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This talk page is for discussing Weapons.
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Should we add the Tier of the weapon in too? Makes it easier to sort. - Thanks Vicerious‎, your fix is better.


I'm reasonably certain weapons also have Speed and Weight stats on top of their damage that we should include where possible (plus if we could add a Combat page explaining what, exactly, those do). Also, if someone has a decent way to show the attack arc of each weapon type it would be handy. --PenguinTod (talk) 16:40, 4 March 2016 (EST)

What exactly do each of these stats do? My best guess is that Weight has to do with knocking back enemies? What about speed? I assume its different from the running speed stat? -- Kapra (talk) 00:04, 16 March 2016 (EDT)

Stats Infomation Add

I see what you said bro. Sure it is really a mess for player to make sure what the stats are, so I wrote this last night.

Now Speed, Weight, Defense, Crit. Power are already add to Weapons

roy (talk) 21:36, 3 May 2016 (EDT)


Recently there has been rumors that fruits, ores, eggs, etc. can be used for ammo. I just tested them and they do work, but I'm having a hard time determining the damages dealt by each item since they are too random/wide-ranged, especially ores. It might be not useful since no one uses the slingshot anyway, but it would be nice if the wiki contains all information as accurate as possible, even if most people don't need them. I can't do this on my own, it would take ages (and I'm still actively playing, goodbye my iridium ores). Maybe we can set up a spreadsheet or something to input our data together and determine the damages. --Thebluestyx (talk) 01:58, 3 April 2016 (EDT)

Just created a spreadsheet in G-drive. Any help is appreciated.
P.S. I have no regular slingshot. Unless someone help me with this stuff, I'll have to wait until I start another playthrough and get enough ores to play with to start working on that. --Thebluestyx (talk) 04:39, 3 April 2016 (EDT)
The projectile damage formula is:
int baseDmg = 1;
if (initialParentTileIndex == Slingshot.masterSlingshot) // 33
	baseDmg = 2;
if (initialParentTileIndex == Slingshot.galaxySlingshot) // 34
	baseDmg = 3;

int ammoDmg = 1;
switch (ammo.ParentSheetIndex)
case Object.copper: // 378
	ammoDmg = 10;
case Object.iron: // 380
	ammoDmg = 20;
case Object.coal: // 382
	ammoDmg = 15;
case // 384
	ammoDmg = 30;
case Object.iridium: // 386
	ammoDmg = 50;
case Object.wood: // 388
	ammoDmg = 2;
case Object.stone: // 390
	ammoDmg = 5;
case 441: // Explosive Ammo
	ammoDmg = 20;
int projectileDmg = (int)(baseDmg * (ammoDmg + random.Next(-ammoDmg / 2, ammoDmg + 2)) * (1f + who.attackIncreaseModifier))
For Slingshot, Iridium Ore should be dealing 25~101 damage while basic ammo should be dealing 1~3 damage.
For Master Slingshot: Iridium Ore should be dealing 50~202 damage while basic ammo should be dealing 2~6 damage. --BryghtShadow (talk) 21:52, 2 May 2016 (EDT)

Unused Weapons

I noticed while editing sprites that the weapon sprite sheet appears to contain sprites for weapons that have gone unused or may have planned use in the future. Should there be a section on the page about this? -- VorpalStorm

Perhaps an "unused sprites" section on the secrets page would be better suited to house this info? A trivia section here could mention a link to it too. --Vg-tal (talk) 21:07, 23 September 2016 (BST)

Critical Chance

So I found the critical chancce in the weapons.yaml. Should it be added? Would be convienent to refer to it instead of a text file. It's mostly 2%, but there are some outliers like daggers usually with 4% crit chance, and the Wicked Kris with 6%. --NullDragon (talk) 04:12, 15 May 2017 (BST)

