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====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 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" />.
# 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" />.
# Apply [[Aquamarine Ring|aquamarine ring]] and [[Forge#Innate enchantments|innate enchantment]] bonuses.
## 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).
## 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>.

Revision as of 13:43, 22 August 2025

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

Damage

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

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 both min and max damage by 10% per Ruby (up to 3).

Critical Hit Check

  • A critical hit occurs if: Random(0–1) < critChance + (Luck × critChance / 40)
  • If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: critMultiplier = (3 + CritPower / 50) × (1 + CriticalPowerMultiplier)
  • Desperado profession doubles this result.

Attack Stat Bonus

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

Profession Bonuses

  • Fighter: +10% damage
  • Brute: +15% damage
  • These are applied multiplicatively and stack.

Monster defense

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

Critical hit chance

Critical hit chance is computed in the following order:

  1. Start with the weapon's base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%[1].
  2. Add Aquamarine forging bonus. In 1.5, the 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%)[2].
  3. If the weapon is a dagger, critical hit chance is set to (critical hit chance + 0.005) × 1.12[3].
  4. Apply aquamarine ring and innate enchantment bonuses.
    1. Each aquamarine ring equipped gives a 10% bonus.[4].
    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).
    3. So for a sword with 2% base critical hit and 3 Aquamarine forging, 1 Aquamarine ring increases critical hit chance by 10%: 15.8% × 1.1 = 17.38%.
    4. Two aquamarine rings increase critical hit chance by 20%: 15.8% × 1.2 = 18.96%.
  1. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named weaponsxnb
  2. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named aquamarineenchantment
  3. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named dagger
  4. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named ringcrit