Attack is NOT a useless stat on Players | Palworld

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Krush SG

Krush SG

Күн бұрын

Пікірлер: 496
@crabmayo
@crabmayo 7 ай бұрын
Gobfin (and the Pals that boost elemental damage) give a 10% to 20% attack boost from lvl 1 to 5 of their partner skill, that stacks with vanguard. This is a passive party ability, so you can have up to 5 of them, but you don't want more than 4 because... Ridable mounts that change your element (Ragnahawk, Helzephyr etc.) give a whopping 50% - 100% multiplier to attack from partner skill 1 to 5. Conversely, non-mounted elemment changing partner skills only give a tiny amount of atk % (5-10%). You can further bump this up with Mozzarina Burgers for an additional 20% attack from food.
@KrushSG
@KrushSG 7 ай бұрын
Good call! I didn't know that about gobfins, thanks for the awesome info, learning something new every day with this game. Time to get grinding again! I wonder whether it'll get to the point where diminishing returns kicks in to where running 1 or 2 dazzi/daedream provides more overall DPS vs 4 gobfins
@Fauix
@Fauix 7 ай бұрын
I've actually been working on a fresh save, plan is to use a +100% damage mount with 4 4* gobfins with vanguard, motivational leader, and stronghold strategist, and dump as many points as I can into attack. Should have a functional attack stat around 450 once its all set up. Throw on the orange rifle and stuff will (probably) just die instantly
@KrushSG
@KrushSG 7 ай бұрын
Update, I just cranked out a bunch of gobfins and a ragnahawk, got them to 2 stars and just wow... I mean I do miss my dazzi's and daedreams floating around but 500+ attack just melts everything. Only caveat is I'm prolly gonna have to breed up a couple of different elemental mounts to handle the different boss types more efficiently.
@asunayuuki1276
@asunayuuki1276 7 ай бұрын
@@Fauix Motivational leader affects Work Speed not Movement Speed just fyi.
@Fauix
@Fauix 7 ай бұрын
@@asunayuuki1276 yup, might as well have it if im going to invest enough to 4* the whole team
@springonions01
@springonions01 7 ай бұрын
What I love about Palworld is that building for player attack and breeding for the best damaging pals are both viable and there's no right or wrong way of doing things. It's ultimately up to the player what they wanna do.
@KrushSG
@KrushSG 7 ай бұрын
Aye this game is deceptively fun and addictive. Ngl I wish I didn't have boomer hands when it came to pal management in combat, some of these combat pal teams I see floating around KZbin are pretty phenomenal. But alas I just fumble around swapping pals in combat so I'm better off running and gunning for now.
@D3adCl0wn
@D3adCl0wn 7 ай бұрын
After doing 100% on my first main save, I tried Pals only (workspeed and wieght cap on my character) and no Pal playthroughs (MAX damage). BOTH are fun even though I'm constrained to about half of the content each. No Pal runs are just any survival game, but Pals only is straight up the best pokemon experience you'll get.
@cheemthief
@cheemthief 7 ай бұрын
i just got this game a few weeks ago and idk the fighting is just really fun so i just keep putting points into attk im a sucker for being a glass cannon .
@stonedscenekid
@stonedscenekid 7 ай бұрын
@@D3adCl0wnno Pokémon experience from this game 😂 closest thing would be capturing monsters and throwing them out with a ball. That’s it
@PerceptionOverload
@PerceptionOverload 7 ай бұрын
And nothing stops you from doing both. You can easily breed and build yourself for player damage and breed a team of pals that are made for pal damage and use either one depending on what you are doing. Doing raids? Run through them on a mount while shooting up the place to speedrun. Fighting alphas or bosses, just let the pals do it and save the ammo or there's a raid at your base, just throw in the pals and let them clean up while you do other things.
@double0chicken749
@double0chicken749 7 ай бұрын
Solid info here. You're the first person I've seen break down the attack stat. Everyone writes it off, but I'd been experimenting with attack+pal passives and was starting to realize that it can actually produce some pretty high damage output in the late game.
@maccawacca69
@maccawacca69 7 ай бұрын
Only problem is you can't re spec. Playing the whole game with half life, no stamina and no carrying capacity is torture. They really need to make stats on level dynamic and buff attack or re-specable.
@lardzapper3000
@lardzapper3000 7 ай бұрын
@@maccawacca69 You should probably go ahead and build that upgraded medicine bench, lol.
@sparktite
@sparktite 7 ай бұрын
Yall reading this watchout and do youre homework apparently the respec medecine is bugged atm and can perma reset your catch rate? Check online apparently next update might get fixed?@@lardzapper3000
@maccawacca69
@maccawacca69 7 ай бұрын
@@lardzapper3000 Imagine me, sitting reading, now a few mathematical equations and theory running around above my head, trying to put it all together and understand what you are insinuating. OMFG no way? TY traveler!
@maccawacca69
@maccawacca69 7 ай бұрын
@@lardzapper3000 I just thought that bench was for my drug addicted over worked monsters ops.
@justinsinke2088
@justinsinke2088 7 ай бұрын
This was extremely helpful, as I simply didn't know how weapon attack and player attack interacted, and was under the impression that the two were additive in some fashion, which made increasing by 2 per level seem miniscule. The fact that player attack is a percentile adjustment to your weapon rather changes the equation substantially and will need to be something I look into a little more closely, as I've largely leaned into a solo attacking playstyle to avoid having my pals accidentally dealing too much damage while pal hunting and preventing capture.
@johnkyl123
@johnkyl123 7 ай бұрын
People seem to misunderstand this game as a whole. You as the player are minuscule. Your pals are what is always first regard. Ie: You should use your pal to weaken a strong pal to where chip damage is viable. You land the few chip hits yourself, then nothing but pal sphere. This is why the stun baton is a priority focus. Chip and applies stun, to make the final moments very easy. It’s very sad however because the damage mitigation is very far and few regardless. Meaning it’s very easy to overkill just about anything unless the player intentionally handicaps themselves. And that’s where level base is very fragile, opposed to pokemon and how equal/somewhat level is viable. Overall, once you frame the game in this regard; you shouldn’t have any issue. To even approach any mon you intend on catching with a high level gun/high level weapon is foolhardy. To purposely take overpowered pals. So on and so forth. The realism is very present, as are the other elements that make it palworld.
@LocoRoco2009
@LocoRoco2009 7 ай бұрын
I always figured the attack stat function more akin to Ark’s where it’s treated as a (%) multiplicative modifier
@RodneyJohnson69
@RodneyJohnson69 7 ай бұрын
Palworld gives me that rare feeling like the first time I played Pokémon, WoW or Minecraft in the early days when nobody had the full scope of the game and everyone's trying to figure it out together.
@PeepoFrog
@PeepoFrog 7 ай бұрын
Yup that happens to literally every new game.
@reacher8042
@reacher8042 7 ай бұрын
I love the feeling too, if it's always clear cut there's no sense of discovery
@RodneyJohnson69
@RodneyJohnson69 7 ай бұрын
@PeepoFrog Not even close. Most games have full guides written on day one. And most games don't hold my attention for more than a couple hours because it's been the same thing over and over for the 25 years I've been playing video games. There are plenty of good games, don't get me wrong, but these 3 are the only ones I've committed hundreds (if not thousands) of hours to.
