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====Critical Hit Check====
====Critical Hit Check====
* 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 [[Forge#Weapon forging|Jade forging]].
* <samp>CritPower</samp> is the total of the [[Crit. Power]] stat from [[Weapons]] and [[Forge#Weapon forging|Jade forging]].
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===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:
======Calculate weapon crit chance======
In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases weapon critical hit chance by 4.6%<ref name="aquamarineenchantment" />.
<code>CritChance = Base weapon crit. chance<ref name="weaponsxnb" /> + (4.6% &times; number of Aquamarine forges)</code>
If weapon type is [[Weapons#Dagger|dagger]], <code>CritChance = (CritChance + 0.5%) &times; 1.12</code><ref name="dagger" />
======Apply [[Aquamarine Ring]] and [[Forge#Innate enchantments|innate enchantments]]======
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). (The tooltip displays "+1 Crit. Chance" for a level 1 enchantment.)
<code>CritChance = (CritChance &times; (1 + number of Aquamarine rings &times; 10% + Innate enchantment level &times; 2%)</code>
======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%.
<code>CritChance = CritChance + 10%</code>
======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>


# 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>.
## 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>.
# If the Blessing of Fangs buff from [[Statue Of Blessings]] is active, Critical hit chance gets an additive increase of 10%.<ref name="scoutcode" />
## 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]],
# 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>.
# 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.
## 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>
===Critical hit damage===
===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> in this article, calculated as follows: <code>CritMultiplier = (3 + Crit. Power (stat) / 50) &times; (1 + Crit. Power Bonus)</code>  
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> in this article, calculated as follows: <code>CritMultiplier = (3 + Crit. Power (stat) / 50) &times; (1 + Crit. Power Bonus)</code>  


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* [[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 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: <code>60 &times; (3 + 25 / 50) = 210</code> damage will be dealt.
* A Lava Katana has 25 Crit. Power, so on a critical strike: <code>60 &times; (3 + 25 / 50) = 210</code> damage will be dealt.

Revision as of 01:20, 23 August 2025

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, 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). Three Ruby forges would increase minDamage and maxDamage by 30% total.

Critical Hit Check

  • 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, 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%[1]. CritChance = Base weapon crit. chance[2] + (4.6% × number of Aquamarine forges)

If weapon type is dagger, CritChance = (CritChance + 0.5%) × 1.12[3]

Apply Aquamarine Ring and innate enchantments

Each aquamarine ring equipped gives a 10% bonus.[4] 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%.[5] CritChance = CritChance × 150%

Apply Luck

Critical hit chance is increased based on the player's Luck[6]. 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 in this article, calculated 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 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 StardewValley::AquamarineEnchantment.
  2. ↑ See weapons.xnb file in the game data.
  3. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
  4. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
  5. ↑ 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.