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This article is about combat mechanics. For information about the [[Skill]], see [[Combat]].
{{For|information about the combat [[Skills|skill]]|Combat|R=This article is about combat mechanics.}}
==Damage==
In Stardew Valley, damage dealt to monsters is determined by a combination of weapon stats, rings, professions, and [[Luck]].


===Damage===
===Formula overview===
In Stardew Valley, damage dealt to monsters is determined by a combination of weapon stats, player buffs, gear effects, professions, and critical hit multipliers.
 
====Formula overview====
<code>
<code>
FinalDamage = BaseDamage × CritMultiplier (if crit)<br>
FinalDamage = (BaseDamage × CritMultiplier (if crit)<br>
&nbsp;&nbsp;&nbsp;&nbsp;+ Attack (stat) × 3<br>
&nbsp;&nbsp;&nbsp;&nbsp;+ Attack (stat) × 3)<br>
&nbsp;&nbsp;&nbsp;&nbsp;× FighterBonus (×1.1 if active)<br>
&nbsp;&nbsp;&nbsp;&nbsp;× FighterBonus (×1.1 if active)<br>
&nbsp;&nbsp;&nbsp;&nbsp;× BruteBonus (×1.15 if active)<br>
&nbsp;&nbsp;&nbsp;&nbsp;× BruteBonus (×1.15 if active)<br>
Line 13: Line 12:
&nbsp;&nbsp;&nbsp;&nbsp;→ Modified by enchantments<br>
&nbsp;&nbsp;&nbsp;&nbsp;→ Modified by enchantments<br>
&nbsp;&nbsp;&nbsp;&nbsp;→ Reduced by monster defense</code>
&nbsp;&nbsp;&nbsp;&nbsp;→ Reduced by monster defense</code>
====Base damage roll====
 
===Base damage roll===
* A random value is rolled between the weapon’s <samp>minDamage</samp> and <samp>maxDamage</samp>.
* A random value is rolled between the weapon’s <samp>minDamage</samp> and <samp>maxDamage</samp>.
* Ruby forging increases a weapon's <samp>minDamage</samp> and <samp>maxDamage</samp> by 10% per Ruby (up to 3).
* [[Forge#Weapon forging|Ruby forging]] increases a weapon's <samp>minDamage</samp> and <samp>maxDamage</samp> by 10% per Ruby (up to 3)<ref name="rubyenchantment" />. Three Ruby forges would increase <samp>minDamage</samp> and <samp>maxDamage</samp> by 30% total.
* [[Ruby Ring]]s and [[Iridium Band]]s affect <samp>minDamage</samp> and <samp>maxDamage</samp> by 10% per ring. These effects are multiplicative with the [[Forge#Weapon forging|Ruby forging]] increase<ref name="ringcrit" />.
* This makes the effective <samp>minDamage</samp> and <samp>maxDamage</samp> formula <code>minDamage = weaponMinDamage &times; (100% + rubyForgeCount &times; 10%) &times; (100% + ringBonusPercent)</code>, where <samp>ringBonusPercent</samp> is the sum of all equipped ring effects which increase Attack by a percentage. If a player equipped two combined rings of [[Iridium Band]] and [[Ruby Ring]], <samp>ringBonusPercent</samp> would be <samp>10% (Ruby Ring) + 10% (Iridium Band) + 10% (Ruby Ring) + 10% (Iridium Band) = 40%</samp>.


====Critical Hit Check====
===Critical Hit Check===
* A critical hit occurs if: <code>Random(0–1) &lt; critChance + (Luck &times; critChance / 40)</code>
* Base crit multiplier is <code>3x</code>
* If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: <code>critMultiplier = (3 + CritPower / 50) &times; (1 + CriticalPowerMultiplier)</code>
* If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: <code>critMultiplier = 3 + (CritPower / 50) &times; (1 + CriticalPowerMultiplier)</code>
* <samp>CritPower</samp> is the total of the [[Crit. Power]] stat from [[Weapons]] and [[Forge#Weapon forging|Jade forging]].
* <samp>CritPower</samp> is the total of the [[Crit. Power]] stat from [[Weapons]] and [[Forge#Weapon forging|Jade forging]].
* <samp>CriticalPowerMultiplier</samp> is the effects of buffs: [[Forge#Enchantments|Innate enchantments]] and [[Jade Ring]]
* <samp>CriticalPowerMultiplier</samp> is the effects of buffs: [[Forge#Enchantments|Innate enchantments]] and [[Jade Ring]]
* Desperado profession doubles this result.