@tech2titan444
@tech2titan444 7 ай бұрын
I've been running a build like this on my stream. Specifically using 2 Gobfins and 2 of their ignis variants all with SS and Vanguard. Both gob variants partner skills stack with all of the other bonuses and themselves are upgradable. Makes gun crit builds fun to use for sure :)
@twistsnakeanklesvids261
@twistsnakeanklesvids261 7 ай бұрын
Fascinating info, rigorous testing, smooth delivery. Subbed up. And happy New Year. :D
@sablekitten51
@sablekitten51 7 ай бұрын
I always go for attack stats in games, it just makes sense as I get a "feel" for the game. I was discouraged when I saw it was only two points; which is silly, since I intuitively knew that it was a multiplicative bonus. Seeing this video and re-affirming my assumption makes me feel great, and now I can freely begin re-investing in attack with a more informed formula. Also, let's be real, it just feels good to look at your stats and see you are a force of destruction with "Attack" maxed out.
@kevinsims5791
@kevinsims5791 7 ай бұрын
The gobfin adds an additional 10 points to your attack stat and 20pts at max level. Also mounts with the partner skill like pyrin and univolt add 50 points to your attack stat at level 1 and 100 at max level. The player damage can be increased quite a bit
@Casper_Belrose
@Casper_Belrose 7 ай бұрын
I was looking for someone to mention gobfins. They seem like a better choice for player damage build insted of Dazzi and Daedream
@kevinsims5791
@kevinsims5791 7 ай бұрын
@@Casper_Belrose i kinda dont count dazzi and deadream as player damage but i do count it in a player build since their partner skills work off your attacks. In the end they are pals and dont boost your characters own damage
@SteloYT
@SteloYT 7 ай бұрын
the former Noelle main makes Palworld content now?! Let’s GOOOOO!!!
@Jasondawn999
@Jasondawn999 7 ай бұрын
I think most people call the attack stat useless primarily because there are very few instances where your damage output is the bottleneck. Save for the tower bosses, you can always whittle down the hp of alphas or regular pals by rotating your own pals and using elemental statuses. When attack damage is the bottleneck, however, there are many ways to boost your output without having to sacrifice 5 passive slots for vanguard. As other's have pointed out, ridable elemental mounts give a gigantic boost to attack on top of the elemental bonuses, and coupled with rocket launchers they make a pretty unfair combo for the alphas. Rocket > Mounted pal skill 1 > rocket > mounted pal skill 2 > rocket > mounted pal skill 3 > dismount > rocket and even legendaries get chunked down in no time. And if that's not enough, stacking 4 elemental boosting pals like cremis or hocrates is a cheap way to get a whole lot more damage. The 30 stat invested could've gone to weight for whenever you come across paldium/sulphur/quarts or just more hp for comfort and just seems like too big an investment for some extra damage. Gong xi fa cai!
@drake.o
@drake.o 7 ай бұрын
"in conclusion, i am of the opinion that the attack stat is not a useless stat" absolutely nailed it
@walterrequiem6467
@walterrequiem6467 7 ай бұрын
I feel like Attack is actually the best thing to dump into after you get done upgrading everything else you care about. For me it was after I got 250 stamina and 1000 carry weight, aside from a few health upgrades nothing else really to do except to keep pumping your damage potential up, even slightly. It starts to add up once you start getting the guns and you start finding attack amulets and what not.
@loudwhispre9406
@loudwhispre9406 7 ай бұрын
You're totally right, once you spend all the points on things you care about, you can put points into Attack. It just so happens that you should care about spending every point on anything BUT attack.
@AziSlays
@AziSlays 7 ай бұрын
Frostallion & Frostallion Noct have drastically larger boosts for a gun centric build because they convert your damage to their element and then also give you & themselves +100% element damage which means it's a x2 damage boost rather than just the +100% base attack, which stacks additively with things like the pendant & vanguard
@KrushSG
@KrushSG 7 ай бұрын
Aye I realized that myself a couple days ago and will be putting out a video on it soon.
@AziSlays
@AziSlays 7 ай бұрын
@@KrushSG hell yeah my man, looking forward to seeing those big numbers.
@danielmejorado6098
@danielmejorado6098 7 ай бұрын
Gracias for the analytical breakdown. Also, you have a really cool and calming voice.
@ACGG4891
@ACGG4891 7 ай бұрын
Great video. Good to know the game uses damage buckets. I feel validated putting points in attack now
@chrismcgee8578
@chrismcgee8578 7 ай бұрын
I just finished my Vanguard/SHS Team, using 4 Broncherrys for the weight passives to help with my low carry weight and a Ragnahawk to ride for its massive damage boost. I sit at 450 atk with two of the blue pendants on. The damage output is just unreal. There are a ton of ways to play Palworld, but if you ever want to feel strong as a player I suggest giving the buff builds a shot after you hit 50.
@ghosteeniesmith6219
@ghosteeniesmith6219 7 ай бұрын
I agree! Same with grenades for increase taming efficiency
@stabakoder
@stabakoder 7 ай бұрын
Thanks for all this info! Now I can make a build that I don't have to rely on my idiots.
@RocketVet
@RocketVet 7 ай бұрын
Great info! I'm at level 40 right now so this is valuable going into tweeking my builds appropriately.
@King-O-Hell
@King-O-Hell 7 ай бұрын
I was just asking the question in the Steam forums, about if anyone is going for attack damage. In Ark, the damage from stat boosting didnt apply to ranged damage so picking it had a different consideration than it does in Palworld.
@mrdudemanguy1231
@mrdudemanguy1231 7 ай бұрын
Thanks for the breakdown. Early game, I wasn't even sure if the attack stat affected ranged damage at all. I thought it was like only for spears. Then beyond that, seeing only a 2 point increase seemed useless compared to survivability from health and being able to carry more weight to build bases and grind for materials better. As for passives, I only really ever focused on getting speed for mounts and work speed for base pals, as for anyone else in my party I was fine with whatever as long as it wasn't detrimental. I never really felt like I wasn't able to do any damage, especially with pals out and helping. They'd almost do too much damage and make it hard to catch things without killing them. I almost liked having low damage so I could recall my pals and take a hard to catch pal from maybe 10% to 1 or 2% hp without worrying I'd kill it. But as I've gotten further on in the game, I think I do realize I'm not doing much damage myself, at least to bosses, and looking into breeding things to have vanguard on top of other benefits would probably help a lot. Most of the time I don't think it's been too big of a deal for me but when fighting tower bosses, then I REALLY feel like I need to do more damage myself.
@bodieh1261
@bodieh1261 7 ай бұрын
I think a few are missing the point he is trying to make in the video. Sure, he could have perhaps worded it better, but as far as explanations go, this is so much better than the typical "don't put points into x cos x sucks" quips that we get from lots of KZbinrs these days. Math is math. 1 point into attack gives you 2 base attack and because of how palworld calculates damage, this translates to a 2% damage increase. 2% is always going to be 2% no matter what angle you look at it from, and the most anyone is gonna get out of attack is double damage at 50 points. So attack is always going to suck right? This is where the thought process ends for some but that isn't quite where the story ends. To use a hypothetical example, the point he is getting at is that 2% of 100 dmg (2 dmg) is not the same thing as 2% of 400 dmg (8dmg). The problem is most early players looked at 2% as only giving 2 dmg and concluded that investing into attack sucked. However, as you progress later into the game, get better equipment and optimize your setup specifically around player damage, 2% no longer gives 2 dmg, it now gives 8 dmg, 4 times that amount, again, hypothetical analogy. For those saying double is still double, I'm sorry cos it really isn't. Absolutely Nobody (who doesn't run a player based attack build) is going to also stupidly invest into the gear and passives/pals that specifically boost player damage. So no, double is not double, he built specifically around player attack, you didn't, so he is doubling a much higher number than you would be if both of you invested 50 points into attack. And even if for some twisted reason, you chose to gear up for player attack without investing into the attack stat, he'd still kill everything twice as fast as you cos that's what double means. Not being able to carry much and having under 3k HP is a trade of he is willing to make for that damage. Which ultimately leads to his overarching point, that it is the sum of all the parts, you can't just invest points into attack and do nothing else, or worse, build around attack and not invest into it.
