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Combat/Mechanics

From Stardew Valley Wiki
Revision as of 13:44, 22 August 2025 by imported>Apparent1

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%.
    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%
  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
  5. ↑ 5.0 5.1 Cite error: Invalid <ref> tag; no text was provided for refs named scoutcode
  6. ↑ Cite error: Invalid <ref> tag; no text was provided for refs named luckcrit