Pal Stats

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This guide will cover how Pals derive their stats, their exact level-up bonuses, their hidden Potential scaling factor and equations to calculate their total stats from species/level and how to derive your Pal's Potential starting from their known stats (show in-game).

Basics

All Pals in this game have the exact same base stats at level 0:

  • HP: 500
  • Attack: 100
  • Defense: 50

Every regular Pal starts with those stats. As they level-up (including level 1) they gain additional stats based on their species-specific scaling value and their Potential scaling factor.

They also gain 5 HP per level.

Species-Specific Scaling

Each species has a different HP, Attack, and Defense value that is used to determine how many stats they gain per level-up. Pals gain 50% (.5x) of the HP value and 7.5% (.075x) of the Attack and Defense value when they level-up. Those are the minimum stats gained, they can be further improved by the Potential (described below).

These species-specific scaling values can be seen in this chart:

# Name HP Attack Defense Total
1 Lamball 70 70 70 210
2 Cattiva 70 70 70 210
3 Chikipi 60 60 60 180
4 Lifmunk 75 70 70 215
5 Foxparks 65 75 70 210
5B Foxparks Cryst 65 80 70 215
6 Fuack 60 80 60 200
7 Sparkit 60 75 70 205
8 Tanzee 80 70 70 220
9 Rooby 75 70 75 220
10 Pengullet 70 75 70 215
11 Penking 95 95 95 285
12 Jolthog 70 75 70 215
12B Jolthog Cryst 70 75 80 225
13 Gumoss 70 70 70 210
13B Gumoss (Special) 70 70 70 210
14 Vixy 70 70 70 210
15 Hoocrates 70 70 80 220
16 Teafant 70 60 70 200
17 Depresso 70 70 70 210
18 Cremis 70 70 75 215
19 Daedream 70 75 60 205
20 Rushoar 80 70 70 220
21 Nox 75 85 70 230
22 Fuddler 65 80 50 195
23 Killamari 60 60 70 190
24 Mau 70 60 70 200
24B Mau Cryst 70 65 70 205
25 Celaray 80 70 80 230
26 Direhowl 80 90 75 245
27 Tocotoco 60 75 70 205
28 Flopie 75 65 70 210
29 Mozzarina 90 50 80 220
30 Bristla 80 80 80 240
31 Gobfin 90 90 75 255
31B Gobfin Ignis 90 90 75 255
32 Hangyu 80 70 70 220
32B Hangyu Cryst 80 80 70 230
33 Mossanda 100 90 90 280
33B Mossanda Lux 100 100 100 300
34 Woolipop 70 70 90 230
35 Caprity 100 70 90 260
35B Caprity Noct 100 75 90 265
36 Melpaca 90 75 90 255
37 Eikthyrdeer 95 80 80 255
37B Eikthyrdeer Terra 95 80 80 255
38 Nitewing 100 95 80 275
39 Ribbuny 75 65 70 210
39B Ribbuny Botan 80 65 70 215
40 Incineram 95 100 85 280
40B Incineram Noct 95 105 85 285
41 Cinnamoth 70 80 80 230
42 Arsox 85 95 95 275
43 Dumud 100 70 95 265
44 Cawgnito 75 95 80 250
45 Leezpunk 80 80 50 210
45B Leezpunk Ignis 80 80 50 210
46 Loupmoon 80 100 80 260
46B Loupmoon Cryst 80 105 80 265
47 Galeclaw 75 85 60 220
48 Robinquill 90 105 80 275
48B Robinquill Terra 90 105 80 275
49 Gorirat 90 95 90 275
49B Gorirat Terra 90 100 90 280
50 Beegarde 80 90 90 260
51 Elizabee 90 105 100 295
52 Grintale 110 80 80 270
53 Swee 60 60 60 180
54 Sweepa 100 90 90 280
55 Chillet 90 80 80 250
55B Chillet Ignis 90 85 80 255
56 Univolt 80 105 105 290
57 Foxcicle 90 95 105 290
58 Pyrin 100 95 90 285
58B Pyrin Noct 100 95 90 285
59 Reindrix 100 85 110 295
60 Rayhound 90 100 80 270
61 Kitsun 100 115 100 315
61B Kitsun Noct 100 115 105 320
62 Dazzi 70 80 70 220
62B Dazzi Noct 70 80 75 225
