Changes

399 bytes added ,  17:32, 8 June 2022
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Added luck as a factor in crit chance. Also added 2 missing full stops.
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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" />.
 
# 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" />
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# 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" />.
 
## 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%
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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 and 3 forging, and the scout profession, the critChance is: 18.96 * 1.5 = 28.44%.
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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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<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>
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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>
 
</references>
 
</references>
  
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