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→‎Critical hit chance: fix crit chance innate enchantment level numbers
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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.
    
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.
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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}}
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|[[Slimes|Tiger Slimes]]
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|[[Slimes|Tiger Slime]]
 
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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: <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" />.
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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 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" />.
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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" />. 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%
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## With 2 rings and the best (+3) innate enchantment: 19.91%.
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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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<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>
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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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