Line 1: |
Line 1: |
− | '''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. | + | {{Spoiler}} |
| + | '''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. |
| | | |
| 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. | | 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. |
Line 7: |
Line 8: |
| 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]]). |
| | | |
− | ==[[File:Combat_Skill_Icon.png|32px|link=]] Combat Skill== | + | '''Note that killing monsters on [[the Farm]] grants only 1/3 of the standard amount of experience.'''<ref name="onthefarm" /> |
| + | |
| + | ==[[File:Combat Skill Icon.png|32px|link=]] Combat Skill== |
| | | |
| {{:Combat/Skill}} | | {{:Combat/Skill}} |
Line 56: |
Line 59: |
| |[[Ghost]] | | |[[Ghost]] |
| |15 | | |15 |
| + | |- |
| + | |[[Carbon Ghost]] |
| + | |20 |
| |- | | |- |
| |[[Duggy]] | | |[[Duggy]] |
Line 61: |
Line 67: |
| |- | | |- |
| |[[Rock Crab]] | | |[[Rock Crab]] |
| + | |4 |
| + | |- |
| + | |[[Truffle Crab]] |
| |4 | | |4 |
| |- | | |- |
Line 112: |
Line 121: |
| |20 | | |20 |
| |- | | |- |
| + | |[[Lava Lurk]] |
| + | |12 |
| + | |- |
| + | |[[Hot Head]] |
| + | |16 |
| + | |- |
| + | |[[Magma Sprite]] |
| + | |15 |
| + | |- |
| + | |[[Magma Duggy]] |
| + | |18 |
| + | |- |
| + | |[[Magma Sparker]] |
| + | |17 |
| + | |- |
| + | |[[False Magma Cap]] |
| + | |14 |
| + | |- |
| + | |[[Dwarvish Sentry]] |
| + | |15 |
| + | |- |
| + | |[[Putrid Ghost]] |
| + | |25 |
| + | |- |
| + | |[[Shadow Sniper]] |
| + | |20 |
| + | |- |
| + | |[[Spider]] |
| + | |15 |
| + | |- |
| + | |[[Royal Serpent]] |
| + | |20 |
| + | |- |
| + | |[[Blue Squid]] |
| + | |15 |
| |} | | |} |
| | | |
Line 121: |
Line 165: |
| <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> | + | <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=== |
Line 127: |
Line 171: |
| Critical hit chance is computed in the following order: | | Critical hit chance is computed in the following order: |
| | | |
− | # Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2% <ref name="weaponsxnb" />. | + | # 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: <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" />. | + | # 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 the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp> <ref name="dagger" /> | + | # If the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp><ref name="dagger" />. |
− | # 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" />. | + | # 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" />. If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each level adds 2% to the percentage, e.g. with +3 and 2 aquamarine rings, the percentage is 26%. |
| ## 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: <samp>critChance = critChance * 1.5</samp> <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% | + | ## With 2 rings and the best (+3) innate enchantment: 19.91%. |
| + | # 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]], |
| + | # 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%. |
| + | # 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]]. |
Line 144: |
Line 191: |
| <ref name="ringcrit">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp> and <samp>StardewValley::Objects::Ring</samp>.</ref> | | <ref name="ringcrit">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp> and <samp>StardewValley::Objects::Ring</samp>.</ref> |
| <ref name="scoutcode">See <samp>StardewValley::GameLocation.damageMonster</samp>.</ref> | | <ref name="scoutcode">See <samp>StardewValley::GameLocation.damageMonster</samp>.</ref> |
| + | <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> |
| + | <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> |
| + | |
| + | ==History== |
| + | {{History|1.6|Monsters defeated on the farm now grant 1/3 the normal amount of XP, instead of no XP.}} |
| | | |
| {{NavboxSkillsStats}} | | {{NavboxSkillsStats}} |