====Attack Stat Bonus====
===Attack Stat Bonus===
* The player’s Attack stat (from food, gear, enchantments) adds: <code>+3 damage per Attack point</code>
* The player’s Attack stat (from food, gear, and +Attack [[Forge#Enchantments|Innate enchantments]]) adds: <code>+3 damage per Attack point</code>


====Profession Bonuses====
===Profession Bonuses===
* Fighter: +10% damage
* Fighter: +10% damage
* Brute: +15% damage
* Brute: +15% damage
* These are applied multiplicatively and stack, so if both Fighter and Brute are active, the effective damage increase is <code>110% &times; 115% = 127%</code>.
* These are applied multiplicatively and stack, so if both Fighter and Brute are active, the effective damage increase is <code>110% &times; 115% = 127%</code>.


====Enchantments====
===Desperado Profession===
If a weapon is [[Forge#Combat enchantments|enchanted]] with Bug Slayer or Crusader and apply to the damaged monster, damage is affected.
* If the hit is a critical strike and the player has the [[Skills#Combat|Desperado]] profession, damage is doubled.
 
===Enchantments===
If a weapon is [[Forge#Combat enchantments|enchanted]] with Bug Slayer or Crusader and the damaged monster type matches the enchantment effect, damage is increased by 50%.


====Monster defense====
===Monster defense===
Monster defense is subtracted from the damage roll. Damage is always at least 1, even after defense reduction.
Monster defense is subtracted from the damage roll. Damage is always at least 1, even after defense reduction.


===Critical hit chance===
==Critical hit chance==
===Calculation===
Critical hit chance is computed in the following order:
Critical hit chance is computed in the following order:


# Start with the weapon's base critical hit chance. For example, the [[Galaxy Sword]] has a critical hit chance of 2%<ref name="weaponsxnb" />.
'''Calculate weapon crit chance'''
# Add Aquamarine forging bonus. In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases weapon critical hit chance by 4.6%. For example, a weapon with 3 Aquamarine forges would have its crit chance increased by 13.8% (4.6% x 3). If applied to the [[Galaxy Sword]], this would result in a critical hit chance of 15.8% (2% + 13.8%)<ref name="aquamarineenchantment" />.
 
# If the weapon is a [[Weapons#Dagger|dagger]], critical hit chance is set to <code>(critical hit chance + 0.005) &times; 1.12</code><ref name="dagger" />.
In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases weapon critical hit chance by 4.6%<ref name="aquamarineenchantment" />.
# Apply [[Aquamarine Ring|aquamarine ring]] and [[Forge#Innate enchantments|innate enchantment]] bonuses.
<code>CritChance = Base weapon crit. chance<ref name="weaponsxnb" /> + (4.6% &times; number of Aquamarine forges)</code>
## Each [[Aquamarine Ring|aquamarine ring]] equipped gives a 10% bonus.<ref name="ringcrit" />.
 
## If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each enchantment level adds a 2% bonus (up to 6% for a level 3 enchantment).
If weapon type is [[Weapons#Dagger|dagger]], <code>CritChance = (CritChance + 0.5%) &times; 1.12</code><ref name="dagger" />
## So for a sword with 2% base critical hit and 3 Aquamarine forging, 1 Aquamarine ring increases critical hit chance by 10%: <code>15.8% &times; 1.1 = 17.38%</code>.
 