@KrushSG
@KrushSG 7 ай бұрын
Thank you so much for this explanation. Yes it is exactly the point I was trying to make and you explained it 1000 times better than I did!
@peteh3313
@peteh3313 7 ай бұрын
Thank you for a fantastic breakdown and ideas on a build that pushes players away from the norm. I made 2 reset drinks, one as a spare. I love the damage you can output with weapons with an attack build, but also find it limiting, not because of all the hard work you have put into this video, but because the stat return of 2 per point is poor value. It limits the variety of mixed pal builds, and is a design flaw in the game. Up the stat per point to 5 Attack per point and I'd be all over it. Love your work - subscribed
@Zer0d00d
@Zer0d00d 7 ай бұрын
Great video, makes the attack stat easy to understand and why it was included in the game. I'm still in the early game and attack made no sense, after putting points into it and never seeing the base damage for any weapon increase, and the damage output never seemed to change. Palworld is many things, but at its core it's a survival game so HP and Stamina seem like the best way to survive by soaking damage from attacks you can't dodge and being able to sprint or roll to avoid attacks that you can dodge. After seeing this, I''ll definitely be putting more points in attack for when I get weapons that can actually showcase the damage multiplier.
@saprone8885
@saprone8885 7 ай бұрын
Attack seems great at endgame when you want to do the highest amount of damage with a rocket launcher. Stacking the right combinations it has way higher damage potential then any pal can ever do. Health is more forgiving and will most likely more useful while not at endgame with a min-maxed rocket launcher one-shot build. The safest option would be to use a pal seperatly, because while mounted you and your pal are very vulnerable to attacks. You can't dodge, let your pal soak damage or prevent big attacks by retracting your pal just before an attack lands. So if you are at endgame you can go reset your points, but if not health is probaly better.
@justicetaylor3050
@justicetaylor3050 7 ай бұрын
Hmmm. Maybe the giant Boss hp pool was designed around players discovering this damage multiplication. I’m pretty far into the game and would be unable to spec my stats enough into damage to make it feel as worth it as the 25 point example. And I didn’t feel like restarting. But I think the guide mentioned they may add a stat respec mechanic later.
@liquifiedart
@liquifiedart 7 ай бұрын
Excellent VIDEO! I've been waiting for this analysis. I went health/stam build with some weight for my first playthrough. Would def like to do this build for a second playthrough, maybe when the game is fully released.
@crazymanmot
@crazymanmot 7 ай бұрын
Just as a note: A large part of that 147.5% more damage is from Vanguard and pendant alone (65% almost half of it) from the base 100 attack you get. The other 82.5 comes from the 50 extra attack being multiplied by 1.65. So its 25 levels into attack to deal an extra 82.5% damage. Not 147.5% because 65% of that you can get without points into attack, only the passives and the pendant. It doesn't change or counter the point he is trying to make, but just to clarify. At 50 points of attack investment (yikes) it isn't like you are dealing 295% extra damage, you will only be at 230% extra.
@aletheran8590
@aletheran8590 7 ай бұрын
While the math in the video is all correct, I'd still conclude that attack is a bad stat based on the value you get per stat point invested. As all the calculations show, every attack value calculation is multiplicative (i.e., with weapon damage, dividing by target defense, relative target level factor and stat boosts). This means that 1 point always is only a 2% linear increase of the final damage output. Yes, by boosting your damage with pals, items and food, you can increase the ABSOLUTE value 1 stat point gives you, but the RELATIVE increase in final damage always stays 2% per point. I.e.,: without any boosts, going from 100 tot 102 attack is a 2% increase. When pall passives boost your attack by 50%, you go from 150 to 153 attack. While you now gained 3 attack instead of 2 from that 1 stat point, going from 150 to 153 is still just a 2% increase. The video makes it seem like the point becomes worth so much more with all the boosts, but investing a point is still just a 2% increase compared to not investing that point. And you gain 50% increase from the pal passives, regardless of investing that stat point or not. And this goes for all calculations. Got a better weapon that increases your weapon damage? That 1 point is still increasing your total damage by just 2%. Got a new equipment boosting your attack? The point is still worth 2%. Fighting a boss that's a lot higher level than you and cutting your damage by half? Still 2%. Alll the above combined? Still 2%. And note that everything you do to boost your attack is using a limited amount of slots (i.e., an equipment or pal passive) that you have available, so it's not something that you get 'for free', it goes at the cost of something else you could have boosted with that same slot instead. Now, if increasing your damage by 2% is a worthwile investment for you, that is a different discussion and for everyone to decide for themselves. Of course, when you feel like you have enough of the other stats and investing more in them won't give you any value (e.g., do you really need to increase your work speed while you have pals doing all the crafting for you?), sure, that 2% becomes the best choice. Or if you really want to max your player damage or not rely on pals for damage, it becomes a necessity. But that doesn't remove the fact that it's the worst scaling stat in the game compared to the base value (e.g., compared to attack's 2%, HP is a 20% increase, stamina is 10%, work speed is a whopping 50% and weight is 16.7%). So as long as you have need of the other stats, investing points in them will always gain you a larger relative increase than investing in attack.
@Farzeezy
@Farzeezy 7 ай бұрын
Although this was well tested and informative, this only proved to me that attack stat is usable, but I still think it's not viable. This still doesn't hold a candle to simply bringing 2 - 3 DPS mountable pals cycling nukes with support damage buffing pals in the back. There are some consequences with the Attack stat approach. 1. Cost - You're either investing materials, resources, or gold, into funding your ammunition and repair costs on the weapons you use. Pal focused builds don't have this issue, it costs next to nothing to engage in a fight. 2. Stat Allocation - Half your stat points are being dedicated to this, if not more. I do agree that HP falls off in value late game once you get legendary Pal Armor, so some of those points can move elsewhere, but it's still a difficult ask for dump half your points into Attack. I personally cannot invest anything less than 10 - 15 points into Stamina. At least 10 points into weight is very helpful especially considering weight adds up the later you get into the game carrying heavier weapons, tools, armor, food, etc. SOME HP is still very helpful to have to protect you from edge case scenarios, like Paladius Blizzard Spike, freezing you, only for Necromus to Kamehameha your face while you're helpless. Beyond that, having some bonus HP enables you to play fast and reckless without risk of death. 3. Gearing - You're forced into doubling down into 2 attack pendants for this to really shine, you lose access to thermal shirts and defense pendants which I think are arguably way better since your Pals can take care of the offense. Your Pals can die. You, cannot. 4. Damage control/flexibility - This one is a bit of a stretch and can be worked around with bringing weaker weapons but, I imagine it can be difficult to bring Pals to as close to 0 HP as possible for higher catch rates when your weapons are hitting so hard. It feels like having an offensively weak player character is useful in this regard. This all being said, I think once PVP is added to the game, Attack stat build will most likely be the defacto build to go for (depending on how its structured). Player characters being able to gun down other players and bypassing Pals will probably be meta if such a thing is allowed in PVP.
@Webberjo
@Webberjo 7 ай бұрын
Full attack builds are great. I respecced all my points into attack, equipped 2 Attack +2 necklaces, got 4 Vanguard pals, mounted Ragnahawk, ate a cheeseburger and blasted Frostallion with my rocket launcher for 2k damage. The only downside is the low carry weight, your gear alone takes up half your carry capacity.
@lexxurevg1
@lexxurevg1 7 ай бұрын
I have 5 points in attack with two +2 attack pendants and 4 vanguards. Normally I have 70% attack bonus, but riding a level 5 partner skill beakon, it spikes to 170%. I'm almost certain it doubles my damage, and that's to body shots, and this doesn't include weaknesses. Also don't forget the attack buff foods, there's a 10% or 20%, omelet or venison I think.
