Difference between revisions of "Combat"

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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]].
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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.
  
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 who have not chosen the [[Farm Maps|Wilderness Farm]].  
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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.
  
Combat is increased by killing monsters.  Each increase in Combat Level adds one or more [[Crafting]] or [[Cooking]] recipes and may add HP ([[health]] points) to the player's health meter.
+
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.
  
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==
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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}}
 
Choosing the Scout Profession increases Critical Strike chance by the following formula:  <code>critChance += critChance * 0.5</code>.  In fact, all critical strike chance bonuses are multiplicative, not additive. Even with all possible bonuses, it's around 5-10% crit. chance at best, so even with the Desperado Profession it can be difficult to justify over the flat damage increases of the Fighter branch.
 
 
(Tested crit chance with Scout skill and two +10% crit chance rings. Chance to crit is multiplicative not additive: around 5-10% depending on your weapon [base * 1.5 * 1.1 * 1.1] with all boosts, not 50% + 10% + 10% = 70%).
 
 
The max crit chance is 10.89% which can be achieved with a [[Wicked Kris]], an [[Aquamarine Ring]] in each ring slot, and the Scout Profession.
 
 
Desperado increases the damage of critical hits from roughly x3 to approximately x21. With the required Scout skill, characters crit roughly 2% of the time, resulting in approximately 42% extra damage in the long term. This is, however, not entirely accurate, as critical strikes will be virtually guaranteed to do more damage than targets have remaining health.
 
  
 
==Experience Points==
 
==Experience Points==
 
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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.)
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).
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{|class="wikitable sortable"
{| class="wikitable sortable"
 
 
|-
 
|-
!Monster  
+
!Monster
 
!data-sort-type="number" |Experience (XP)
 
!data-sort-type="number" |Experience (XP)
 
|-
 
|-
|Green Slime  
+
|[[Slimes|Green Slime]]
 
|3
 
|3
 
|-
 
|-
|Dust Sprite
+
|[[Dust Sprite]]
 
|2
 
|2
 
|-
 
|-
|Bat
+
|[[Bats|Bat]]
 
|3
 
|3
 
|-
 
|-
|Frost Bat
+
|[[Bats|Frost Bat]]
 
|7
 
|7
 
|-
 
|-
|Lava Bat
+
|[[Bats|Lava Bat]]
 
|15
 
|15
 
|-
 
|-
|Stone Golem
+
|[[Bats|Iridium Bat]]
 +
|22
 +
|-
 +
|[[Stone Golem]]
 
|5
 
|5
 
|-
 
|-
|Wilderness Golem
+
|[[Wilderness Golem]]
 
|5
 
|5
 
|-
 
|-
|Grub
+
|[[Grub]]
 
|2
 
|2
 
|-
 
|-
|Fly
+
|[[Cave Fly]]
 
|10
 
|10
 
|-
 
|-
|Frost Jelly (''i.e.'', Blue Slime)
+
|[[Slimes|Frost Jelly]] (''i.e.,'' Blue Slime)
 
|6
 
|6
 
|-
 
|-
|Sludge (''i.e.'', Any slime other than green or blue)
+
|[[Slimes|Sludge]] (''i.e.,'' Red, Purple, Copper, or Iron Slime)
 
|10
 
|10
 
|-
 
|-
|Ghost
+
|[[Ghost]]
 
|15
 
|15
 
|-
 
|-
|Duggy
+
|[[Duggy]]
 
|10
 
|10
 
|-
 
|-
|Rock Crab
+
|[[Rock Crab]]
 
|4
 
|4
 
|-
 
|-
|Lava Crab
+
|[[Lava Crab]]
 
|12
 
|12
 
|-
 
|-
|Squid Kid
+
|[[Iridium Crab]]
 +
|20
 +
|-
 +
|[[Squid Kid]]
 
|15
 
|15
 
|-
 
|-
|Shadow Brute
+
|[[Shadow Brute]]
 
|15
 
|15
 
|-
 
|-
|Shadow Shaman
+
|[[Shadow Shaman]]
 
|15
 
|15
 
|-
 
|-
|Skeleton
+
|[[Skeleton]]
 
|8
 
|8
 
|-
 
|-
|Metal Head
+
|[[Metal Head]]
 
|6
 
|6
 
|-
 
|-
|Bug
+
|[[Bug]]
 
