I Maxed Out every Combat Stat in Stardew Valley
There’s a surprisingly high amount of ways to build your character for combat in Stardew: raw damage, tanky, critical hit focused, and many more! This led me to wonder how far you could push each play-style by completely maxing out every stat. There’s a lot of math to be had here.
Sections:
0:00 – Intro
0:17 – Attack / Damage
3:18 – Defense
5:54 – Movement Speed
8:59 – Weapon Speed
12:49 – Knockback / Weight
14:35 – Critical Chance
19:10 – Critical Power
21:32 – The Highest Possible Damage Number
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24 Comments
I lost it at the knockback. Thats so incredible.
Before watching the video, I think the defense stat is horrendously unbalanced. Only a flat 1 point of damage reduction per +1 defense barely matters. Sure you can stack a bunch of buffs with boots, rings, weapon, and food buffs, but that still feels like a lot f set up for such a small impact.
I think it would be better if instead of a flat 1 point per +1 defense, it were maybe a 5% damage reduction. Still would grant a small bonus at only +1 defense buff, but scales much better with more buffs and actually feels impactful in combat. For example, if an enemy were to hit you for 36 damage, and you had a +6 defense buff, instead of taking 30 damage, you'd instead reduce it by 30% and take only 25 damage.
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cool vid !
for the crit chance, you didn't take into account the daily luck, does it impact your crit chances or not ? the diffÊrence with the 81,2 % tested might be because you had bad luck ?
Had this on in the background while I play Stardew so I might have missed it butâĻ Whereâs the chart?
18:50 from wiki: "If the weapon is a dagger critChance = (critChance + 0.005) * 1.12" so this should be the third step, before aquamarine rings calculations.
That would put the crit chance at 92.99%, which would make the test results even weirder.
it really bugs me (pun intended) how useless most of the weapons in the game are, you'll basically just use the guaranteed mines weapons until you reach skull caverns at which point you grind a shard for the galaxy sword and from then on you use your galaxy weapon of choice until you upgrade to infinity. besides random drops in the mines or buying lava katana for an easier early skull cavern there's no reason to ever do anything different, and even between the galaxy weapons the dagger is pretty useless and the sword's block gets outclassed by the hammer smash skill. there's 61 weapons in the game and the standard progression only includes 7 of them (rusty sword, steel sword, crystal dagger, obsidian edge, galaxy sword, galaxy hammer, infinity gavel), deviating from it is either an optional quality of life thing early on or a strict downgrade once you're 40% of the way through the game, it just feels like a huge waste. there should be some kind of upgrade system so you can make any weapon reach the highest level, or the more unique ones should be significantly buffed
you can add innate enchant to needle then add aquamarines
"We need to find a ghost" [serpent gets LAUNCHED] đ¤Ŗ who needs a ghost? the '…' vibes were real
Nice video đ
I made a mod that allow you to find galaxy/infinity weapon with innate enchantment
The fact that those weapons couldn't had it was really annoying
Nice! I was just looking for a defense set to use at the crimson badlands on my Expanded run and this video will help me a lot with it!
24:16 The slime isn't a bug, so you'd only be doing half that damage theoretically. However, half that damage is still over 2500 so that slime is still very dead.
I would love to see Blade or someone do a code deep dive on how all of these things work together. Also it would be cool to have a tool that can predict what these multipliers would be given how it's enchanted.
Very cool video!
Saying that you're underrated is such an understatement
8:33 The base speed of walking , i.e. something nobody ever does, is 2. The base running speed, i.e. the movement speed everyone's used to, is actually 5.
That serpent is GONE LMAO. The silence was a real mood there!
I was interested in seeing a breakdown of maximizing Skull Cavern runs in multiplayer. My girlfriend and I have had trouble with that, being unable to pause, and haven't gotten to floor 100 after many attempts, with I think our highest on best luck and immediate rush to the cavern being in the 80s. We want to avoid just using stairs, if we can, but not many tutorials go over handling the cavern while in MP.
no carrot for the horse?
"the highest I hit was 1305 and I think we might beat that" said 30 seconds after getting above that with nothing but crit power ya know I bet you could
Before anyone asks, resistance reduces the duration of negative effects, and caps at ten, completely blocking any effect. This can be easily reached with the right boots and 1-2 immunity rings
through every farm i played i did an obscure combat mechanic as my first run was defense vamparism dwarf sword and for my last run i enjoyed a 1 shot dead shot crit build with the dragon sword and golden spur
probably me but i think you can innate before you add gemstones to your weaons
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