@0x0404
@0x0404 7 ай бұрын
Only problem with these player stat based builds is how restrictive they are. Any real deviation from the most optimum path is significant so you are left with very few actual options.
@drag0nmancer
@drag0nmancer 7 ай бұрын
peak damage is legendary's + dumping all points into attack + mounted on Chillet and 4 gobfins (all with vanguards) in your party (all condensed), and you can easily be doing 5k+ damage with assault rifles.
@1110jesse
@1110jesse 7 ай бұрын
I can see how player centric attack builds can be optimized like this, but unless you want to do player-only playthrough I don't see the point. Base 2% increase to attack damage per stat point just feels like a waste when you want to have some extra health and stamina so you don't just die in a fight, carry weight helps a lot for base management (tho you can make do without, it's really inconvenient). Also late-game guns do a lot of damage and there are tonns of pals with different kind of damage boosting effects which you can switch around at will, while mindwipes are kinda expensive... All in all I think player damage is alright already, the stat points invested into it are kind of a waste unless you really want to minmax your build, and it would be more efficient to invest into other things first. But, it's your game, so you do you. Personally I like to run around with a musket, and that thing is fun but not good.. My point is, don't try to optimize the fun out of the game. Another funny thing I noticed is that player defense does not make you take less damage to your health.. It makes you take less damage overall. What I mean by that is that the shield also takes reduced damage, which is kind of a busted. The shield also seems to have a mechanic that even if you take a million damage on one hit, as long as you have shield you don't lose any health. So as long as you don't facetank any multi-hit attacks and you have shield, you're good to go. Best shield in the game is a bit over 1000 points and it's enough to last for a while against all but the biggest attacks that will break it instantly, but those attacks are well telegraphed and should be dodged. So, as long as you're good enough player, just investing to stamina and getting good gear should make you never die, no stat point investments to health needed one bit.
@bouhbouh9408
@bouhbouh9408 7 ай бұрын
2 things make attack more valuable late game than early : your survivability is much better late game once you have good armor and shield, and the weapon dps gets comparatively much better than pal dps in late game because of the high level skill cooldown times. Also of note : the elemental damage on your attack double your damage when you fight a pal weak to this element. That would certainly be significant.
@acarria
@acarria 7 ай бұрын
Eh, for me the attack is still useless. I can just fight while mounted and still do 80 times the damage I would do with a weapon. The player weapons just don't scale well compared to Pal skills, especially when it's a "weak to" element that the target has. While it can be useful to some, I just prefer to fight mounted with 6k hp so I'm much better off with survivability lol. As well, having 2k carry weight is nice too. There are just way better uses for the points than attack since you have to waste so many points before it becomes even remotely beneficial. Now of course, if you build that way with a team of boosting Pals, then it'd definitely be worth it if you really wanna fight by yourself and not make use of the fun Pal abilities. So it's all personal preference, but I would never waste valuable points on attack stat.
@KrushSG
@KrushSG 7 ай бұрын
Pal skills sure are fun, unless you are a retard like me lol. Literally just commanding my pals to stop attacking is hard for me cos I hit the wrong keys. That's why I went with a build that required as little in-combat pal interaction as possible.
@glenmcl
@glenmcl 7 ай бұрын
You can one-shot anything with the rocket launcher. Takes a bit to set up but Google it, you'll see.
@ayemjake
@ayemjake 7 ай бұрын
WOW, I haven't seen your content in a while. Last time I watched your channel I was binge watching Noelle builds on Genshin. Now I'm back to your channel, because of Palworld. It's nice to see you theorycrafting on this game. Edit: I was actually planning on building this type of build, and even planning to use Gobfin with 4 stars, but I ended up heeding the advice of other creators because I have no Idea how player damage multiplier works in the game. Man I guess I'll have to start over and to even try the build.
@CaIIMeVon
@CaIIMeVon 7 ай бұрын
Literally just build the medicine to reset stats lmao why fully restart, unless you are not lvl 43 yet i guess
@taxa1569
@taxa1569 7 ай бұрын
​@@CaIIMeVon nah it takes too long, kill lovanders for a chance at it to drop
@CaIIMeVon
@CaIIMeVon 7 ай бұрын
@@taxa1569 The Potion can drop?
@taxa1569
@taxa1569 7 ай бұрын
@@CaIIMeVon sure can mate :) Anubis' desert is best because of the low level lovanders there. 1% drop rate though which is the same as the strange and suspicious juice
@freethinker77
@freethinker77 7 ай бұрын
I put 4 into weight capacity, 5 into stamina, and every point after that into health and attack (at an equal ratio). I ended up with 20 points in attack and 20 in health. I play on hard, and it's working like a charm. I can take a hit without being one-shot, and I can also dish out decent damage.
@jazzyjswift
@jazzyjswift 7 ай бұрын
This reminds me a lot of one of the fundamental things that newer players don't get in regards to modding their weapons in Warframe. There's certain mods that boost your damage additively, and then theres certain mods that boost your damage against specific enemy types multiplicatively. However, because the modding screen doesn't show the multiplicative values (since it only applies to specific enemy types and can't be calculated for a base damage value on the weapon), most new players will end up modding into lower damage values because the information available to them up front while they are modding their weapons doesn't display the end result of the multiplicative values. And, especially at lower levels, it can seem like the multiplicative value mods don't do anything. Needless to say, any veteran player will tell you to use the multiplicative value mods, going so far as to even replace additive value mods to slot it in, because the damage calculations behind the scenes will result in dramatically bigger numbers when the shots finally hit. Since Palworld uses the player attack stat as a multiplicative damage modifier rather than additive, it no doubt mirrors the exact same issue that has occured in Warframe: not making a noticable difference at a glance in early levels, but once you start getting higher base damage on your weapons, it starts to make a dramatic difference. Thanks, I think I'm going to try a Player-only run of Palworld next where I don't catch any pals and this information is incredibly useful. I thought it was busted like the liffmunk effigy catch rates were.
@tk0192
@tk0192 7 ай бұрын
I've been one of the people touting that attack stat is useless since start, trying to redirect players into weight/work-speed builds and I still stand on this hill @ 300 hours of *[VANILLA SETTINGS]*, but hear me out. I'm sorry for the length during our attention recession. ;p This video was great at explaining the attack stat and why it's great - that's great! Really! It matches everything I've intuitively understood and expanded upon what I picked up on other YTers like Austin via your Robinquill demonstration (8:40). But hitting the root of your query, "why are people discouraging attack builds," it just isn't _efficient_ and you said it yourself: (1:47) "... most folks making those claims about attack being useless probably made them before reaching the late game..." So you agree or are at least aware, the attack stat isn't useful until end game where it shines ridiculously well. How does that help us reach end game quickly? *COUGH COUGH AHYUCK* Oh weird, how did the Palworld item _Memory Wiping Medicine_ get here? Huh... Anyways, That leaves 2/3 of the game with stat points not being utilized properly; Points just waiting for that investment to finally be worth it, and that kinda sucks. Instead, I recommend players invest in weight / workspeed because even in end-game they'll be picking up an ever-heavier load of materials and the average player isn't going to utilize grapple hook / pal-movement tech and pals aren't perfect yet. Cutting down on base-management = Players can go out and get more exp faster. Not only this, you can just respec stats late-game anyways, so isn't it just better to focus on building yourself up, then swapping afterwards to a damage build? Even though a level 40 shotgun @ 100 atk is enough to clear any bosses that give you decent experience (i.e, end-game dungeon bosses) and nearly one-hits every human NPC? Most players want to play with their pals in the silly pokemon gun game, and that is who this advice was directed towards. If I may reiterate in my conclusion, it wasn't advice on how to 'have your subjective fun' rather it was advice to 'stay sane in a playthrough if you have no / low gamersense' i.e, it was for noobies.
