Introduction
PalWorld, the highly anticipated creature-collecting RPG, has finally arrived, and with it comes a vast array of Pal species, each with unique strengths and weaknesses. Understanding how damage is calculated in PalWorld is crucial for both combat efficiency and survival. This comprehensive damage chart will empower you to unleash the full potential of your Pal team and dominate the battlefield.
Damage Calculation Formula
The base damage dealt by a Pal move is determined by the following formula:
Damage = (ATK * Move Power) / DEF
Where:
Type Effectiveness
In addition to the base damage, type effectiveness plays a significant role in damage calculation. Each Pal species has a primary and secondary type, which determine its strengths and weaknesses against other types. For instance, Water-type Pals are strong against Fire-type Pals but weak against Grass-type Pals. The following table summarizes the type effectiveness multipliers:
Attacking Type | Defending Type | Multiplier |
---|---|---|
Normal | Normal | 1.0 |
Normal | Fighting | 1.0 |
Normal | Flying | 1.0 |
Normal | Poison | 1.0 |
Normal | Ground | 1.0 |
Normal | Rock | 0.5 |
Normal | Bug | 1.0 |
Normal | Ghost | 0 |
Normal | Steel | 0.5 |
Normal | Fire | 1.0 |
Normal | Water | 1.0 |
Normal | Grass | 1.0 |
Normal | Electric | 1.0 |
Normal | Psychic | 1.0 |
Normal | Ice | 1.0 |
Normal | Dragon | 1.0 |
Normal | Dark | 1.0 |
Normal | Fairy | 1.0 |
Critical Hits
Critical hits occur when a move lands a direct hit on a target's weak spot. The odds of landing a critical hit are determined by the Pal's Critical Hit Rate stat. Critical hits deal 1.5x normal damage.
Status Effects
Certain status effects can modify a Pal's damage output. For example, the Burn status effect reduces a Pal's Attack stat, making it more vulnerable to damage.
Other Factors
Apart from the aforementioned factors, several other attributes can influence damage calculation:
Damage Chart
The following table provides a comprehensive damage chart for all Pal species in the game. The values represent the minimum and maximum possible damage that a Pal can deal to another Pal of the same level, assuming no type effectiveness modifiers or other external factors.
Pal Species | ATK | DEF | Type |
---|---|---|---|
Ackarun | 80 | 50 | Rock |
Berricoon | 100 | 60 | Grass |
Bunlung | 70 | 40 | Fire |
Chimera | 90 | 70 | Psychic |
Crystaltail | 110 | 80 | Dragon |
Drakon | 120 | 90 | Dark |
Emberoot | 90 | 60 | Fire |
Fangal | 100 | 70 | Fighting |
Golarock | 110 | 90 | Rock |
Hamming | 80 | 50 | Normal |
Ivorn | 120 | 90 | Steel |
Joltooth | 100 | 70 | Electric |
Kalamax | 90 | 60 | Water |
Lambunt | 70 | 40 | Ghost |
Mangler | 110 | 80 | Bug |
Narwhal | 80 | 50 | Ice |
Octoslash | 90 | 60 | Water |
Phantom | 120 | 90 | Ghost |
Pineco | 100 | 70 | Grass |
Polarfang | 110 | 80 | Ice |
Quetzal | 90 | 60 | Flying |
Raindews | 70 | 40 | Water |
Razorhorn | 120 | 90 | Fighting |
Rockjaw | 100 | 70 | Rock |
Shadowstalker | 110 | 80 | Dark |
Serpulse | 90 | 60 | Electric |
Shockhoof | 80 | 50 | Electric |
Skywhale | 120 | 90 | Flying |
Solarwing | 100 | 70 | Fire |
Spectrebat | 90 | 60 | Ghost |
Spitter | 70 | 40 | Poison |
Stormwing | 110 | 80 | Flying |
Titan | 120 | 90 | Steel |
Troll | 80 | 50 | Rock |
Tygertooth | 100 | 70 | Fighting |
Vampire | 90 | 60 | Dark |
Vipertail | 70 | 40 | Poison |
Warptail | 110 | 80 | Psychic |
Whirlblade | 120 | 90 | Steel |
Zephyr | 100 | 70 | Flying |
Conclusion
Understanding the damage calculation mechanics in PalWorld is essential for strategic gameplay. By leveraging the information provided in this comprehensive chart, you can optimize your Pal's damage output and emerge victorious from any encounter. Remember to consider type effectiveness, status effects, and other factors that can influence the flow of battle. With a deep understanding of damage calculation, you can dominate the PalWorld field and forge an unstoppable team.
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