## Two aquamarine rings increase critical hit chance by 20%: <code>15.8% &times; 1.2 = 18.96%</code>.
'''Apply [[Aquamarine Ring]] and [[Forge#Innate enchantments|innate enchantments]]'''
## A level 3 Crit. Chance innate enchantment increases critical hit chance by 6%: <code>15.8% &times; 1.06 = 16.75%</code>
 
## Two aquamarine rings and a level 3 Crit. Chance innate enchantment increase critical hit chance by 26%: <code>15.8% &times; 1.26 = 19.91%</code>.
Each [[Aquamarine Ring|aquamarine ring]] equipped gives a 10% bonus.<ref name="ringcrit" />
# If the Blessing of Fangs buff from [[Statue Of Blessings]] is active, Critical hit chance gets an additive increase of 10%.<ref name="scoutcode" />  
If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each enchantment level adds a 2% bonus (up to 6% for a level 3 enchantment). (The tooltip displays "+1 Crit. Chance" for a level 1 enchantment.)
## A player using a [[Galaxy Sword]] that is [[Forge#Weapon forging|triple-enchanted]] with [[Aquamarine]] and equipped with 2 [[Aquamarine Ring|aquamarine rings]] has an <code>18.96% + 10% = 28.96%</code> critical hit chance with the Blessing of Fangs buff from the [[Statue Of Blessings]],
<code>CritChance = (CritChance &times; (1 + number of Aquamarine rings &times; 10% + Innate enchantment level &times; 2%)</code>
# The Scout Profession further increases critical hit chance by 50%</samp><ref name="scoutcode" />.  
 
## For the galaxy sword with 2 aquamarine rings, 3 aquamarine forging, the Blessing of Fangs buff from the [[Statue Of Blessings]], and the Scout profession, the critical hit chance is: <code>28.96% &times; 1.5 = 43.44%</code>.
'''Apply Blessing of Fangs bonus'''
# Finally, every point of [[Luck]] from food and rings increases critical hit chance by: <code>LuckLevel * critical hit chance / 40</code><ref name="luckcrit" />.
 
## This bonus scales with critical hit chance, so a higher critical hit percentage benefits more from Luck.
If the Blessing of Fangs buff from [[Statue Of Blessings]] is active, Critical hit chance gets an additive increase of 10%.
## So starting with 28.96% critical hit chance and 2 points of Luck, critical hit chance is <code>28.96% + 2 &times; 28.96% / 40 = 30.41%</code>
<code>CritChance = CritChance + 10%</code>
===Critical hit damage===
 
A critical strike does additional damage to an enemy.  A special sound plays when hitting a critical strike, and the damage numbers that pop up show the greater damage amount.  Bonus damage done by critical strikes is equal to <code>base damage &times; (3 + Crit. Power / 50) &times; (1 + Crit. Power Bonus)</code> multiplied again by 2 with the [[Skills#Combat|Desperado]] Profession.
'''Apply Scout profession'''
 
If the player has the Scout Profession, critical hit chance is increased by 50%.<ref name="scoutcode" />
<code>CritChance = CritChance &times; 150%</code>
 
'''Apply Luck'''
 
Critical hit chance is increased based on the player's [[Luck]]<ref name="luckcrit" />.
<code>CritChance = LuckLevel * CritChance / 40</code>
 
===Examples===
'''[[Galaxy Sword]] build'''
* Aquamarine forging x3
* Aquamarine ring x2
* Blessing of Fangs
* Scout profession
* 2 Luck
 
Calculation:
# Weapon crit chance: <code>2% + (4.6% &times; 3 (Aquamarine forging)) = 15.8%</code>
# Rings & innate enchantment: <code>15.8% &times; (1 + 10% &times; 2 (Aquamarine rings)) = 15.8% &times; 120% = 19.0%</code>
# Blessing of Fangs: <code>19% + 10% = 29%</code>
# Scout profession: <code>29% &times; 150% = 43.4%</code>
# Luck: <code>43.4% + 2 (Luck) &times; 43.4% / 40 = 43.4% + 2.2 = 45.6%</code>
 
==Critical hit damage==
===Calculation===
A critical strike does additional damage to an enemy.  A special sound plays when hitting a critical strike, and the damage numbers that pop up show the greater damage amount.  A critical strike effectively multiplies the damage roll by a calculated value called <samp>CritMultiplier</samp>. Default crit multiplier is <code>3x</code> with the formula as follows: <code>CritMultiplier = 3 + (Crit. Power (stat) / 50) &times; (1 + Crit. Power Bonus)</code>  


Crit. Power itself can be found on:
The [[Skills#Combat|Desperado]] Profession also affects the damage dealt by a Critical strike, doubling damage after bonus [[Attack]] damage has been added. ([[Attack]] stat is otherwise a "flat" bonus which is not increased by Critical strike bonuses.)
 