@tk0192
@tk0192 7 ай бұрын
That was already too long, but I wanted to share that most of my ideas are from speed-running Conan Exiles to level cap. The only difference here is it's discouraged to be nomadic where-as I kept my entire base in my pocket and deployed it at will on Conan. Even though that is incredibly efficient, it involves an in-depth understanding of game mechanics that I wouldn't recommend a new player try my whacky biz. Not everyone games like me. I no-life and watch in-depth analysis videos. I'm not a teacher though, nor am I always right. I'm especially not the best, so don't take this the wrong way. However, I hope I could articulate enough and help you, dear reader, grow a smidge.
@kennylee3862
@kennylee3862 7 ай бұрын
Yea that's what I was thinking too about the game progression. Attack stat just isn't gonna cut it for most of early to mid game. You are going to be running, climbing, packing heavy loads, tanking some damage and building early on. Stuff that ATK won't help at except maybe manually hitting the rocks and trees yourself but why do that when pals can do it for you? I wouldn't suggest new players to invest in ATK if that's their first playthrough. You really need to understand the game and know what you are doing for ATK to be worth it. And it's really good if you fully wrapped your head around it like the video has shown.
@onewingedangelsephiroth1561
@onewingedangelsephiroth1561 7 ай бұрын
Where's your Noelle and Furina video? 😂 I saw the English voice actress for Noelle at some event and she's drop dead gorgeous. It made me think about 3 old school creators who kept me entertained back in the day. Hope that you're doing well.
@shrimpchris6580
@shrimpchris6580 7 ай бұрын
English Noelle also does Rosalina in the Mario series and apparently she also does some audio books!
@jacobpatzer7234
@jacobpatzer7234 7 ай бұрын
excellent explanation, now if you factor in the pal skill bonuses from mounts like unibolt or pyrin at full star value you might see even more benefits.
@Dorumon21
@Dorumon21 7 ай бұрын
unfortunately i was one of the ppl that said that attack stat is useless but only for the invest stat point wise, I always thought if you wanted more damage, vanguard and pendant is much more valuable (you didn't need that much early game, lets be real here). That's only cause the weight and HP is important enough to get the ball rolling early game. This was before respec memory potion had some fixes, now I feel it don't really matter, if you really need the extra oomph, you could respec, put all the points toward attack/HP and go into say a boss tower fully prepared. Then after the fight, respec back to your general purpose build. I have a strong feeling this is where most of the attack is useless is coming from, they really meant stat point investment wise, now that its fixable, I say its a lot more viable than it was before to many players, assuming they realize they can respec, of course. It be interesting to see how hard mode players feel about it though, their experience is a lot more different than most.
@Urkikk
@Urkikk 7 ай бұрын
Krush SG in Palworld?? Lets go!
@BradyT918
@BradyT918 7 ай бұрын
I treated it much like Ark: SE when I first started. Bunch of points into attack damage as that sped up manual gathering of ores and wood, stamina to keep swinging and of course weight to move. Obviously pals can mine much faster but for the early levels before you get tier 3+ miners/lumber pals, it helps a ton.
@erikwilliam1254
@erikwilliam1254 7 ай бұрын
I didn't invest much in attack stats till after I got my other stats up a bit. It's a royal pain when your inventory leaves you quick to overburden. Plus how high stat points give to other stats and so little for attack is easy to see why people don't invest points for it. Health I think is 100 per point. Stamina is like 10 Attack is like 2 per point. Weight is like 50 Work speed I think is 50 I originally wanted to get this game for a dumb reason, but after looking at the other factors for a couple weeks I got the game and it can be addictive. I played 9+ hours in one play session. Very few games have that effect on me that I just want to keep playing.
@johnnatandc
@johnnatandc 7 ай бұрын
In fact, it is a very good stat... it allows you to mine faster (as you hit harder) and hit harder your opponents with guns... I have seen the change in numbers done when I increase my attack... I normally invest in Health, Attack, Weight and Stamina
@RvnWolf
@RvnWolf 7 ай бұрын
To be perfectly fair, im certain the reason Attack stat was considered useless. Is because of the need for hp and carryweight, and stamina for the utility had greater value than building the attack stat. At least for the early game, and the memory drug from release was bugged that use would cripple your character after use. If you wanted to switch points to Attack until a week or so ago would cripple your build.
@wtfineedacc
@wtfineedacc 7 ай бұрын
I just finished up breeding a quartet of Gobfins with Vanguard/Stronghold Strategist/Ferocious. Currently working on a Pengulet with Ferocious/Musclehead/Vanguard/Stronghold Strategist to round out the set. The Gobfins + Vanguard boosts my attack by at least 80% and they're not even full stars yet.
@RobH73
@RobH73 7 ай бұрын
Great video While I was able to catch all the legendary Pals and beat all the towers with 0 points invested into attack, personal damage does seem to be the way to go and I'll be putting at least some points into attack when I make my respec potion.
@ultimasurge
@ultimasurge 7 ай бұрын
Thank you light bringer.
@Zer0Perplexity
@Zer0Perplexity 7 ай бұрын
Also attack increases the rate that you gather materials as well. I stack Vanguard with Mine Foreman on some Pals to gather mining materials quickly. I know you can automate it, but I prefer to mine it manually since it's much faster.
@Miezthekatzdererste
@Miezthekatzdererste 7 ай бұрын
So you say, when i chop down a oreblock with 25 Hits in Total and i would only increase my Attack stat, that i will only have to do less hits than before while doing melee swings? 😮
@Miezthekatzdererste
@Miezthekatzdererste 7 ай бұрын
Because when i use the pickaxe with durability 300 i can mine 15 Ores with 20 hits each, but when i use the sword with 500 durability but 25 hits per ore i can mine 20 ores before it breaks, when i now increase the attack and i would only need 20 hits with the word per ore that would be extremely helpful when i‘m doing my mining round, because i aswell prefer doing it manually from time to time!
@Zer0Perplexity
@Zer0Perplexity 7 ай бұрын
@@Miezthekatzdererste yeah it takes less hits to break the more you get. I can't wait till they add team presets so I can have a mining team and a combat team.
@RazakelKairo1994
@RazakelKairo1994 7 ай бұрын
In hardmode, HP matters considerably less. Just hit sweetspots. Leveling Attack will make it stack *massively* with rideable mounts, and ofc any passive/gobfin and pendant. Something akin to a fully passive stacked player that invested in attack, riding a Beakon, deals insane damage with a shotty. This means that, with the amount of dark enemies in the game, community poster-boy Chillet is actually really strong.
@Quiczor
@Quiczor 7 ай бұрын
Also a second way to look at the attack stat is an economy booster. I hear people all the time mentioning how they are usually struggling to keep up with gunpowder and bullet production without a sulfur base. But with high attack stat even without using my Pal's to fight it has been super easy to have enough bullets since you use WAY less of them to win fights. Not to mention the durability cost saved with firing less bullets.
@simplicit570
@simplicit570 7 ай бұрын
Digtoise ability at the 3rd tower makes sulfur a breeze. You can grapple or slow walk right back to the teleport after you break them all.
@Goremize
@Goremize 7 ай бұрын
You can farm so much sulfur at the tower. but honestly I just buy stacks of 999 bullets
@Duubly
@Duubly 7 ай бұрын
Make an astegon lvl 5 and teach it lightning strike and never worry about sulfur again. My crazy ass made astegon lvl 5 and 3 lvl 5 wumpos to boost carry weight. 5th slot is my jetragon to fly around.
@ghoulbuster1
@ghoulbuster1 7 ай бұрын
It's easier to farm money and just buy bullets.