63 Lunaris 90 100 90 280
64 Dinossom 110 85 90 285
64B Dinossom Lux 110 90 90 290
65 Surfent 90 90 80 260
65B Surfent Terra 90 90 100 280
66 Maraith 75 105 80 260
67 Digtoise 80 95 120 295
68 Tombat 95 95 80 270
69 Lovander 120 70 70 260
70 Flambelle 60 70 80 210
71 Vanwyrm 90 115 90 295
71B Vanwyrm Cryst 90 120 95 305
72 Bushi 80 125 80 285
72B Bushi Noct 80 130 80 290
73 Beakon 105 115 80 300
74 Ragnahawk 95 105 120 320
75 Katress 90 105 90 285
75B Katress Ignis 95 105 90 290
76 Wixen 90 110 80 280
76B Wixen Noct 90 110 85 285
77 Verdash 90 115 90 295
78 Vaelet 100 100 120 320
79 Sibelyx 110 90 100 300
80 Elphidran 110 80 90 280
80B Elphidran Aqua 115 80 95 290
81 Kelpsea 70 70 70 210
81B Kelpsea Ignis 70 70 70 210
82 Azurobe 110 100 100 310
83 Cryolinx 100 100 110 310
83B Cryolinx Terra 100 105 110 315
84 Blazehowl 105 110 80 295
84B Blazehowl Noct 105 115 80 300
85 Relaxaurus 110 100 70 280
85B Relaxaurus Lux 110 110 75 295
86 Broncherry 120 90 100 310
86B Broncherry Aqua 120 95 100 315
87 Petallia 100 95 100 295
88 Reptyro 110 105 120 335
88B Reptyro Cryst 110 105 130 345
89 Kingpaca 120 85 90 295
89B Kingpaca Cryst 120 85 90 295
90 Mammorest 150 85 90 325
90B Mammorest Cryst 150 85 90 325
91 Wumpo 140 80 100 320
91B Wumpo Botan 140 80 110 330
92 Warsect 120 100 120 340
92B Warsect Terra 120 105 120 345
93 Fenglope 110 110 90 310
93B Fenglope Lux 110 115 90 315
94 Felbat 100 105 110 315
95 Quivern 105 100 100 305
95B Quivern Botan 105 105 100 310
96 Blazamut 100 125 120 345
96B Blazamut Ryu 105 130 125 360
97 Helzephyr 100 125 100 325
97B Helzephyr Lux 105 125 100 330
98 Astegon 100 125 125 350
99 Menasting 100 100 130 330
99B Menasting Terra 100 105 130 335
100 Anubis 120 130 100 350
101 Jormuntide 130 120 100 350
101B Jormuntide Ignis 130 130 100 360
102 Suzaku 120 105 105 330
102B Suzaku Aqua 125 105 105 335
103 Grizzbolt 105 100 100 305
104 Lyleen 110 110 105 325
104B Lyleen Noct 110 110 115 335
105 Faleris 100 105 110 315
105B Faleris Aqua 100 110 110 320
106 Orserk 100 130 100 330
107 Shadowbeak 120 120 140 380
108 Paladius 130 120 145 395
109 Necromus 130 145 120 395
110 Frostallion 140 140 120 400
110B Frostallion Noct 140 140 135 415
111 Jetragon 110 140 110 360
112 Bellanoir 120 150 100 370
112B Bellanoir Libero 120 150 100 370
113 Selyne 130 115 110 355
114 Croajiro 80 100 85 265
115 Lullu 90 90 80 260
116 Shroomer 110 80 90 280
116B Shroomer Noct 110 85 90 285
117 Kikit 75 70 90 235
118 Sootseer 105 125 90 320
119 Prixter 90 110 90 290
120 Knocklem 105 110 135 350
121 Yakumo 85 85 85 255
122 Dogen 90 100 100 290
123 Dazemu 95 90 80 265
124 Mimog 60 60 130 250
125 Xenovader 90 125 85 300
126 Xenogard 110 120 130 360
127 Xenolord 130 120 120 370
128 Nitemary 105 95 105 305
129 Starryon 110 100 100 310
130 Silvegis 120 110 115 345
131 Smokie 85 90 85 260
132 Celesdir 120 110 100 330
133 Omascul 95 105 100 300
134 Splatterina 95 115 105 315
135 Tarantriss 110 100 100 310
136 Azurmane 130 120 110 360
137 Bastigor 140 130 120 390
138 Prunelia 105 95 100 300
139 Nyafia 110 100 100 310
140 Gildane 120 110 110 340

Example: Jetragon would gain a minimum of 60 HP (110*.5 + 5) , 10.5 Attack (140 * .075), and 8.25 Defense (110 * .075) each level.

