Combat/Mechanics: Difference between revisions
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{{For|information about the combat [[Skills|skill]]|Combat|R=This article is about combat mechanics.}} | {{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 good old [[Luck]]. | In Stardew Valley, damage dealt to monsters is determined by a combination of weapon stats, rings, professions, and good old [[Luck]]. | ||
===Formula overview=== | |||
<code> | <code> | ||
FinalDamage = BaseDamage × CritMultiplier (if crit)<br> | FinalDamage = BaseDamage × CritMultiplier (if crit)<br> | ||
| Line 12: | Line 12: | ||
→ Modified by enchantments<br> | → Modified by enchantments<br> | ||
→ Reduced by monster defense</code> | → Reduced by monster defense</code> | ||
===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). Three Ruby forges would increase <samp>minDamage</samp> and <samp>maxDamage</samp> by 30% total. | * Ruby forging increases a weapon's <samp>minDamage</samp> and <samp>maxDamage</samp> by 10% per Ruby (up to 3). Three Ruby forges would increase <samp>minDamage</samp> and <samp>maxDamage</samp> by 30% total. | ||
===Critical Hit Check=== | |||
* If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: <code>critMultiplier = (3 + CritPower / 50) × (1 + CriticalPowerMultiplier)</code> | * If a crit occurs, the base damage is multiplied by critMultiplier, which is calculated as: <code>critMultiplier = (3 + CritPower / 50) × (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]] | ||
===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, enchantments) adds: <code>+3 damage per Attack point</code> | ||
===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% × 115% = 127%</code>. | * These are applied multiplicatively and stack, so if both Fighter and Brute are active, the effective damage increase is <code>110% × 115% = 127%</code>. | ||
===Desperado Profession=== | |||
* If the hit is a critical strike and the player has the [[Skills#Combat|Desperado]] profession, damage is doubled. | * 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%. | 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 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== | |||
===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" />. | 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% × number of Aquamarine forges)</code> | <code>CritChance = Base weapon crit. chance<ref name="weaponsxnb" /> + (4.6% × number of Aquamarine forges)</code> | ||
If weapon type is [[Weapons#Dagger|dagger]], <code>CritChance = (CritChance + 0.5%) × 1.12</code><ref name="dagger" /> | If weapon type is [[Weapons#Dagger|dagger]], <code>CritChance = (CritChance + 0.5%) × 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" /> | 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.) | 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 × (1 + number of Aquamarine rings × 10% + Innate enchantment level × 2%)</code> | <code>CritChance = (CritChance × (1 + number of Aquamarine rings × 10% + Innate enchantment level × 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%. | 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> | <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" /> | If the player has the Scout Profession, critical hit chance is increased by 50%.<ref name="scoutcode" /> | ||
<code>CritChance = CritChance × 150%</code> | <code>CritChance = CritChance × 150%</code> | ||
'''Apply Luck''' | |||
Critical hit chance is increased based on the player's [[Luck]]<ref name="luckcrit" />. | Critical hit chance is increased based on the player's [[Luck]]<ref name="luckcrit" />. | ||
<code>CritChance = LuckLevel * CritChance / 40</code> | <code>CritChance = LuckLevel * CritChance / 40</code> | ||
===Examples=== | |||
'''[[Galaxy Sword]] build''' | |||
* Aquamarine forging x3 | * Aquamarine forging x3 | ||
* Aquamarine ring x2 | * Aquamarine ring x2 | ||
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# Luck: <code>43.4% + 2 (Luck) × 43.4% / 40 = 43.4% + 2.2 = 45.6%</code> | # Luck: <code>43.4% + 2 (Luck) × 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> in this article, calculated as follows: <code>CritMultiplier = (3 + Crit. Power (stat) / 50) × (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) × (1 + Crit. Power Bonus)</code> | ||
| Line 88: | Line 100: | ||
* [[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=== | |||
* 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 <code>CritMultiplier = 3 + 25 / 50 = 3.5</code> | * A Lava Katana has 25 Crit. Power, so <code>CritMultiplier = 3 + 25 / 50 = 3.5</code> | ||
Revision as of 05:03, 23 August 2025
Damage
In Stardew Valley, damage dealt to monsters is determined by a combination of weapon stats, rings, professions, and good old 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). 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:
- Weapon crit chance:
2% + (4.6% × 3 (Aquamarine forging)) = 15.8% - Rings & innate enchantment:
15.8% × (1 + 10% × 2 (Aquamarine rings)) = 15.8% × 120% = 19.0% - Blessing of Fangs:
19% + 10% = 29% - Scout profession:
29% × 150% = 43.4% - 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:
- Weapons
- Jade enchantments: +5 Crit. Power per enchantment
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
10% (Jade Ring) x 2 + 150% (Innate enchantment) = 170%, makingCritMultiplier = 3.8 × (100% + 170%) = 10.26. - A base damage roll of 60 damage that was a critical strike with this setup would deal
60 × 10.26 = 615.6damage. - The Desperado effectively doubles the damage again (after the Attack stat is applied), so the resulting damage would be
615.6 × 2 = 1231.2.
References
- ↑ See StardewValley::AquamarineEnchantment.
- ↑ See weapons.xnb file in the game data.
- ↑ See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
- ↑ See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
- ↑ See StardewValley::GameLocation.damageMonster.
- ↑ 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.