@ghoulbuster1
@ghoulbuster1 7 ай бұрын
@@Duubly Does lighting damage help with mining?
@TheBadger
@TheBadger 7 ай бұрын
You literally answered yourself in this video, if my (player) attack will end up doing 90% less damage to bosses when I'm on the same level as them, why should I even bother speccing into it and making a build centered around it when I can just have a Pal build that would achieve that result much easier.
@UnknownPerson-lq8gy
@UnknownPerson-lq8gy 7 ай бұрын
Thank you! This is exactly what I wanted to know.
@AngSho420
@AngSho420 7 ай бұрын
Tbh still attack stat is not worth putting points into,rather have more HP or carry way more stuff,guns do nuts damage already and not to mention pals.
@TheTwitchyBrownGuy
@TheTwitchyBrownGuy 7 ай бұрын
"Sure when taken in isolation 2 is a tiny number" I didn't expect to be attacked today but here we are.
@kmemz
@kmemz 7 ай бұрын
Honestly I feel like health is one of the worse aspects to put points into; 500HP in my playthroughs has been a perfectly fine health all the way up and through midgame, and as long as I buff it out with shield and armor, I can manage the rest of the difference with dodging attacks and making sure my shield rarely drops out. With such a build focused on everything but health, I was able to manage the mammorest(lv38) boss at lv25.
@TRIPPA99
@TRIPPA99 7 ай бұрын
Awesome vid. Chill vibe too, keep it up!
@daytonpannell
@daytonpannell 7 ай бұрын
Love that early on, content creators were saying that Player Atk was a dead stat because "YoUr PaLs WiLl Do DmG". Stacking player damage was the only reason I had cleared the final tower boss.
@nnoas971
@nnoas971 7 ай бұрын
I also had a pretty high attack stat at level 50, and I also think that the attack stat is useless. Mainly because of the amount of resources you need to invest in a player's focused gameplay. Buying or crafting tons of ammo is pretty expensive when you spend like 3k+ bullets on a legendary pal, and the cost of repairing that weapon after the fight is just crazy for a legendary weapon. I felt like even with my attack stats being so high at level 50, my pals did way more damage than me. So at the end, I redistributed my stats and focused more on HP and weight.
@Shiniri
@Shiniri 7 ай бұрын
Ive spect like 12 points into hp 1 into atk by mistake and the rest into weight xD thats in my pov the most important aspect there. If youre farming out in the wild or you want to transport the ores of your ore farm it is very nice to have the 1900 or smth like that weight cap.
@Discoveryman29
@Discoveryman29 7 ай бұрын
Listen to Ur video i do wonder if u are a math teacher cuz this is how i imagine a math teacher would do a presentation about a lesson,. nicely done 👍
@kent9377
@kent9377 7 ай бұрын
Thats cool 😎 I am running close to same team trying out verdash now. Love robinquil but sometimes it is hard to hit head shots.... verdash adds grass type damage and increases your movement speed. So you can get out the way /dodge powers.
@devilsmessanger
@devilsmessanger 7 ай бұрын
excellent video with well made points
@kitsunekage12
@kitsunekage12 7 ай бұрын
Hi, just as an aside - the elemental conversion partner skills don't actually give you any bonus damage at all, which would explain why you didn't feel any difference there. They *convert* your damage type but do not boost it. There are, however, some mounts which not only convert your attack to their element but also give a flat 50% boost to the attack stat which can be upgraded to 100% boost with condensation. Maraith is one example which converts your attacks to Dark and gives you that attack bonus, but there are a few others too - Chillet is the only one which does this for Dragon element, for instance. But yeah so again the reason you didn't notice any extra ground damage from Anubis was because Anubis doesn't actually give bonus damage. If you were to take a mount Pal with full condenser upgrades and the appropriate passive, you could squeeze out an extra 90% damage compared to just having a 10% from Vanguard on your team - especially when considering your mount could just *have* Vanguard, too, which would make it 110% damage from that single Pal in your team.
@kitsunekage12
@kitsunekage12 7 ай бұрын
Huh. I rescind my statement - apparently Anubis *does* give you a 10% boost at max rank. Which is very small and not noticeable in practice for the most part, but it is present. I'd actually thought he didn't give any bonus but the datamines clearly show him, Wixen, and Nox give it. That's super weird though.
@ShapesWithoutColors
@ShapesWithoutColors 7 ай бұрын
I haven't watched the video yet, but there does seem to be some reworking the algorithms for the attack stat that need to be done. Because putting a point into the attack stat isn't noticable. Putting several points into the attack stat isn't noticable. There are 3 ways this could go, and two of them are wrong. It can go where it's noticable early game but then op late game. It can go where it's no noticable early game but becomes noticable late game. Or it can be noticable early game without becoming op late game. They tried to avoid the first one by doing the second one, when the third one is what they need to do.
@SuperJunkyMonky
@SuperJunkyMonky 7 ай бұрын
ragnahawk gives a 50% dmg boost while riding and adds fire to your attacks, it also goes up pretty significantly with each star
@LordRazer3
@LordRazer3 7 ай бұрын
I don't thing the training dummy takes elemental damage into account. Also different Pal that effect damage do so in 3 way's. Pals that you can't ride give you less of a bonus since the pal can still attack on it's now what pals that you ride can give you a 50% that goes to 100% bonus at 4 stars while ridding them but they change your element so if you attack thing's resistant to that damage you will now do half and no that's flat out half as if you didn't have the bonus in the first place. Then there's Froststallion that changes your element with out boosting your stats...but that's because it naturally boosts ice damage so it's ends up literally being the same anyway
@KrushSG
@KrushSG 7 ай бұрын
It actually does, maybe I exaggerated a little in the video but you can see about a ~200-300 dmg diff with and without Anubis. Which does line up with the claims that elemental conversion for most non-mount pals only add ~10% more attack after conversion. I know warsect is mislabeled, it doesn't even have fire conversion, it's supposed to be fire resistance, and verdash only converts dmg to grass but doesn't add any bonus attack at all, just a move speed buff. Frostallion is unique because it boosts all ice dmg dealt by both you and itself by 50-100%. Works out basically the same for the player dmg except where other mounts only boost your attack, frostallion boosts both your attack and its own ice dmg(assuming you use only ice skills on frostallion). This is why frostallion is consistently listed as an S tier combat pal.
@propheinx2250
@propheinx2250 7 ай бұрын
It's more about value of 1 stat compared to value of another. +50 units of weight makes a big difference. +2 attack isn't even noticeable. It may not be useless, but basically every other stat makes a bigger difference when putting points into them.
@Kodamare
@Kodamare 7 ай бұрын
Some interesting other ideas for mount choices that would affect numbers could be while a maxed Robinquil gives 40% weakpoint damage, a mount that changes your damage type also buffs your attack by 50% base when they are mounted up to 100%, would this not be more beneficial with numbers crunching as well as overall dps? Such pals include Chillet for Dragon, Ragnahawk for fire, univolt for electric, etc.
@KrushSG
@KrushSG 7 ай бұрын
Oh definitely, based on the numbers it's just gonna be more damage plain and simple. Robin and vanwyrm give 40% at max stars, elemental mounts give 100% at 4 stars, no contest. I had heard about the mount elemental conversion being pretty insane but breeding only happens that quickly so I hadn't gotten down to testing mount elemental conversion myself. Didn't wanna talk about something I hadn't had the opportunity to test personally. That said, I like the robinquill because it activates while he is out, doesn't require you to mount anything for the bonus to take effect. Some mounts can be a little clunky to maneuver, I hear the helzephyr is one of them but I haven't tried one yet cos I used a vanwyrm pretty much all the way til I got my jetragon.