[[Crit. Power]] (stat) can be found on:
* [[Weapons]]
* [[Weapons]]
* [[Forge#Combat enchantments|Jade enchantments]]: +5 Crit. Power per enchantment
* [[Forge#Combat enchantments|Jade enchantments]]: +5 Crit. Power per enchantment
Line 69: Line 103:
* [[Forge#Innate enchantments|Innate enchantments]]: +50% per enchantment level. A Crit. Power Innate enchantment shows as +25 "Crit. Power" per level, so a "+75 Crit. Power" tooltip represents a level 3 enchantment and thus increases Crit. Power Bonus by 150%.
* [[Forge#Innate enchantments|Innate enchantments]]: +50% per enchantment level. A Crit. Power Innate enchantment shows as +25 "Crit. Power" per level, so a "+75 Crit. Power" tooltip represents a level 3 enchantment and thus increases Crit. Power Bonus by 150%.


Example:
===Example===
* A normal attack using the [[Lava Katana]] can do 55-64 damage. Assume an attack rolls 60 damage.
* A Lava Katana has 25 Crit. Power, so <code>CritMultiplier = 3 + (25 / 50) = 3.5</code>
* If the Lava Katana was forged with 3 Jades, Crit. Power would be increased by 15, for a total of 40 (though it shows up as +39 ingame due to rounding errors).
This means the damage would instead be <code>CritMultiplier = 3 + ((25 + 15) / 50) = 3 + (40 / 50) = 3.8</code>.
* With 2 Jade Rings and a +75 Crit. Power (level 3) innate enchantment, Crit. Power Bonus would equal <code> (2 &times; 10% (Jade Ring)) + 150% (Innate enchantment) = 170% (1.7x)</code>,
making <code>CritMultiplier = 3.8 &times; (100% + 170%) or 3.8 &times; (1 + 1.7) = 3.8 &times; 2.7 = 10.26</code>.
* A base damage roll of 60 damage that was a critical strike with this setup would deal <code>60 &times; 10.26 = 615.6</code> damage.
* The [[Skills#Combat|Desperado]] effectively doubles the damage again (after the Attack stat is applied), so the resulting damage would be <code>615.6 &times; 2 = 1231.2</code>.


* A normal attack using the [[Lava Katana]] can do 55-64 damage. Assume an attack rolls 60 damage.
==Player defense==
* A Lava Katana has 25 Crit. Power, so on a critical strike: <code>60 &times; (3 + 25 / 50) = 210</code> damage will be dealt.
===Damage variance===
* If the Lava Katana was forged with 3 Jades, Crit. Power would be increased by 15, for a total of 40 (though it shows up as +39 ingame due to rounding errors). This means the damage would instead be <code>60 &times; (3 + 40 / 50) = 228</code>.
Monster damage varies by a random fluctuation between <samp>7/8</samp>ths and just below <samp>9/8</samp>ths of the [[Monsters|Monster]]'s base damage<ref name="farmerdamage" />. The formula can be expressed as follows: <code>minDamage <= actualDamage < maxDamage</code>, where <code>fluctuationDamage = int(monsterBaseDamage / 8)</code> and <code>minDamage = monsterBaseDamage - fluctuationDamage</code> and <code>maxDamage = monsterBaseDamage + fluctuationDamage</code>.
* With 2 Jade Rings and a +75 Crit. Power innate enchantment, Crit. Power Bonus would equal <code>10% (Jade Ring) x 2 + 150% (Innate enchantment) = 170%</code>. The total damage would become <code>228 &times; (100% + 170%) = 615.6</code>.
 