|1
 
|1
 
|-
 
|-
|Mummy
+
|[[Mummy]]
 
|20
 
|20
 
|-
 
|-
|Big Slime
+
|[[Slimes|Big Slime]]
 
|7
 
|7
 
|-
 
|-
|Serpent
+
|[[Serpent]]
 
|20
 
|20
 
|-
 
|-
|Mutant Grub
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|[[Mutant Grub]]
 
|6
 
|6
 
|-
 
|-
|Mutant Fly
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|[[Mutant Fly]]
 
|10
 
|10
 +
|-
 +
|[[Pepper Rex]]
 +
|7
 +
|-
 +
|[[Haunted Skull]]
 +
|15
 +
|-
 +
|-
 +
|[[Slimes|Tiger Slime]]
 +
|20
 +
|-
 
|}
 
|}
  
==Stat Bonus==
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==Substats==
 
Consuming certain [[Cooking|foods]] or drinks, wearing particular [[Footwear]] or [[Rings]], and choice of [[Weapons|Weapon]] can all give Stat Bonuses that affect the player's Combat ability.
 
Consuming certain [[Cooking|foods]] or drinks, wearing particular [[Footwear]] or [[Rings]], and choice of [[Weapons|Weapon]] can all give Stat Bonuses that affect the player's Combat ability.
 
<p>[[File:Attack.png|24px|link=]] [[Attack]] affects how much damage the player does with each [[Weapons|weapon]] strike.</p>
 
<p>[[File:Attack.png|24px|link=]] [[Attack]] affects how much damage the player does with each [[Weapons|weapon]] strike.</p>
 
<p>[[File:Crit. Power.png|24px|link=]] [[Crit. Power]] adds additional damage when hitting a critical strike.</p>
 
<p>[[File:Crit. Power.png|24px|link=]] [[Crit. Power]] adds additional damage when hitting a critical strike.</p>
 
<p>[[File:Defense.png|24px|link=]] [[Defense]] affects how much damage the player takes from enemy strikes.</p>
 
<p>[[File:Defense.png|24px|link=]] [[Defense]] affects how much damage the player takes from enemy strikes.</p>
<p>[[File:Immunity.png|24px|link=]] [[Immunity]] affects the player's ability to recover after being hit by an enemy.</p>   
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<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 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" />.
 +
# 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 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%.
 +
## With 2 rings: 18.96%.
 +
# 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]].
 +
 
 +
==References==
 +
<references>
 +
<ref name="weaponsxnb">See <samp>weapons.xnb</samp> file in the game data.</ref>
 +
<ref name="aquamarineenchantment">See <samp>StardewValley::AquamarineEnchantment</samp>.</ref>
 +
<ref name="dagger">See <samp>StardewValley::Tools::MeleeWeapon.DoDamage</samp>; the dagger weapon type is 1.</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="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>
 +
 
 +
==History==
 +
{{History|1.6|Monsters defeated on the farm now grant 1/3 the normal amount of XP, instead of no XP.}}
  
 
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
Line 121: Line 162:
 
[[de:Kampf]]
 
[[de:Kampf]]
 
[[es:Combate]]
 
[[es:Combate]]
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[[fr:Combat]]
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[[it:Combattimento]]
 
[[ja:戦闘]]
 
[[ja:戦闘]]
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[[ko:전투]]
 +
[[hu:Harc]]
 
[[pt:Combate]]
 
[[pt:Combate]]
 
[[ru:Боевые навыки]]
 
[[ru:Боевые навыки]]
 +
[[tr:Savaşma]]
 
[[zh:战斗]]
 
[[zh:战斗]]

Latest revision as of 04:30, 5 April 2024

Rotten Plant.png  Warning: Spoilers  Rotten Plant 2.png

This page or section contains unmarked spoilers from update 1.6 of Stardew Valley. Players may want to avoid or be cautious toward reading this article/section.

Combat is the 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 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 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 Wilderness Farm, which starts with monsters at the first night.

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).

