Palworld

Palworld

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RasaNova Feb 5, 2024 @ 3:32am
Damage modifiers
Anyone know how damage is calculated? Like, a 1000 damage musket will sometimes do only 50, and other times will explode something for 3000+.

I'm sure it has a lot to do with levels and player combat skill. But, how is it calculated? At what point, and in what conditions, would a 1000 damage weapon actually do 1000 damage?

Inquiring minds want to know.
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Showing 1-9 of 9 comments
Saitaver Feb 5, 2024 @ 3:45am 
dmg depends on player vs pal level, if ur higher lvl than pal you do much more dmg with weapon and also if you attack pal few lvls above you, then you deal fraction of damage to it. I have no idea about exact formula and "lvl caps" for dmg, most likely someone already figured it out so try googling it if ur curios
Smartik1 Feb 5, 2024 @ 3:55am 
The number system in this whole game is garbage to be honest, none of it means anything. My lvl 50 jedragon got his attack buffed from 1.1k to 1.6k, his attacks still deal a stream of...6-8 dmg. He is at level cap so the level difference argument makes no sense. Likewise, bosses hit him 800-1.5k, yet when you catch that same boss, his damage tickles.

Rocket launcher says 10,000 on it, it hits like 120. Assault rifle has 448, it hits like 3-6.

Catch chances constantly defeat any statistical probability. You can fail a 90%+ chance 20 times in a row. I'd sooner win a lottery than this happening in real life.

Nobody can even deduce how it works, because it is so massively inconsistent. They should use numbers that actually mean something. Right now, the stats are completely unrelated to any damage you might deal.
RasaNova Feb 5, 2024 @ 7:16am 
Yeah that's been my experience with damage numbers too, it doesn't seem consistent. I would think that with no other skill or stat modifiers, attacking a pal of the same level should do whatever the base listed damage is. I figured there had to be other hidden modifiers, like armor or something else we can't see. What is weapon damage type anyway, neutral?

As for capture percentage, I always assumed that the % number shown isn't the chance, it's the completion. So when it shows 90 that doesn't mean 90% chance, it means it's 90% complete.
marionettethree Feb 5, 2024 @ 7:37am 
I think Alpha Pals (boss) and Legendary pals have special 'shield' that reduce damage done to them by a lot. In comparison, look like tower bosses don't have those effect. That's why you can do higher damage number on them.
Last edited by marionettethree; Feb 5, 2024 @ 7:38am
Kyutaru Feb 5, 2024 @ 7:42am 
One thread I saw showed work proving that the formula is a simple ATK/DEF ratio. Meaning you multiply by your ATK and divide by their DEF. It gets more complicated when level differences come into play because of the level modifier.

The 1000 dmg on your weapon is similar to the 150 dmg on most Pal ultimate moves. It's the base you multiply from.

https://www.reddit.com/r/Palworld/comments/19dj25c/the_damage_formula/
Smartik1 Feb 5, 2024 @ 11:11am 
Originally posted by RasaNova:
Yeah that's been my experience with damage numbers too, it doesn't seem consistent. I would think that with no other skill or stat modifiers, attacking a pal of the same level should do whatever the base listed damage is. I figured there had to be other hidden modifiers, like armor or something else we can't see. What is weapon damage type anyway, neutral?

As for capture percentage, I always assumed that the % number shown isn't the chance, it's the completion. So when it shows 90 that doesn't mean 90% chance, it means it's 90% complete.
"Completion" makes no sense. It has to shake twice every single time. With your rationale there would be no difference between 1% and 99%. Still has to shake twice to completion.

The bigger impact right now is the Lifmunk effigy bug that reduces the capture rate (instead of increasing it) without affecting the visual % so your real chance is much lower and you don't even see it. There have been several statistical analyses posted on this demonstrating it to be the case, including equivalent captures in a new world with no effigy level.
RasaNova Feb 5, 2024 @ 1:33pm 
Originally posted by Smartik1:
Originally posted by RasaNova:
Yeah that's been my experience with damage numbers too, it doesn't seem consistent. I would think that with no other skill or stat modifiers, attacking a pal of the same level should do whatever the base listed damage is. I figured there had to be other hidden modifiers, like armor or something else we can't see. What is weapon damage type anyway, neutral?

As for capture percentage, I always assumed that the % number shown isn't the chance, it's the completion. So when it shows 90 that doesn't mean 90% chance, it means it's 90% complete.
"Completion" makes no sense. It has to shake twice every single time. With your rationale there would be no difference between 1% and 99%. Still has to shake twice to completion.
I'm not sure what you mean. When I throw a ball, it comes up with an initial number/colored ring depending on which ball I use and presumably my effigy skill (if it works.) It will periodically "roll" to see if the completion increases, the amount of increase depends again on skill and the ball used. The number shown is consistent with the amount of that colored circle that is filled in. Sometimes it takes just a few "rolls" (it might start high, or fill in large chunks of the circle per "roll" and sometimes it will increment in small amounts.

I don't believe that the chance to "succeed" a roll is getting better after each previous success, I think it's consistent throughout the process and the percentage we see is how close we are to capture. But if you or anyone else has a better explanation, I'm all ears.
Cheez3 Feb 5, 2024 @ 1:34pm 
is based on lvl, the closer to your lvl or higher, the lower the dmg.

if u headshot a chicken lvl 2 u will insta kill it with like 4000 of dmg
RasaNova Feb 5, 2024 @ 1:38pm 
Originally posted by CHEEZ3:
is based on lvl, the closer to your lvl or higher, the lower the dmg.

if u headshot a chicken lvl 2 u will insta kill it with like 4000 of dmg
Yeah my favorite way of hunting food pals now is not by attacking them, but just jumping on my fastest mount and running down all the chickens and lambs in sight, trampling them and sucking up the bits without stopping.
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Date Posted: Feb 5, 2024 @ 3:32am
Posts: 9