Every stat-type has a default stat value that it provides, which is then increased based on the level of the monster, along with the stars on the card and its grade. The default stat value does not vary between cards that provide the same bonus, but different cards have different grades, which affects how much they receive per level.
The healing pets, for example, provide +35 Healing by default. They provide +1.1022 more Healing per level on the pet (a different value than what is shown in the window), which is then scaled by the pet’s star rank and grade.
Stars
Rank 1 = 50%
Rank 2 = 75%
Rank 3 = 100%
Grade
Normal = 40%
Magic = 60%
Unique = 80%
Legend = 100%
The formula would be:
statBonus = defaultStatGain + (petLevel * statPerLevel * starRankModifier * gradeModifier)
Any stats that provide a % increase (such as potion effect increases) are scaled down based on the current player max level. Because the pets use a different level than what is shown in the window, it’s difficult to come to an exact answer when using the formula.
For example, we have Tantalizer:
The bottom yellow text states she is providing +153 HP recovery stat. The default value for HP recovery is +50, and +1.5644 per level. She is star rank 1 and Magic grade, with her in-game level displayed as 127. We can plug this into the formula like so:
50 + (127 * 1.5644 * 0.5 * 0.6) = 109
However, the result value, 109, is not the same as the tooltip. The tooltip gives a value as if she was level 219. The pet’s level is being treated differently than what is displayed in-game within the calculation. This could honestly be a bug on IMC’s side, as the formula for the stat calculation uses a different level value than what the code to display the monster’s level does.
The race and attribute of the pets do not match what the monster should normally be. IMC made random changes to the race and attribute of monsters when used in this system.
Escarot is an Earth Insect.
Prodded Horse is a Lightning Mutant.
Baby Skiaclipse is a Holy Beast.
These changes make forming the combos take a bit more planning. Also, be aware that only the pet in the first slot provides its passive bonus.
As far I’m aware, there is no restriction on repeating the same monster. However, this should probably be double checked when the final version of this content releases on Thursday in KTOS.