* With Desperado, this becomes <code>615.6 &times; 2 = 1231.2</code>.
Example: A [[Shadow Brute]] has a base damage of 18, so <code>fluctationDamage = 18 / 8 = 2.25 => 2</code>, meaning the actual damage ranges between <samp>16</samp> and <samp>19</samp>, because <samp>18 - 2 = 16</samp> and <samp>18 + 2 = 20</samp>, but the upper bound is less than <samp>20</samp> (not less than or equal).
 
===Determining player defense===
Applicable defense is the player's [[Defense]] stat total from among [[Boots]], [[Weapons]], [[Rings]], [[Food]] buffs plus 1 if the player has read [[Jack Be Nimble, Jack Be Thick]]<ref name="farmerdamage"/>.
If defense is greater than or equal to half the actual damage being dealt, defense is reduced by up to 20% <ref name="farmerdamage"/>. This causes a slight dampening of the defense stat in low-damage scenarios. If <code>defense >= damage / 2</code>, defense is reduced by either 0%, 10%, or 20% (randomly determined), using the following formula: <code>defenseReduction = int(defense &times; reductionPercent)</code>, <code>defense = defense - defenseReduction</code>.
 
Example: A [[Duggy]] has a base damage of 6. If 6 damage would be dealt to a player with a [[Defense]] of 5, half of 6 damage is 3. Since <samp>5 (Defense) >= 3 (half damage)</samp>, defense could be lowered by up to 20%. <code>5 (Defense) &times; 20% = 1</code>, so in this scenario a player's effective defense could be reduced by up to 1.
 
===Damage is applied===
Incoming damage is reduced by the applicable defense, to a minimum of <samp>1</samp><ref name="farmerdamage"/>.  
 
Example: 10 damage is dealt to a player with 6 defense. The player would take 4 damage, because <samp>10 - 6 = 4</samp>.


==References==
==References==
<references>
<references>
<ref name="weaponsxnb">See <samp>weapons.xnb</samp> file in the game data.</ref>
<ref name="weaponsxnb">See <samp>weapons.xnb</samp> file in the game data.</ref>
<ref name="rubyenchantment">See <samp>StardewValley::RubyEnchantment</samp>.</ref>
<ref name="aquamarineenchantment">See <samp>StardewValley::AquamarineEnchantment</samp>.</ref>
<ref name="aquamarineenchantment">See <samp>StardewValley::AquamarineEnchantment</samp>.</ref>
<ref name="dagger">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp>; the dagger weapon type is 1.</ref>
<ref name="dagger">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp>; the dagger weapon type is 1.</ref>
Line 85: Line 139:
<ref name="scoutcode">See <samp>StardewValley::GameLocation.damageMonster</samp>.</ref>
<ref name="scoutcode">See <samp>StardewValley::GameLocation.damageMonster</samp>.</ref>
<ref name="luckcrit">See <samp>StardewValley::GameLocation.damageMonster</samp>; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.</ref>
<ref name="luckcrit">See <samp>StardewValley::GameLocation.damageMonster</samp>; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.</ref>
<ref name="farmerdamage">See <samp>StardewValley::StardewValley::Farmer.takeDamage()</samp>.</ref>
</references>
</references>
[[Category:Combat]]
[[de:Kampf/Mechanik]]
[[es:Combate/Mecánica]]
[[fr:Combat/Mécaniques]]
[[it:Combattimento/Meccaniche]]
[[ja:戦闘/メカニクス]]
[[ko:전투/메커니즘]]
[[hu:Harc/Mechanika]]
[[pt:Combate/Mecânica]]
[[ru:Боевые навыки/Механика]]
[[tr:Savaşma/Mekanikler]]
[[zh:战斗/机制]]

Latest revision as of 13:08, 6 September 2026

This article is about combat mechanics. For information about the combat skill, see Combat.

Damage

In Stardew Valley, damage dealt to monsters is determined by a combination of weapon stats, rings, professions, and Luck.