@Kodamare
@Kodamare 7 ай бұрын
@@KrushSG I wasnt sure if there were different steps to the calculation if for whatever reason the mount damage bonus would be a separate calculation sometime before or after the final damage. Thanks for the response, I'll def try both as sometimes mounts bug and will continue doing actions instead of coming to you when youre holding the mount button.
@KrushSG
@KrushSG 7 ай бұрын
@@Kodamare So as far as I can tell, the player attack formula has 3 pools of stats that are multiplicative: A) the base attack stat itself is alone in its own pool, the only way to increase that is to spend points into attack. B) Weak point bonus seems to be a standalone multiplicative stat. Though there is a chance it could be additive with pool C, I need to crunch more numbers. C) Everything else(vanguard, pendant, gobfins, elemental conversion bonus from pals etc) seem to be additive with one another within this pool and the total is represented by the "Passive Skills +X%" value when hovering over the attack stat.
@Kodamare
@Kodamare 7 ай бұрын
@@KrushSG It'll be interesting to see what testing shows, videos Ive seen testing similar things after the datamine of pal passives and scaling showed some huge multipliers among many normal ones. I can see either way how the devs could opt for either weak point to be additive over multiplicative and the other way around with whether their calculations of element boost, pal passives and weak point work scaling with player attack. Im not great at math of games, but I still like watching others crunch numbers as even if I have trouble learning it, trying to conceptualize it through others explanations is fun and interesting. Thanks for sharing
@kevinsims5791
@kevinsims5791 7 ай бұрын
Headshots are basically a crit and then robin boosts that specific damage. Im guessing crit damage is +50% more damage per hit. Robin then takes that new damage and makes it 40% stronger at max level. Not sure if that is better or just a flat 100% boost from a max univolt.
@jilliancrawford7577
@jilliancrawford7577 7 ай бұрын
I could be wrong, but doesn't Lovander drop a potion that allows you to reset those stat numbers so you can rearrange them? Then again, I think this design to not let the human player get too strong is so that the player further customizes with their pals and value what their pals can do. I love that the game gives more agency to the player in battles, but not so much that pals become obsolete.
@spirit-reaper
@spirit-reaper 7 ай бұрын
Felbat or the love struck pal (can't remember its name) both give a form of life steal which allow you to play more aggressively and makes it better to dump points into atk instead of hp. Gobfins can double dip into boosting your damage because of their pal skill
@frddyyfezbeer2368
@frddyyfezbeer2368 7 ай бұрын
But its better to get Stamina to 300 and Inventory to 800 then add Attack points. Because you have to grind on early game and lots of dodging.
@zAshenGreyz
@zAshenGreyz 7 ай бұрын
***SPOILER WARNING*** Counter theory about the attack build. The elemental type is negligible at no stars. Once you get the pals to four stars, that damage difference will change. The elemental damage is less of an all rounded type like you showed in the video, and more or less geared to specific bosses. Lets use... Shadowbeak for instance. Dark type, weak to dragon. If you have a full team of vanguard/Strategic, but instead of Robinquil for precision damage boosts, you use a pal that switches player damage to dragon. To my knowledge, the only one who does this is Chillet and only while mounted. So a four star Chillet with Dazzi's/Daedreams, full Vanguard/Strategic, You would lose damage output on weakspot, but you are direct countering the pal type and exploiting type advantages, which should also boost your damage further. Possibly an idea to test?
@666narutomanfan
@666narutomanfan 7 ай бұрын
The problem is its so ass until you get to late game, you've already written off the attack Stat as an option from the early game. Crossbow is the best weapon for a LONG time in the early game, and handgun/musket combo mid game. The DPS isn't the best early-mid game, not until you get the shotgun or AR when you start to see crazy damage numbers and that's like he last few levels so you've already invested all your points. I personally don't know ANYONE that re-specs their stats even though it's an option. Yea you can EVENTUALLY get to crazy damage numbers as a player, but the path of least resistance is just getting stronger pals and breeding them for the best passive combos (which you'd be doing anyway for the attack passive buffs anyway)
@blackmark2899
@blackmark2899 7 ай бұрын
I've been just getting the attack stat up to 200 and I've noticed a nice uptick in the dmg I do. This is nice for just going around the world. And yes you only really see it in the late mid to late game when the attack of your weapons really ramp up.
@RFDN0
@RFDN0 7 ай бұрын
I was doing a melee build and was willing to cheat as my pals got owned by what I learned after words was currently the final boss. I got thousands of point to leveling up my attack stat. Now I understand why I was doing so little damage.
@FaintAffiliate
@FaintAffiliate 7 ай бұрын
Edit- found the next video haha Love this, I had the same confusion as you and was being stubborn about using a player damage builds also. It would be interesting to know if the pals that add elemental damage to the player (going from the point about stacking it all together for the magic to happen) requires a team boosting the same damage type and if that would multiply with the players damage stat in a similar or different way. Much like Raw vs Elemental builds in other games. Is this something you already tested and I just misunderstood? Side note, not Chinese but Happy New Year!
@Lvmelton415
@Lvmelton415 7 ай бұрын
the only reason i believe its called useless is because at the launch of the game carry weight stamina and hp were MUCH MORE important (there was a glitch were everything did 2x dmg if you were on a sever and you couldn't move if encumbered as the grappling hook tech hadn't been found out yet) Now that those glitched/qol things have changed I do believe atk is still suboptimal but very useable.
@norikitsune
@norikitsune 7 ай бұрын
恭喜发财!What a great video that explains the attack stat in simple enough terms as well as recommendations to optimize/increse dmg output!
@flaminggorilla909
@flaminggorilla909 7 ай бұрын
I saw a post on Reddit which said the elemental damage added by pals through condensing can get crazy and is actually mislabeled in many cases. I bet if you were mounted and used that bonus multiplier it could get even crazier!!!
@PoisonJarl71501
@PoisonJarl71501 7 ай бұрын
What about elemental bow damage? At level 50, my fire and poison bow literally hit for 1 and when they do proc, it’s like 23-64 damage per tick
@Zeshimoto
@Zeshimoto 7 ай бұрын
Using attack is certainly viable, but what people mean when they say it's useless is that it isn't efficient. Your video is basically proving their point. To equal ONE decently raised pal, you need to spend all of your stat points, focus all your accessories, and have specific (non optimal) traits on every pal in your party. You're basically investing every resource possible to just equal one pal with the right traits/typing and sacrificing points in stats that give a greater reward per point investment without needing to focus your entire build on them. So, yes, you can absolutely play this way effectively, but it's just a lot more work to get the same result and is less versatile and lower survivability.
@puppybasket3906
@puppybasket3906 7 ай бұрын
Yah I did the math early and since I suck at fighting I breed my pals to buff My attack, they all have vanguard and double + attack pendants , add a rocket launcher and you are golden.
@joshemarwillams6520
@joshemarwillams6520 7 ай бұрын
so until i hit level 40 - 50 using play weapon are still a no go anyways since equipment is like half the equation
@gliphid
@gliphid 7 ай бұрын
I usually ignore the attack stat because i prefer letting my pals do the work with me supporting pulling them away from attacks or changing their position . This tactic get you targeted alot which makes stamina and health pretty valuable.
@kampfer91
@kampfer91 7 ай бұрын
And from what i understand , certain pal that not only let you change attack element type , it also boost your attack even further . Chillet at lv5 partner skill give 100% more damage boost as long as you ride it . Anubis meanwhile only provide 10% bonus damage to player .