Note: Some of the Alpha/Boss Pals have different scaling values than the normal/base version shown here. All alphas except for 10 pal species have the exact same primary stats as their normal version.

  • BOSS_Alpaca ShotAttack 90, normal 75
  • BOSS_BlackCentaur HP 260, normal 130
  • BOSS_ElecCat ShotAttack 90, normal 75
  • BOSS_GrassMammoth_Ice ShotAttack 90, normal 85
  • BOSS_IceHorse HP 420, normal 140
  • BOSS_IceHorse_Dark HP 420, normal 140
  • BOSS_JetDragon HP 330, normal 110
  • BOSS_SaintCentaur HP 260, normal 130

(Those are the codenames, ElectCat is Sparkit, the rest are pretty obvious.)

All mountable Alphas also have exactly +100 sprint movement speed.

Individual Values

Each individual pal also has a random scaling factor assigned to it that increases the species-specific scaling value found above. This Potential accounts for all variance between individuals within the same species.

This bonus only applies to the level-up stat gains for the Pal and does not increase the base stats.

Each of the three main stats (HP, Attack, Defense) have a different Potential. This means you can have a Pal that has great HP scaling but terrible Attack Scaling, or a Pal that is exceptionally lucky with both great HP and great Attack scaling.

The range for this Potential has been determined by me by logging the stats from the 100s of Pals I caught playing this game and finding the minimum and maximum variance and calculating their Potential. I also used other people's 'Highest Stat' screenshots to help establish the maximum value.

Key findings

  • The Potential is only a positive bonus. You can never have less than the base stats + minimum stat gain mentioned above. That means the lowest possible Potential bonus is 0% (or 1x).
  • The maximum recorded Potential for HP was ~28%. The lowest ~1%. The mean ~14%. Recorded values have a normal distribution (meaning most values were around the mean of 14% with a bell curve shape) so I can reasonably guess that the value range is likely between 0% and 30%.
  • Attack and defense appear to have the same range as each other. The highest recorded was ~29% and the lowest 1%. Mean ~17%. Also has a normal distribution. Likely has a range of 0% to 30%.

Putting this together:

  • The Potential Bonus: +0% to +30%, average +15%.

Now that we have the value range, I'll explain how this value is used to boost the Pals stats. The Potential percent is added to 1 to create a multiplier (e.g., 25% --> 1 + .25 = 1.25) and then it is simply multiplied with the Species-Specific Scaling value found in the table above to increase it.

So using the same Jetragon example from before now with an average Potential boost (15% bonus to all stats):

  • 68.25 HP (110 *.5 * 1.15 + 5), 12.075 Attack (140 * .075 * 1.15), and 9.4875 Defense (110 * .075 * 1.15) each level. These are the exact stats this Jetragon would gain from each level-up from 1 through 50.

Formulas

Now we can put all three pieces together in order to calculate the exact stats or the reverse, to calculate the Potential from those stats. (Formulas with rounding included found in the Rounding section of this post.)

Stat calculation:

  • Health = (500 + 5 * Level + HP_Stat * .5 * Level * (1 + HP_Potential%)) * (1 + HP_Bonus%) * (1 + HP_SoulBonus%) * (1 + CondenserBonus%)
  • Attack = (100 + Attack_Stat * .075 * Level * (1 + Attack_Potential%)) * (1 + Attack_Bonus%) * (1 + Attack_SoulBonus%) * (1 + CondenserBonus%)
  • Defense = (100 + Defense_Stat * .075 * Level * (1 + Defense_Potential%)) * (1 + Defense_Bonus%) * (1 + Defense_SoulBonus%) * (1 + CondenserBonus%)

Potential Calculation:

  • HP Potential% = (HP / (1 + CondenserBonus%) / (1 + HP_SoulBonus%) / (1 + HP_Bonus%) - 500 - 5 * Level) / HP_Stat / .5 / Level - 1
  • Attack Potential% = (Attack / (1 + CondenserBonus%) / (1 + Attack_SoulBonus%) / (1 + Attack_Bonus%) - 100) / Attack_Stat / .075 / Level - 1
  • Defense Potential% = (Defense / (1 + CondenserBonus%) / (1 + Defense_SoulBonus%) / (1 + Defense_Bonus%) - 50) / Defense_Stat / .075 / Level - 1

HP, Attack, and Defense are the stats shown for the Pal in-game.