Seems like it would be great to add to the weapons' infoboxes and to this page, but how does the game code interpret the number in the .yaml file? margotbean (talk) 04:45, 15 May 2017 (BST)
Based on info I've read, 2% crit chance seems to be generally assumed. So I would figure from game experience that the number(between 0 to 0.06) is the percentage chance for a crit. Thus, 0.03 would mean a 3% chance to crit.--NullDragon (talk) 12:32, 15 May 2017 (BST)
Well, I took a quick look at the game code, and it seems to interpret the raw number from the .yaml file as is -- meaning it rolls a random number between 0 and 1, and if that number is less than the # in the .yaml file, then you hit a critical strike (and get the critical strike sound, which I'm completely unfamiliar with, since combat isn't my favorite thing). The Scout and Desperado professions increase this chance.
I'll put it on my to-do list. Good? margotbean (talk) 08:21, 17 May 2017 (BST)
Infoboxes are done. I'll add to the tables on this page tomorrow. margotbean (talk) 09:44, 17 May 2017 (BST)
Info added to all tables. I put the formula showing how the Scout profession increases critical strike chance on the Combat page. margotbean (talk) 19:21, 17 May 2017 (BST)

Issues with Slingshot Ammunition

Margotbean, firstly, thank you for the description you left when you undid my edit -- I did not notice the square bracket and did not realize interval notation was being used until I read your description.

However, if, as you say, "the lower bound is inclusive and the upper bound is exclusive," then your notation is incorrect. A square bracket indicates an inclusive bound and a round bracket an exclusive bound, and the notation does not match your description of it. Secondly, because the AmmoMultiplier variable is in all cases an integer, AmmoMultiplier + 2 can only be an integer. Thus, ( ..., AmmoMultiplier + 2) = ( ..., AmmoMultiplier + 1]. The former notation indicating exclusivity pointlessly adds an operation to the calculation of the result, as a further subtraction is required by the exclusive notation. Why complicate things unnecessarily?

Thirdly, the results of your calculations using your own description of the interval is also incorrect.

I'm going to make a further edit to conform the formula to your own statement on the lower and upper bounds and again correct the results of the calculations in the notes. In order for the slingshot with the worst ammo to have a nonzero minimum damage, an assumption must be made regarding the formula: division of integers is done as integer division, truncating results as in mainstream computer code. I'm assuming that ConcernedApe did not intend a zero minimum damage so I will assume this use of integer division.

Please note that this issue disappears if we assume you were also wrong in your description of the notation. If, instead, the lower bound is exclusive and the upper bound is inclusive, no ambiguity remains concerning division of integers, and the AmmoMultiplier + 2 in the upper bound can remain. Also note that your calculations would still be incorrect with this change. Please examine your results -- I hope you'll see that they incorporate results from both assumptions of inclusivity and exclusivity without being correct for either. Hmvf (talk) 19:49, 19 April 2018 (BST)

Hi Hmvf! You are correct in that I had my notation mixed up -- I was thinking bracket for exclusive and paren for inclusive, when in fact it is the exact opposite. Don't know how that happened in my mind, but "oops, mea culpa!"
If you scroll up, the preformatted code in the white box is still the code used in v1.2 of the game. (The Galaxy Slingshot baseDmg has changed from 3 to 4, but it's irrelevant since the weapon is unobtainable).
So, using the equation above, with iridium ore and a regular slingshot:
projectileDmg = (int)(1 * (50 +, 52))) // uses inclusive lower and exclusive upper
projectileDmg = (int)(1 * (25~101))
projectileDmg = 25 - 101
The Master Slingshot doubles the damage value of the regular slingshot once it's fully calculated.
So if you want to take another crack at displaying the equations accurately on the page, and the damage values we can expect from best and worst ammo, please have at it. Thanks again for pointing out my notation dyslexia! margotbean (talk) 22:51, 19 April 2018 (BST)

Ok, so integer division is confirmed -- I see from the code snippet above that the game is written in C or some C-descendant -- along with an inclusive lower and exclusive upper. I was puzzled when I read "The Master Slingshot doubles the damage value of the regular slingshot once it's fully calculated" because the formula you added to the page does not reflect this. In the mathematical Order of Operations, multiplication has a higher precedence than addition, so 2 * AmmoMultiplier + random number between [-(AmmoMultiplier / 2), AmmoMultiplier + 1] only doubles the base damage for the ammo, not the final damage. The formula needs to be corrected with a pair of parentheses, and the calculations redone again. I will make these edits. Hmvf (talk) 12:23, 20 April 2018 (BST)