Disclaimer: This mod was tested on default settings with no alterations to damage to pals or to players. This was done as a baseline as accounting for all possible settings would be impossible. If you play with altered settings be it increase pal damage, player damage, damage to pals or damage to players you will have a different experience.
This mod is an attempt at rebalancing the game in a way that makes more pals viable for longer. Every pal received a universal buff with most buffs being done in a way that either was to match their original stat spread OR to help them fill a play style within a power tier. The hope for this was to make it so no pal got a de-buff directly or indirectly which leads to some pals being closer to their vanilla counterparts then others. All pal stats are also set based off of the information found here.
A quick run down of how pal stats are set up is all pals have
500 HP
100 Attack
50 Defense
They then take their given stats and receive that much of the given stat. So a pal that has 70 would end up having 350 of the 500 possible health. Same applies to Attack and Defense. So I set a hard cap for stats to not go higher then 255 which very few pals even reach this number most of which are raid tier pals or the legendary pals and only the alpha variants of them at that.
The tiers are as follows.
350 (380 Alpha) Most early game pals will be found here.
400 (430 Alpha) A slight step up from the early game pals.
450 (480 Alpha) More focus on mid game pals with a focus on making them strong enough to be viable even into end game.
500 (530 Alpha) Your more traditional best in slot pals are here as well as a few others to help fill out the ranks a bit.
600 (630 Alpha) This tier is the Legendary pals Paladius, Necromus, Frostallion, Frostallion Noct, and Jetragon. It also has Selyne and Bastigor
650 (680 Alpha) Raid tier. This is the tier I put all of the pals that are from raids.
The tiers were set up focusing solely on the HP, Melee attack, Shot attack, and Defense of pals. Due to conflicting answers online I couldn't determine if it was melee attack or shot attack that is used by the game as when I was looking I seen different opinions as far as if both mattered or if only one or the other mattered. So to simplify I made both stats the same so regardless of which the game actually uses it will read them both as the same.
When I set up the tiers I worked backwards in a sense using what are already some of the best pals in the game as examples of what the higher tiers should look like. Using Jormuntide Ignis according to it's page on Palworld.gg It's stats are as follows.
HP 130
Defense 110
Melee Attack 150
Shot Attack 130
Adding these up without combining the melee and shot attack gives 510 total for the stats, if we use only the highest it would be 390 which when on paper would make it seem and feel weaker over all. So when making the tiers I went with 500 as a baseline for "end game pals" as a way to ensure everyone was buffed and no one was indirectly de-buffed. As a result I ended up giving Jormuntide Ignis.
HP 180
Defense 180
Melee Attack 160
Shot Attack 160
This left it's over all attack roughly the same while giving it higher HP and defense making it more bulky over all but not so much so that it's impossible to kill.
A full list of updated stats including new work suitabilities can be found here.
0 comments