HP_Stat, Attack_Stat, and Defense_Stat are the hidden Specie-specific scaling values found in the table above (or in my spreadsheet on the Pal Stats page).

HP_Potential%, Attack_Potential% and Defense_Potential% are the hidden random Potential bonus in decimal form, e.g., 25% --> .25. Ranges listed above.

HP_Bonus%, Attack_Bonus%, and Defense_Bonus% are each stat's bonuses added together as decimals. For example, if you have Musclehead (30% attack bonus) and Ferocious (20% attack bonus) you would add them as .3 + .2 = .5 and use .5 as your Attack_Bonus%. This category only contains buffs from Passive Skills and Partner Skills and does not include the stat increases from souls or condenser. This bonus also scales base stats and acts as a final multiplier.

HP_SoulBonus%, Attack_SoulBonus%, and Defense_SoulBonus% are the individual stat bonuses obtained from the Soul Statue upgrades. The value should be in decimal form, such as 30% --> .3. This bonus also scales base stats and acts as a final multiplier.

CondenserBonus% is the same for all three stats and is the percent increase in stats from the Condenser upgrades. You gain 5% stats per Condenser level or 'star'. So a 4 star Pal will have a 20% bonus --> .2. This bonus also scales base stats and acts as a final multiplier.

Rounding

The game always rounds stats down to the nearest whole number (floor) in the UI. What this means is if your Pal actually has 104.9 attack the UI will show this as 104. This is an important detail to understand because it means you can't calculate your Potential exactly, you can only calculate the minimum and maximum possible potential values. The maximum potential Potential value can be calculated by adding 1 to your HP, Attack, or Defense before putting it through the above Potential formulas. The minimum potential Potential can be found with the formulas listed above. The true value will lie somewhere in that range.

  • Maximum Potential Attack Potential% = (FLOOR((Attack +1) /(1 + CondenserBonus%) / (1 + SoulBonus) / (1 + Attack_Bonus%) - 100)+1) /Attack_Stat / 0.075 /Level - 1

Note the (Attack +1) at the start of this formula compared to the normal formula above.

At low pal levels this range of Potential can be fairly large and will get smaller and smaller as your Pals level goes up. At high levels you can almost exactly calculate your Pal's Potential. Even with this rounding limitation, it is still useful because it can show you if you're towards the top end or bottom end of the Potential range. If your calculated Potential range is 0-10% for an attack stat then you know it is worse than average (15%) because the highest value in your range is below that. So that would be a bad scaling Pal. If your range is 20-30% you know you have a great scaling Pal.

Another important thing to note about rounding is that the game rounds the stats at two different points during calculation. Once right before the multiplicative bonuses are applied and again after they're applied. Looking at the attack formula again and this time breaking it apart at the rounding points:

  • Attack = (100 + Attack_Stat * .075 * Level * (1 + Attack_Potential%)) * (1 + Attack_Bonus%) * (1 + Attack_SoulBonus%) * (1 + CondenserBonus%)
  • First Part:
    • (100 + Attack_Stat * .075 * Level * (1 + Attack_Potential%)) --> The result of this is rounded down to the nearest integer before the next step. That gives you the pre-modified attack stat before the multiplicative bonuses are applied to it in the next step.
  • Second Part:
    • Then the above result is multiplied by the next part: * (1 + Attack_Bonus%) * (1 + Attack_SoulBonus%) * (1 + CondenserBonus%) --> This result is rounded down.
  • This double rounding makes it very hard to get an accurate Potential calculation when your Pal has multiplier bonuses at level 1. Your Potential range will be very large. Leveling up the pal to even level 3 will narrow the range down substantially.
  • What this also means is when calculating the maximum Potential you need to add 1 (to adjust for the rounding) in two different spots and also floor the final result.

