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So i doubt it.
Question: The only advantage Lucky Pal has is the Lucky passive skill or does it have more stats compared to it's normal version? Does the size influence in someway besides, maybe, hitbox? And, which one is better, Lucky Pal or Alpha Pal, giving the knowledge that we can add all active skills to them?
People are saying the small version is better because of the hitbox, which is good, but it's like weird to see a huge-ass Pal and be no stronger than the small-tiny piece of thing there, do you know what I mean?
Ended up a little bit of a tldr ramble of my perspective.
I kinda want to check this out once home. I have a few luckies in the box that I have never used. Will try and catch one of the same level, see how the stats line up outside of the attack and work speed.
There is one basis to consider that does lend plausibility to this. It is when we try capturing luckies. The wild version seems to have the traits of what you capture. I notice ferocious do hit hard. Swift are much faster, etc.
Want a fast flyer? Capture first flying hyena to your base. Often will be swift or similar if ahead of the pack.
Lucky trait boosts attack and work speed. However a wild lucky usually takes a lot more punishment to get HP down. My wild lucky Rooby is just a beast. Something Rooby usually isnt known for.
In mean time, if you have an un-levelled wild lucky, curious how they compare for you. Be interesting to get a sample pool.
Curious if you can find a shiny boss, but it would just be for looks because they all turn weak like normal ones when caught, at least when it comes to stats and HP amount.
But if I was a dev? I would totally let that happen because rule of cool.
NO.
The boss pals in the seals only spawn as Alphas. The end dungeon bosses either dont spawn at all or in the very veryveryveryveryvery rare chance something spawns its an alpha surrounded by a bunch of luckys. i dont think both can happen :/
https://youtu.be/svQxFp7WMGg?si=-jzTcbQOm_flv-6e
Did you test if there's a difference between a normal version of the Pal, the Lucky version, and the Alpha version with the same level and same passive skills? Because, this is what I want to know, right? If you take a Lamball, for example, take the normal version, the Lucky version, and the Alpha version (if there's one, I don't know, assume it has), put them all at level 1 and with the same passives... Do the stats are different?
The Lucky version comes with the passive skill Luck that gives bonus damage, or bonus attack, I don't remember which, but if we remove this passive from a Lucky version, do the stats are the same as the normal version?
Important note: The hidden IVs the same.
https://www.palpedia.net/
In this website you can check all the normal version and all the alpha version of the Pals. You'll see there's no difference between them, including the active skills. This means the difference between normal version and alpha version is literally the size? By the way, if you get one of each in-game, and level them to the same level and the stats are difference, this could be (and probably is) the hidden IVs (that I think it's from 0-30%).
You can math that out pretty easily by checking both stats from the normal version and the alpha version, and then calculate if the difference reaches this range, from 0% to 30%. THIS ALSO MEANS that you can get a normal version of the Pal strongest than the alpha version because thee hidden IV is better.
Dude... If this is real, this is BS and the game needs to change that. Alpha version, as default, should be better than normal versions, the same with lucky (I don't know the order, but the normal version should be the weakest version).
Edit: By the way, this also suggest (not evidence) that the only better thing the lucky version has is the lucky passive skill, this means if you compare the lucky version with a normal version with the lucky passive skill, they also would have the exact same numbers (ignoring the IVs)
THIS IS BS!