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==Strategy==
 
==Strategy==
The highest possible rates for Sea Jelly are when fishing on the beach in [[Ginger_Island#Island_West|Ginger Island West]] using a [[Training Rod]]. Under these conditions, there are only 2 possible catches: Sea Jelly and [[Snake Skull]]. Only if the farmer fails the random check to catch both of these will the farmer get [[Trash]].<ref name="catch_distribution"/> It is possible to achieve similar rates however on [[Ginger_Island#Island_South|Ginger Island South]], or on the [[Beach]] during [[Summer]], although you will catch [[Seaweed]] instead of Snake Skulls as your alternative drop.
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The highest possible rates for Sea Jelly are when fishing on the beach in [[Ginger Island#Island West|Ginger Island West]] using a [[Training Rod]]. Under these conditions, there are only 2 possible catches: Sea Jelly and [[Snake Skull]], as all of the fish that can be caught have difficulty greater than or equal to 50. Only if the farmer fails the random check to catch both of these will the farmer get [[Trash]].  
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However, unlike when catching regular fish or other items, the random value used to determine whether a Sea Jelly is successfully caught is predetermined. This value only changes when catching a [[Cave Jelly|Cave]], [[River Jelly|River]], or Sea Jelly, or any [[Fish]]. It is not changed by catching Seaweed, Trash, or any other catchable items.<ref name="jelly_RNG"/> Because of this, after catching Trash using the Training Rod, it is necessary to catch a regular fish before another Sea Jelly. This can easily be done by switching to any [[Fishing Pole]] other than the Training Rod, and continuing to fish until an actual fish is caught, at which point the farmer should switch back to the Training Rod.
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It is also possible to achieve similar rates however on [[Ginger Island#Island South|Ginger Island South]], or on [[the Beach]] during [[Summer]], although [[Seaweed]] instead of Snake Skulls will be the alternative drop.
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Ordinarily, 10% of possible random values result in a successful Sea Jelly catch. Each level of [[Luck#Luck_Buffs|Luck Buff]] increases the chance of a successful catch by 5%.<ref name="jelly_rate"/> So with +8 Luck, 50% of random values will result in a successful catch. This allows for longer streaks without failing a Sea Jelly catch, although you will still unavoidably catch some Snake Skulls or Seaweed, depending on the area chosen.
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However, unlike when catching regular fish or other items, the random value used to determine whether a Sea Jelly is successfully caught is predetermined. This value only changes when catching a [[Cave Jelly|Cave]], [[River Jelly|River]], or Sea Jelly, or any [[Fish]]. It is not changed by catching Seaweed, Trash, or any other catchable items.<ref name="jelly_RNG"/> Because of this, after catching Trash using the Training Rod, it is necessary to catch a regular fish before another Sea Jelly. This can easily be done by switching to any [[Fishing Pole]] other than the Training Rod, continuing to fish until an actual fish is caught, and then switching back to the Training Rod.
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Ordinarily, 10% of possible random values result in a successful Sea Jelly catch. Each level of [[Luck#Luck Buffs|Luck Buff]] increases the chance of a successful catch by 5%.<ref name="jelly_rate"/> So with +8 Luck, 50% of random values will result in a successful catch. This allows for longer streaks without failing a Sea Jelly catch, although the player will still unavoidably catch some Snake Skulls or Seaweed, depending on the area chosen.
    
==References==
 
==References==
 
<references>
 
<references>
    <ref name="catch_distribution">See <samp>Data/Locations.xnb</samp> and <samp>Data/Fish.xnb</samp> in the data files. All Fish in these locations have a difficulty over 50, and so cannot be caught with the Training Rod. And as Trash (from Default) has a higher precedence value, it can only be caught after all other possible catches have been attempted.</ref>
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     <ref name="jelly_RNG">See <samp>GameLocation::GetFishFromLocationData</samp> and <samp>FishingRod::tickUpdate</samp> in the game code. The seeded RNG function is only progressed when the "PreciseFishCaught" stat is incremented, and "PreciseFishCaught" is only incremented on catching a fish or item with the "counts_as_fish_catch" tag from a non-fish pond. The only items with that tag are Sea, River, and Cave Jelly, see <samp>Data/Objects.xnb</samp> in the game files.</ref>
     <ref name="jelly_RNG">See <samp>StardewValley/GameLocation::GetFishFromLocationData</samp> and <samp>Tools/FishingRod::tickUpdate</samp> in the game code. The seeded RNG function is only progressed when the "PreciseFishCaught" stat is incremented, and "PreciseFishCaught" is only incremented on catching a fish or item with the "counts_as_fish_catch" tag from a non-fish pond. The only items with that tag are Sea, River, and Cave Jelly, see <samp>Data/Objects.xnb</samp> in the data files.</ref>
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     <ref name="jelly_rate">See <samp>Locations.xnb</samp> in the game files, and <samp>SpawnFishData::GetChance</samp> in the game code for how it's applied.</ref>
     <ref name="jelly_rate">See <samp>Data/Locations.xnb</samp> in the data files, and <samp>StardewValley.GameData/Locations/SpawnFishData::GetChance</samp> in the game code for how it's applied.</ref>
   
</references>
 
</references>
  
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