Formula overview

FinalDamage = (BaseDamage × CritMultiplier (if crit)
    + Attack (stat) × 3)
    × FighterBonus (×1.1 if active)
    × BruteBonus (×1.15 if active)
    × DesperadoBonus (×2 if crit and active)
    → Modified by enchantments
    → Reduced by monster defense

Base damage roll

  • A random value is rolled between the weapon’s minDamage and maxDamage.
  • Ruby forging increases a weapon's minDamage and maxDamage by 10% per Ruby (up to 3)[1]. Three Ruby forges would increase minDamage and maxDamage by 30% total.
  • Ruby Rings and Iridium Bands affect minDamage and maxDamage by 10% per ring. These effects are multiplicative with the Ruby forging increase[2].
  • This makes the effective minDamage and maxDamage formula minDamage = weaponMinDamage × (100% + rubyForgeCount × 10%) × (100% + ringBonusPercent), where ringBonusPercent is the sum of all equipped ring effects which increase Attack by a percentage. If a player equipped two combined rings of Iridium Band and Ruby Ring, ringBonusPercent would be 10% (Ruby Ring) + 10% (Iridium Band) + 10% (Ruby Ring) + 10% (Iridium Band) = 40%.

Critical Hit Check

  • Base crit multiplier is 3x
  • If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: critMultiplier = 3 + (CritPower / 50) × (1 + CriticalPowerMultiplier)
  • CritPower is the total of the Crit. Power stat from Weapons and Jade forging.
  • CriticalPowerMultiplier is the effects of buffs: Innate enchantments and Jade Ring

Attack Stat Bonus

  • The player’s Attack stat (from food, gear, and +Attack Innate enchantments) adds: +3 damage per Attack point

Profession Bonuses

  • Fighter: +10% damage
  • Brute: +15% damage
  • These are applied multiplicatively and stack, so if both Fighter and Brute are active, the effective damage increase is 110% × 115% = 127%.

Desperado Profession

  • If the hit is a critical strike and the player has the Desperado profession, damage is doubled.

Enchantments

If a weapon is enchanted with Bug Slayer or Crusader and the damaged monster type matches the enchantment effect, damage is increased by 50%.

Monster defense

Monster defense is subtracted from the damage roll. Damage is always at least 1, even after defense reduction.

Critical hit chance

Calculation

Critical hit chance is computed in the following order:

Calculate weapon crit chance

In 1.5, the Aquamarine forging increases weapon critical hit chance by 4.6%[3]. CritChance = Base weapon crit. chance[4] + (4.6% × number of Aquamarine forges)

If weapon type is dagger, CritChance = (CritChance + 0.5%) × 1.12[5]

Apply Aquamarine Ring and innate enchantments

Each aquamarine ring equipped gives a 10% bonus.[2] If the weapon has a "+X Crit. Chance" innate enchantment, then each enchantment level adds a 2% bonus (up to 6% for a level 3 enchantment). (The tooltip displays "+1 Crit. Chance" for a level 1 enchantment.) CritChance = (CritChance × (1 + number of Aquamarine rings × 10% + Innate enchantment level × 2%)

Apply Blessing of Fangs bonus

If the Blessing of Fangs buff from Statue Of Blessings is active, Critical hit chance gets an additive increase of 10%. CritChance = CritChance + 10%

Apply Scout profession

If the player has the Scout Profession, critical hit chance is increased by 50%.[6] CritChance = CritChance × 150%

Apply Luck

Critical hit chance is increased based on the player's Luck[7]. CritChance = LuckLevel * CritChance / 40

Examples

Galaxy Sword build

  • Aquamarine forging x3
  • Aquamarine ring x2
  • Blessing of Fangs
  • Scout profession
  • 2 Luck

Calculation:

  1. Weapon crit chance: 2% + (4.6% × 3 (Aquamarine forging)) = 15.8%
  2. Rings & innate enchantment: 15.8% × (1 + 10% × 2 (Aquamarine rings)) = 15.8% × 120% = 19.0%
  3. Blessing of Fangs: 19% + 10% = 29%
  4. Scout profession: 29% × 150% = 43.4%
  5. Luck: 43.4% + 2 (Luck) × 43.4% / 40 = 43.4% + 2.2 = 45.6%

Critical hit damage

Calculation

A critical strike does additional damage to an enemy. A special sound plays when hitting a critical strike, and the damage numbers that pop up show the greater damage amount. A critical strike effectively multiplies the damage roll by a calculated value called CritMultiplier. Default crit multiplier is 3x with the formula as follows: CritMultiplier = 3 + (Crit. Power (stat) / 50) × (1 + Crit. Power Bonus)

The Desperado Profession also affects the damage dealt by a Critical strike, doubling damage after bonus Attack damage has been added. (Attack stat is otherwise a "flat" bonus which is not increased by Critical strike bonuses.)

