either riding a van worm or fighting alongside a robin Quil now to my knowledge the partner skills that add bonus Elemental damage don't really benefit this setup as much because I think they add the bonus damage based off of your base attack value rather than final attack value whereas bonus weak point damage applies to your final damage value now I haven't done a lot of testing with elemental damage partner skills but suffice it to say in the small amount of testing I did with a fourstar Anubis the bonus ground damage granted by its partner skill is almost completely negligible to me even to targets weak to ground damage the weak point bonus from the vorm or the robin quill on the other hand that is extremely noticeable of course in the examples used in this video I only assume adding 25 points into attack I personally actually have 30 points added but I also don't have a blue attack pendant mine is green I'm also considering giving up even more of my HP for more attack cuz with five stacks of stronghold strategis I barely take any damage as it stands anyway so we'll see how that goes now quick note on building for player damage damage you honestly don't just want to be running any team with Vanguard and stronghold strategis keep in mind because of Vanguard and stronghold strategist you are running every pal with two less pal specific damage passives so you really want a setup that gears more toward boosting your own damage output rather than one that relies on the pals to deal the bulk of the damage So to that end I recommend running at least a couple of passive damage PALS like the daydream or the dazzy or both plus of course running something like a robin quill if you want bonus weak point damage whatever suits your fancy I've personally tried almost every combination with respect to this I've run four Daydreams with a mount four daies with a mount two Daydreams and two desies with a mount and a combination of three of them with a robin quill and my favorite combination has to be the one with the robin quill and I just gun for those hit shots the robin quill itself self isn't a slouch for damage either so I guess it all works out pretty well and that's it for today's video folks so in conclusion I am of the opinion that the attack stat is not actually a useless stat it is very much a viable stat to invest into assuming you built around it purposefully as always thumbs up if you liked it sub if you want to see more videos and for my Chinese folk out there Happy Chinese New Year Gat May the Year of the Dragon be a mighty one for you I'll catch you in the next one folks
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Channel: Krush SG
Views: 28,642
Rating: undefined out of 5
Keywords: Palworld, Pokemon, Pocket Pair, Palworld Review, Pals, Daedream, Dazzi, Robinquill, Jetragon, Frostallion, Necromus, Paladius, Damage, Attack
Id: Om9ZanKmHQ4
Channel Id: undefined
Length: 11min 36sec (696 seconds)
Published: Fri Feb 09 2024
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