@Kardfogu
@Kardfogu 7 ай бұрын
Lategame, once you have legendary gear and no more progress to do, attack is likely going to be a good place to dump points into, sure. However. There is a very good reason why attack is regarded as a completely useless stat. Short version for a new player: don't level attack. Long version for a new player: don't level attack before finishing the game 100% complete having access to all gear and pals. This long version is not a functional advice tho, since it just brings a lot of questions to the table instead of playing the game. In the end, let's say you spend half of your levels in attack. It's multiplicative. It's just 50% more of your own damage. That's not all damage you deal, see, powerful Pals will always deal a huge chunk into the target. That doesn't mean you take 2/3 of the time in battle, your pals do a lot of damage too, let's say your bossfights become 20% shorter. The same time after investing so much into attack you barely have enough HP to survive a hit without legendary armor and you don't have any carry weight either. Not to mention stamina, but let's say you don't need any, because you manage aggro so well you don't get attacked at all. Yay? Is it viable? Everything is as long as you can dodge properly and know elemental weaknesses. Sure. Is it a good idea? Sacrificing everything else to have slightly shorter bossfights, but instead take infinite+1 turns to carry anything home you need and die more often, wasting even more time? I'd hard pass. In my experience the player spends the second least time in actual difficult combat and more in everything else. The only thing we do even less than challenging combat is just crafting once we have powerful handiwork pals, like Anubis and the like. Mining, carrying loot, exploration, running around the base are things we do a lot more often and for a lot longer during the leveling process and these are all faster if we spend points into things other than attack. It's optimal to dump all those extra points into carry capacity if you don't need more HP and just waste a lot less time carrying loot back and forth during explorations. Once you're in the endgame and you don't have to, like, play the game and have no progress to do or carry things and your gear just turns you virtually invulnerable, it's very possibly a decent place to dump points to, but during normal gameplay, raising attack will just make everything take a lot longer than it needs to. That is ultra-lategame tho.
@LordTonzilla
@LordTonzilla 7 ай бұрын
My take away from this is that if i really need more damage i should just adjust the world settings. Needing to invest so many points into attack to get a decent multiplier just does not seem like a good opportunity cost compared to the value you can get out of carry weight or HP.
@GothamDrama
@GothamDrama 7 ай бұрын
Dang, this was a good video, and I hate to be that guy. Counter point on why the attack stat is STILL useless even with your amazing awesome mafs. With 2k Work speed and +100-125% through pals boosting me to 4k Workspeed, I can craft a cake in less than 10 seconds. Lets run some numbers: Lets assume 200 cakes, it takes Jormund about 2 minutes for 1 cake. see how much time I saved? It would take Jormund 200x120 seconds=24000 seconds/60=400 minutes/60= 6.66~ so 6 and half hours. it takes me just 30 minutes. I was able at lvl 32 to cap Alpha Anubis, hitting for just 1 damage a hit, in just 10 minutes. The issue is time, the time you save going for Attack is so Insignificant its better to place them literally anywhere else.
@The-EJ-Factor
@The-EJ-Factor 7 ай бұрын
Let’s put it like this: It takes 50 levels of points to double your damage It takes 10 levels of points to double your stamina It takes 6 levels of points to double your weight It takes 5 levels of points to double your health It takes 2 levels of points to double your work speed To double your damage output you would have to spend every single point on damage throughout your playthrough. That’s why it is a dead stat. I think it should add 4 or 5 to your attack instead. That way putting points in damage is at least noticeable. Because late game your pals overshadow you completely in terms of damage, and upgrading doesn’t do enough to fix that. If it was 4 I’d at least consider choosing it, as it would only take 25 to done it. Which is still a lot that’s half your run but at least you can have points spent apon these.
@ctom42
@ctom42 7 ай бұрын
I think the advice that the attack stat is worthless holds true unless you really build a full comp around it. Most players are going to want around 800-1000 weight, 200-250 stamina, and a decent amount of HP. 2 Atk per level just doesn't do much, even on high damage late game weapons, unless you are really investing in vanguard and gobfins and running attack pendants. Given that even the highest tier temp resistant armors still don't always cut it I see a lot of people using their accessories slots for +2 temp resist accessories just for the convenience. Without min-maxing the attack stat is just incredibly lackluster. And this is coming from a person that prefers player damage over Pal damage.
@neurosis51
@neurosis51 7 ай бұрын
Just watch Phemto's video on 1 shotting bosses with his max player damage setup. Max atk lol points, 4 gobfins with vanguard, 2 blue ark pendants, while mounting an element imbuing pal. Frostallion and his noct version give the biggest boost possible since they change your element and boost it with their partner skill.
@billdylan1600
@billdylan1600 7 ай бұрын
50 stamina cause that feels the best to get around smoother and everything else into attack. As soon as i reach crosbows im safe. Then another jump when i get the first gun 1000 base dmg one shoting all kinda beasts. Ppl also seem to miss the one shot no alarm mechanic, you one shot a pal and the surounding pals dont get alarmed even when its standing next to the killed pal and provided you are far enough away. Gobfins and a elemental flying mount, both granting even more dmg are the way to do this, i cant handle the annoying audio Qs from the "always active" mounts either.
@Link1506
@Link1506 7 ай бұрын
10 minute video to just confirm: investing in attack on level up sucks.... It's great to increase your attack stat, just not through direcly leveling it. You can put points in it after you leveled everything important, but in the end i'd still rather have 1000 more hp or 500 more weight than 20% more dmg. The first point in attack will always increase your damage by 2%, no matter how many other multipliers you already have. And afterwards it's diminishing return. If you put 50 points into attack, the last one will give you barely a 1% increase in damage. If you want to fight something, bring your strong ridable battlepal for 100% more dmg, 4 gobfin for 80% more dmg, use 4 vanguard on gobfin for 40% more dmg and 2 attack amulets +2 for 30% more dmg. All these multipliers are supstantial. In comparison, the increase from leveling attack is miniscule. It's fine, if you already have enough weight, stamina, hp and maybe one or 2 points in workspeed. But not before that. You can maybe argue, that you need less stamina and hp, once you have a good mount and legendary endgame armor, But that doesn't change, that attack is a low priority stat to level up. Just to compare: if you wanna carry more you could use a Wumpo in your team, which gives you 160 weight. thats around 3 points in the corresponding stat. If you want more damage you go get 20% from a single Gobfin or by spending 10 points in attack. And there are a lot more mays to increase attack, than there are to increase carry capacity. If you want to solo-speedkill everything, maxing attack is your best way. But you hinder yourself in all other aspects. Hp: gives you a lot of survivability. Falls of endgame (if you get the legendary scematics). But you probably want at least some points to not worry about dodging all the time. Stamina: Very important early and midgame, to do anything. Less important lategame, since pals do all your work and you can use mounts/glider to traverse. But it feels horrible to do anything by yourself with only 100 stamina. You can't dodge often, you can't mine a lot in caves or on a quick sulfur tour, you can't glide for long. Defense: can't be leveled. But good defense helps with needing less hp. Legendary armor & stronghold strategist are enough. Work speed: pretty useless. By far the worst stat. Maybe get one or 2 points (2 points double your workspeed), to be able to craft some things faster on the fly. But generally your pals are much faster than you could ever be. Weight: very important. In base you can partially mitigate it by using the hookshot but if you try to farm anything like ore or monster mats, you don't want to miss out on it. Attack: Multiplier to your damage. Just the endgame stat, when you have points left, since it's the only one which has no "cap" that stops its use. Tldr: You want Hp until you can survive, you want stamina until you don't run out ouf it and you want weight until you can carry enough. How much that is depends on your playstyle and how far you are in the game. Afterwards feel free to level attack, but never before! The dmg increas is small, but can add up lategame.
@ericwong3868
@ericwong3868 7 ай бұрын
Great video! Just curious is there anything special about Robinquill? He seems like your main
@SirLANsalot
@SirLANsalot 7 ай бұрын
I figured that is what that stat meant because it was that small of a number it had to mean by an increase % damage.
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