Crit. Power (stat) can be found on:

Crit. Power Bonus is increased by:

  • Jade Ring: +10% per ring
  • Innate enchantments: +50% per enchantment level. A Crit. Power Innate enchantment shows as +25 "Crit. Power" per level, so a "+75 Crit. Power" tooltip represents a level 3 enchantment and thus increases Crit. Power Bonus by 150%.

Example

  • A normal attack using the Lava Katana can do 55-64 damage. Assume an attack rolls 60 damage.
  • A Lava Katana has 25 Crit. Power, so CritMultiplier = 3 + (25 / 50) = 3.5
  • If the Lava Katana was forged with 3 Jades, Crit. Power would be increased by 15, for a total of 40 (though it shows up as +39 ingame due to rounding errors).

This means the damage would instead be CritMultiplier = 3 + ((25 + 15) / 50) = 3 + (40 / 50) = 3.8.

  • With 2 Jade Rings and a +75 Crit. Power (level 3) innate enchantment, Crit. Power Bonus would equal (2 × 10% (Jade Ring)) + 150% (Innate enchantment) = 170% (1.7x),

making CritMultiplier = 3.8 × (100% + 170%) or 3.8 × (1 + 1.7) = 3.8 × 2.7 = 10.26.

  • A base damage roll of 60 damage that was a critical strike with this setup would deal 60 × 10.26 = 615.6 damage.
  • The Desperado effectively doubles the damage again (after the Attack stat is applied), so the resulting damage would be 615.6 × 2 = 1231.2.

Player defense

Damage variance

Monster damage varies by a random fluctuation between 7/8ths and just below 9/8ths of the Monster's base damage[8]. The formula can be expressed as follows: minDamage <= actualDamage < maxDamage, where fluctuationDamage = int(monsterBaseDamage / 8) and minDamage = monsterBaseDamage - fluctuationDamage and maxDamage = monsterBaseDamage + fluctuationDamage.

Example: A Shadow Brute has a base damage of 18, so fluctationDamage = 18 / 8 = 2.25 => 2, meaning the actual damage ranges between 16 and 19, because 18 - 2 = 16 and 18 + 2 = 20, but the upper bound is less than 20 (not less than or equal).

Determining player defense

Applicable defense is the player's Defense stat total from among Boots, Weapons, Rings, Food buffs plus 1 if the player has read Jack Be Nimble, Jack Be Thick[8]. If defense is greater than or equal to half the actual damage being dealt, defense is reduced by up to 20% [8]. This causes a slight dampening of the defense stat in low-damage scenarios. If defense >= damage / 2, defense is reduced by either 0%, 10%, or 20% (randomly determined), using the following formula: defenseReduction = int(defense × reductionPercent), defense = defense - defenseReduction.

Example: A Duggy has a base damage of 6. If 6 damage would be dealt to a player with a Defense of 5, half of 6 damage is 3. Since 5 (Defense) >= 3 (half damage), defense could be lowered by up to 20%. 5 (Defense) × 20% = 1, so in this scenario a player's effective defense could be reduced by up to 1.

Damage is applied

Incoming damage is reduced by the applicable defense, to a minimum of 1[8].

Example: 10 damage is dealt to a player with 6 defense. The player would take 4 damage, because 10 - 6 = 4.

References

  1. ↑ See StardewValley::RubyEnchantment.
  2. ↑ 2.0 2.1 See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
  3. ↑ See StardewValley::AquamarineEnchantment.
  4. ↑ See weapons.xnb file in the game data.
  5. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
  6. ↑ See StardewValley::GameLocation.damageMonster.
  7. ↑ See StardewValley::GameLocation.damageMonster; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.
  8. ↑ 8.0 8.1 8.2 8.3 See StardewValley::StardewValley::Farmer.takeDamage().