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→‎Critical hit chance: Add crit chance affected by Statue of Blessing buff
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'''Combat''' is the [[Skills|skill]] associated with fighting [[monsters]] in [[The Mines]], The [[Skull Cavern]], or on the [[Farm Maps|Wilderness Farm]]. Combat is increased by killing monsters, with more difficult monsters granting more experience.
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{{Spoiler}}
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'''Combat''' is the [[Skills|skill]] associated with fighting [[monsters]], such as in [[The Mines]] or the [[Skull Cavern]]. Combat is increased by killing monsters, with more difficult monsters granting more experience.
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Each increase in Combat Level adds 5 HP ([[health]] points) to the player's health meter, and as the player starts with 100 health, this results in a net 50% increase at level 10. Level-ups may also add some [[Crafting]] or [[Cooking]] recipes. Unlike other skills, as [[weapon]]s do not require energy there is no [[Skills#Proficiency|proficiency]] effect from this skill.
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Each increase in Combat Level adds 5 HP ([[health]] points) to the player's health meter, with the exceptions of levels 5 and 10. Health points are only increased when levelling up to levels 5 or 10 if the Fighter and Defender professions are chosen. Level-ups may also add [[Crafting]] or [[Cooking]] recipes. Unlike other skills, there is no [[Skills#Proficiency|proficiency]] effect from this skill since [[weapons]] do not require energy.
    
During the first few days in Stardew Valley, [[the Mines]] are closed due to an accident by [[Setting#Joja Corporation|Joja Corporation]].  On or around day 5, the player will receive a letter in the mail from Joja Corp, explaining that the landslide blocking the mines has been cleared, and the mine entrance will be open.  At this point, combat becomes available to players. An exception is those who chose the [[Farm Maps|Wilderness Farm]], which starts with monsters at the first night.
 
During the first few days in Stardew Valley, [[the Mines]] are closed due to an accident by [[Setting#Joja Corporation|Joja Corporation]].  On or around day 5, the player will receive a letter in the mail from Joja Corp, explaining that the landslide blocking the mines has been cleared, and the mine entrance will be open.  At this point, combat becomes available to players. An exception is those who chose the [[Farm Maps|Wilderness Farm]], which starts with monsters at the first night.
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As with other skills, note that experience level is increased immediately upon slaying a monster, but the "level up" window doesn't appear until the player sleeps (or until all players sleep in [[multiplayer]]).
 
As with other skills, note that experience level is increased immediately upon slaying a monster, but the "level up" window doesn't appear until the player sleeps (or until all players sleep in [[multiplayer]]).
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==[[File:Combat_Skill_Icon.png|32px|link=]] Combat Skill==
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'''Note that killing monsters on [[the Farm]] grants only 1/3 of the standard amount of experience.'''<ref name="onthefarm" />
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==[[File:Combat Skill Icon.png|32px|link=]] Combat Skill==
    
{{:Combat/Skill}}
 
{{:Combat/Skill}}
    
==Experience Points==
 
==Experience Points==
The following table lists the experience points gained for killing the indicated monster.  (This data can be found in <tt>Data\Monsters.xnb</tt> as well as the constructors for <tt>Grub</tt> and <tt>Fly</tt> in the game code. In the [[Quarry Mine]] and dungeon floors of the Mines, monster data are set by <tt>MineShaft.getMonsterForThisLevel</tt> and the constructor for <tt>Bat</tt> in the game code.)
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The following table lists the experience points gained for killing the indicated monster.  (This data can be found in <samp>Data\Monsters.xnb</samp> as well as the constructors for <samp>Grub</samp> and <samp>Fly</samp> in the game code. In the [[Quarry Mine]] and dungeon floors of the Mines, monster data are set by <samp>MineShaft.getMonsterForThisLevel</samp> and the constructor for <samp>Bat</samp> in the game code.)
{| class="wikitable sortable"
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{|class="wikitable sortable"
 
|-
 
|-
 
!Monster
 
!Monster
 
!data-sort-type="number" |Experience (XP)
 
!data-sort-type="number" |Experience (XP)
 
|-
 
|-
|[[Green Slime]]
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|[[Slimes|Green Slime]]
 
|3
 
|3
 
|-
 
|-
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|2
 
|2
 
|-
 
|-
|[[Bat]]
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|[[Bats|Bat]]
 
|3
 
|3
 
|-
 
|-
|[[Frost Bat]]
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|[[Bats|Frost Bat]]
 
|7
 
|7
 
|-
 
|-
|[[Lava Bat]]
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|[[Bats|Lava Bat]]
 
|15
 
|15
 
|-
 
|-
|[[Iridium Bat]]
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|[[Bats|Iridium Bat]]
 
|22
 
|22
 
|-
 
|-
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|10
 
|10
 
|-
 
|-
|[[Frost Jelly]] (''i.e.'', Blue Slime)
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|[[Slimes|Frost Jelly]] (''i.e.,'' Blue Slime)
 
|6
 
|6
 
|-
 
|-
|[[Sludge]] (''i.e.'', Red, Purple, Copper, or Iron Slime)
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|[[Slimes|Sludge]] (''i.e.,'' Red, Purple, Copper, or Iron Slime)
 
|10
 
|10
 
|-
 
|-
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|20
 
|20
 
|-
 
|-
|[[Big Slime]]
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|[[Slimes|Big Slime]]
 
|7
 
|7
 
|-
 
|-
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|-
 
|-
 
|-
 
|-
|[[Slimes|Tiger Slimes]]
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|[[Slimes|Tiger Slime]]
 
|20
 
|20
 
|-
 
|-
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<p>[[File:Immunity.png|24px|link=]] [[Immunity]] affects the chance to be afflicted with certain [[Buffs|debuffs]].</p>   
 