In the first part of the Minimum Potential formula you need to round UP to the nearest integer:

  • Minimum Potential Attack Potential% = CEILING(Attack / (1 + CondenserBonus%) / (1 + CondenserBonus%) / (1 + Attack_Bonus%) - 100) / Attack_Stat / .075 / Level - 1

These changes are necessary to accurately model how the game is rounding in two steps instead of just rounding the final result.

Formulas with rounding included

Health = FLOOR(FLOOR(500 + 5*Level +HP_Stat * 0.5 *Level * (1 + HP_Potential%)) * (1 + HP_Bonus%) * (1+HP_SoulsBonus%) * (1+CondenserBonus%))

Attack = FLOOR(FLOOR(100 + Attack_Stat * .075 * Level * (1 + Attack_Potential%)) * (1 + Attack_Bonus%) * (1 + Attack_SoulBonus%) * (1 + CondenserBonus%))

Defense = FLOOR(FLOOR(50 + Defense_Stat * 0.075 *LEVEL * (1 + Defense_Potential%)) * (1 + Defense_Bonus%) * (1 + Defense_SoulBonus%) * (1 + CondenserBonus%))

Worst vs Best Examples

Jetragon, level 50. Worst, Average, Best.

Minimum Average Max
HP 3500 3912 4325
Attack 625 703 782
Defense 462 524 586

For HP, the best possible Potential (30% bonus) has 24% more total HP than the worst possible Potential (0%). The reason it is not 30% higher is because the Potential bonus doesn't apply to the base hp of 500 +5*level (250). The best Potential compared to average is only ~11% higher.

For Attack the best Potential (30% bonus) results in 25% more total attack.

For Defense the best Potential (30% bonus) results in ~27% more total defense.

Level 20 Jetragon:

Minimum Average Max
HP 1700 1865 2030
Attack 310.00 341.50 373.00
Defense 215.00 239.75 264.50

Now the best Potential version only has ~19% more total HP than the worst. Less than the 24% increase at level 50 because at lower levels the base stats (which aren't scaled) make up more of the total.

Talent #'s

The way the game assigns these Potential bonuses to your Pals is through a hidden integer between 0 and 100. That number represents the percentage of the maximum Potential bonus of 30%. So a 0 talent would equate to a 0% bonus; a 100 would equate to 100% of the 30% or a 30% bonus; a 50 would equate to 50% of the 30% or a 15% bonus. You can easily swap between the percentage bonus and the Talent number using these formulas:

Talent to Percentage Bonus:

  • HP_Potential% = HP_TalentInt * 0.3 / 100
  • Attack_Potential% = Attack_TalentInt * 0.3 / 100
  • Defense_Potential% = Defense_TalentInt * 0.3 / 100

Percentage Bonus to Talent Integer:

  • HP_TalentInt = HP_Potential% / 0.3 * 100
  • Attack_TalentInt = Attack_Potential% / 0.3* 100
  • Defense_TalentInt = Defense_Potential% / 0.3 * 100

If you're starting with a Talent integer, first you need to convert it to the percentage bonus before putting that result in the total stat formulas above.

Final considerations

A few practical observations playing around with this:

  • At level 50, a "good" attack Potential (75% of max) will result in a fully 4-trait 4-star max soul Pal doing ~12% more damage than a "bad" attack Potential (25% of max). As a comparison, adding Legend/Ferocious as your 3rd damage trait adds around 13% and Lucky/20Element as your 4th adds 9-12% more damage. In other words - a decent Potential is more worth for a level 50 Pal than your fourth damage trait. Obviously you ideally want both, just putting it in perspective.
  • At level 1 the Potential has minimal impact, but it increases quickly as you level. Even at level 30 (which you will probably be by the time you are breeding) it's already an 11% impact.

The implication of this is that if you're breeding mid-game Pals, it's probably worth checking every 2-3 attack trait Pal for their attack Potential. If it's a high Potential, you're probably not going to get any significant value in trying to get that 3-4 attack trait Pal unless you're prepared to also breed until it hits a high Potential. Musclehead+Ferocious+HighPotential is going to be just as strong as Musclehead+Ferocious+Lucky+LowPotential.

When you're doing Legend breeding in the endgame you're obviously going for something close to perfection so you'll want to breed for high Potential in addition to 4 traits.

References