Palworld

Palworld

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Moves that Overperform
I'm trying to make a list of moves that really over perform their "on paper" stats. I think this is mostly attained by hitting more than once. so far I have:
Fireball, Blizzard spike, double blizzard spike. They all do initial damage and a pulse or two of AoE. overpwerforms, but nothing crazy
Lightning streak. A little slow to aim, but against big pals can hit 2-3 times for great damage.
Air Blade: 5 projectiles that fan out. if close to a large enemy can hit with all 5. easily one of the strongest tutorable moves
Holy Burst: huge overlapping AoEs. against even small enemies will often hit twice, can hit big enemies 6 or 7 times. A little slow though, so fast enemies, or an enemy that jumps back in preparation for a ranged attack sometimes dodge on accident
Divine Disaster 1/2: both are a strong charge attack that also has a ton of secondary projectiles. I think DD1 is actually stronger (or at least more reliable about what direction the secondary shots are going
seed mine/star mine: strong initial attack that scatters mines. better against enemies that can't sit still

so what do you guys think? what other moves are hidden gems that I don't know about? is there some weird exclusive skill that actually rocks socks?
(I'm playing a hardcore random spawn world, and I need the best of the best for raids, so I'm thinking about breeding for inherited movesets)
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Originally posted by rpgarcher:
I'm trying to make a list of moves that really over perform their "on paper" stats. I think this is mostly attained by hitting more than once. so far I have:
Fireball, Blizzard spike, double blizzard spike. They all do initial damage and a pulse or two of AoE. overpwerforms, but nothing crazy
Lightning streak. A little slow to aim, but against big pals can hit 2-3 times for great damage.
Air Blade: 5 projectiles that fan out. if close to a large enemy can hit with all 5. easily one of the strongest tutorable moves
Holy Burst: huge overlapping AoEs. against even small enemies will often hit twice, can hit big enemies 6 or 7 times. A little slow though, so fast enemies, or an enemy that jumps back in preparation for a ranged attack sometimes dodge on accident
Divine Disaster 1/2: both are a strong charge attack that also has a ton of secondary projectiles. I think DD1 is actually stronger (or at least more reliable about what direction the secondary shots are going
seed mine/star mine: strong initial attack that scatters mines. better against enemies that can't sit still

so what do you guys think? what other moves are hidden gems that I don't know about? is there some weird exclusive skill that actually rocks socks?
(I'm playing a hardcore random spawn world, and I need the best of the best for raids, so I'm thinking about breeding for inherited movesets)
We deferentially need a way to tell our pal to dodge, or give all pals turn speed; how long it takes to make a 360. Would also invent pals able to juke out.

And allow us to teach how our pals should move and fight. (Alphas, or bigger pals in this case would turn slower.)
you can withdrawl to sphere and redeploy to have your pal dodge attacks when not mounted. It has been a very important part of my survival on the hardcore difficulty
its always been a problem esp in jrpgs where they label the multi hit attacks as median or min of its damage or without other multipliers like crits or weakness

and its not due to malice or ineptitude but because there is no real way of displaying potential damage in multi hits or lingering hits. i think best they can do is display that it is a multi hit attack.
Tetsuri Feb 5 @ 12:12am 
it's easy to display, they just didn't.
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Date Posted: Feb 4 @ 10:38pm
Posts: 4