<p>[[File:Immunity.png|24px|link=]] [[Immunity]] affects the chance to be afflicted with certain [[Buffs|debuffs]].</p>   
 
<p>The [[File:Weight.png|24px|link=]] [[Weight]] of a weapon affects how far an enemy will be knocked back when struck with the weapon.</p>
 
<p>The [[File:Weight.png|24px|link=]] [[Weight]] of a weapon affects how far an enemy will be knocked back when struck with the weapon.</p>
<p>[[File:Speed_w.png|24px|link=]] Weapon [[Speed]] and [[File:Speed.png|24px|link=]] Player [[Speed]] are also a factor in successful Combat.</p>
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<p>[[File:Speed w.png|24px|link=]] Weapon [[Speed]] and [[File:Speed.png|24px|link=]] Player [[Speed]] are also a factor in successful Combat.</p>
    
===Critical hit chance===
 
===Critical hit chance===
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Critical hit chance is computed in the following order:
 
Critical hit chance is computed in the following order:
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# Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2% <ref name="weaponsxnb" />.
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# Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%<ref name="weaponsxnb" />.
# In 1.5, the [[Forge#Weapon_forging|Aquamarine forging]] increases crit chance in an additive manner via the following formula: <tt>critChance += 0.046 * forgingLevel</tt>. For example, with 3 Aquamarine forged, the crit chance is increased by 13.8%. With the Galaxy Sword, this means the chance is 15.8% <ref name="aquamarineenchantment" />.
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# In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases crit chance in an additive manner via the following formula: <samp>critChance += 0.046 * forgingLevel</samp>. For example, with 3 Aquamarine forged, the crit chance is increased by 13.8%. With the [[Galaxy Sword]], this means the chance is 15.8%<ref name="aquamarineenchantment" />.
# If a single [[Aquamarine Ring|aquamarine ring]] is used, critical hit chance is increased in a multiplicative manner by 10%. If two aquamarine rings are used, the critical hit chance is increased in a multiplicative manner by 20% <ref name="ringcrit" />.
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# If the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp><ref name="dagger" />.
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# If a single [[Aquamarine Ring|aquamarine ring]] is used, critical hit chance is increased in a multiplicative manner by 10%. If two aquamarine rings are used, the critical hit chance is increased in a multiplicative manner by 20%<ref name="ringcrit" />.
 
## So with the galaxy sword and 1 ring and 3 forging: 15.8*1.1 = 17.38%.
 
## So with the galaxy sword and 1 ring and 3 forging: 15.8*1.1 = 17.38%.
 
## With 2 rings: 18.96%.
 
## With 2 rings: 18.96%.
# Finally, the Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: <tt>critChance = critChance * 1.5</tt> <ref name="scoutcode" />. For the galaxy sword with 2 rings and 3 forging, and the scout profession, the critChance is: 18.96 * 1.5 = 28.44%
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# If the [[Statue Of Blessings]] gives the Blessing of Fangs buff, an additive 10% is added to the crit chance.<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 18.96% chance to crit, increasing to 28.96% with the Blessing of Fangs buff from the [[Statue Of Blessings]],
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# The Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: <samp>critChance = critChance * 1.5</samp><ref name="scoutcode" />. For the galaxy sword with 2 rings, 3 forging, the Blessing of Fangs buff from the [[Statue Of Blessings]], and the scout profession, the critChance is: 28.96 * 1.5 = 43.44%.
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# Finally, every point of luck from food and rings increased crit chance in an additive manner by 2.5% with the following formula: <samp>critChance += LuckLevel * critChance / 40</samp><ref name="luckcrit" />.
    
The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].
 
The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].
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==References==
 
==References==
 
<references>
 
<references>
<ref name="weaponsxnb">See <tt>weapons.xnb</tt> file in the game data.</ref>
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<ref name="weaponsxnb">See <samp>weapons.xnb</samp> file in the game data.</ref>
<ref name="aquamarineenchantment">See <tt>StardewValley::AquamarineEnchantment</tt>.</ref>
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<ref name="aquamarineenchantment">See <samp>StardewValley::AquamarineEnchantment</samp>.</ref>
<ref name="ringcrit">See <tt>StardewValley::Tools::MeleeWeapon.DoDamage</tt> and <tt>StardewValley::Objects::Ring</tt>.</ref>
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<ref name="dagger">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp>; the dagger weapon type is 1.</ref>
<ref name="scoutcode">See <tt>StardewValley::GameLocation.damageMonster</tt>.</ref>
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<ref name="ringcrit">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp> and <samp>StardewValley::Objects::Ring</samp>.</ref>
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<ref name="scoutcode">See <samp>StardewValley::GameLocation.damageMonster</samp>.</ref>
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<ref name="luckcrit">See <samp>StardewValley::GameLocation.damageMonster</samp>; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.</ref>
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<ref name="onthefarm"><s>In the game code, <samp>GameLocation::DamageMonster</samp> is the only place where combat XP is awarded. The conditions for this stipulate that the location is not the farm.</s> This is no longer true in the 1.6 version of Stardew Valley.</ref>
 
</references>
 
</references>
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==History==
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{{History|1.6|Monsters defeated on the farm now grant 1/3 the normal amount of XP, instead of no XP.}}
    
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
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