Note that killing monsters on the Farm grants only 1/3 of the standard amount of experience.[1]

Combat Skill Icon.png Combat Skill

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Cooking Recipes: Crafting Recipes: Choose a Profession:
Sturdy Ring.png Sturdy RingBug Steak.png Bug Steak Life Elixir.png Life Elixir Roots Platter.png Roots Platter Warrior Ring.png Warrior Ring Fighter.png Fighter
All attacks deal 10% more damage.
(+15 HP)
Scout.png Scout
Critical strike chance increased by 50%.
(+0 HP)

(Note that the increase is multiplicative. The formula is: critChance = critChance * 1.5)

Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Fighter: Scout:

Slime Egg-Press.png Slime Egg-Press

Oil of Garlic.png Oil of Garlic
Ring of Yoba.png Ring of YobaThorns Ring.png Thorns Ring

Slime Incubator.png Slime Incubator

Explosive Ammo.png Explosive Ammo

Iridium Band.png Iridium Band

Squid Ink Ravioli.png Squid Ink Ravioli
Brute.png Brute
Deal 15% more damage.
(+0 HP)

(Stacks multiplicatively with Fighter)

Acrobat.png Acrobat
Cooldown on special moves cut in half.
(+0 HP)
Defender.png Defender
+25 HP.
Desperado.png Desperado
Critical strikes are deadlier.
(+0 HP)

(2x Critical strike damage)

Experience Points

The following table lists the experience points gained for killing the indicated monster. (This data can be found in Data\Monsters.xnb as well as the constructors for Grub and Fly in the game code. In the Quarry Mine and dungeon floors of the Mines, monster data are set by MineShaft.getMonsterForThisLevel and the constructor for Bat in the game code.)

Monster Experience (XP)
Green Slime 3
Dust Sprite 2
Bat 3
Frost Bat 7
Lava Bat 15
Iridium Bat 22
Stone Golem 5
Wilderness Golem 5
Grub 2
Cave Fly 10
Frost Jelly (i.e., Blue Slime) 6
Sludge (i.e., Red, Purple, Copper, or Iron Slime) 10
Ghost 15
Duggy 10
Rock Crab 4
Lava Crab 12
Iridium Crab 20
Squid Kid 15
Shadow Brute 15
Shadow Shaman 15
Skeleton 8
Metal Head 6
Bug 1
Mummy 20
Big Slime 7
Serpent 20
Mutant Grub 6
Mutant Fly 10
Pepper Rex 7
Haunted Skull 15
Tiger Slime 20

Substats

Consuming certain foods or drinks, wearing particular Footwear or Rings, and choice of Weapon can all give Stat Bonuses that affect the player's Combat ability.

Attack.png Attack affects how much damage the player does with each weapon strike.

Crit. Power.png Crit. Power adds additional damage when hitting a critical strike.

Defense.png Defense affects how much damage the player takes from enemy strikes.

Immunity.png Immunity affects the chance to be afflicted with certain debuffs.

The Weight.png Weight of a weapon affects how far an enemy will be knocked back when struck with the weapon.

Speed w.png Weapon Speed and Speed.png Player Speed are also a factor in successful Combat.

Critical hit chance

Critical hit chance is computed in the following order:

  1. Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%[2].
  2. In 1.5, the Aquamarine forging increases crit chance in an additive manner via the following formula: critChance += 0.046 * forgingLevel. 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%[3].
  3. If the weapon is a dagger critChance = (critChance + 0.005) * 1.12[4].
  4. If a single 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%[5].
    1. So with the galaxy sword and 1 ring and 3 forging: 15.8*1.1 = 17.38%.
    2. With 2 rings: 18.96%.
  5. If the Statue Of Blessings gives the Blessing of Fangs buff, an additive 10% is added to the crit chance.[6] A player using a Galaxy Sword that is triple-enchanted with Aquamarine and equipped with 2 aquamarine rings has an 18.96% chance to crit, increasing to 28.96% with the Blessing of Fangs buff from the Statue Of Blessings,
  6. The Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: critChance = critChance * 1.5[6]. 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%.
  7. Finally, every point of luck from food and rings increased crit chance in an additive manner by 2.5% with the following formula: critChance += LuckLevel * critChance / 40[7].

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.

References

  1. In the game code, GameLocation::DamageMonster is the only place where combat XP is awarded. The conditions for this stipulate that the location is not the farm. This is no longer true in the 1.6 version of Stardew Valley.
  2. See weapons.xnb file in the game data.
  3. See StardewValley::AquamarineEnchantment.
  4. See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
  5. See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
  6. 6.0 6.1 See StardewValley::GameLocation.damageMonster.
  7. See StardewValley::GameLocation.damageMonster; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.

History

  • 1.6: Monsters defeated on the farm now grant 1/3 the normal amount of XP, instead of no XP.