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====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 both min and max damage by 10% per Ruby (up to 3).
* Ruby forging increases a weapon's <samp>minDamage</samp> and <samp>maxDamage</samp> by 10% per Ruby (up to 3).


====Critical Hit Check====
====Critical Hit Check====
* A critical hit occurs if: <code>Random(0–1) &lt; critChance + (Luck &times; critChance / 40)</code>
* A critical hit occurs if: <code>Random(0–1) &lt; critChance + (Luck &times; critChance / 40)</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 Jade weapon forging.
* <samp>CriticalPowerMultiplier</samp> is the effects of buffs: Innate enchantments and [[Jade Ring]]
* Desperado profession doubles this result.
* Desperado profession doubles this result.


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* Fighter: +10% damage
* Fighter: +10% damage
* Brute: +15% damage
* Brute: +15% damage
* These are applied multiplicatively and stack.
* 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====
If a weapon is [[Forge#Combat enchantments|enchanted]] with Bug Slayer or Crusader and apply to the damaged monster, damage is affected.


====Monster defense====
====Monster defense====

Revision as of 14:02, 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 a weapon's minDamage and maxDamage 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)
  • CritPower is the total of the Crit. Power stat from Weapons and Jade weapon forging.
  • CriticalPowerMultiplier is the effects of buffs: Innate enchantments and Jade Ring
  • 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, so if both Fighter and Brute are active, the effective damage increase is 110% × 115% = 127%.

Enchantments

If a weapon is enchanted with Bug Slayer or Crusader and apply to the damaged monster, damage is affected.

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%.
    5. A level 3 Crit. Chance innate enchantment increases critical hit chance by 6%: 15.8% × 1.06 = 16.75%
    6. Two aquamarine rings and a level 3 Crit. Chance innate enchantment increase critical hit chance by 26%: 15.8% × 1.26 = 19.91%.
  5. If the Blessing of Fangs buff from Statue Of Blessings is active, Critical hit chance gets an additive increase of 10%.[5]
    1. A player using a Galaxy Sword that is triple-enchanted with Aquamarine and equipped with 2 aquamarine rings has an 18.96% + 10% = 28.96% critical hit chance with the Blessing of Fangs buff from the Statue Of Blessings,
  6. The Scout Profession further increases critical hit chance by 50%[5].
    1. 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: 28.96% × 1.5 = 43.44%.
  7. Finally, every point of Luck from food and rings increases critical hit chance by: LuckLevel * critical hit chance / 40[6].
    1. This bonus scales with critical hit chance, so a higher critical hit percentage benefits more from Luck.
    2. So starting with 28.96% critical hit chance and 2 points of Luck, critical hit chance is 28.96% + 2 × 28.96% / 40 = 30.41%

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 base damage × (3 + Crit. Power / 50) × (1 + Crit. Power Bonus) multiplied again by 2 with the Desperado Profession.

Crit. Power itself 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 on a critical strike: 60 × (3 + 25 / 50) = 210 damage will be dealt.
  • 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 60 × (3 + 40 / 50) = 228.
  • With 2 Jade Rings and a +75 Crit. Power innate enchantment, Crit. Power Bonus would equal 10% (Jade Ring) x 2 + 150% (Innate enchantment) = 170%. The total damage would become 228 × (100% + 170%) = 615.6.
  • With Desperado, this becomes 615.6 × 2 = 1231.2.

References

  1. ↑ See weapons.xnb file in the game data.
  2. ↑ See StardewValley::AquamarineEnchantment.
  3. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
  4. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
  5. ↑ 5.0 5.1 See StardewValley::GameLocation.damageMonster.
  6. ↑ 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.