UO Renaissance UOSS Archive
Combat Process
Data Collected from Stratics on 4/6/2000, Archived by UO Renaissance

Weapons, Armor, Combat & Clothing
| Armor | Arms Study | Arms Study Essay | Combat | Clothing | Enchantments | Parry Skill | Parry Essays | Shields by AR | Shields by Type | Weapons |

Magicial
| Resist Calculator | Resisting Spells & Eval Int |

Animals
| Animals by Name | Animals by Skill

Misc
| Buildings |

Attack Sequence
1) Determine Speed of Attack.
2) Determine % Chance to Hit.
3) Randomly determine base damage, within weapon's damage range.
4a) Determine Tactics Modifier to Damage Dealt to base damage.
4b) Add STR Bonuses to Damage Dealt to base damage.
4c) Add Anatomy Bonuses to Damage Dealt to base damage.
5) Double all Spell-damage against non-players.
6) Check for magical defenses. (Reactive Armor, for example).
7) Modify for Chance to Block an Attack with / Damage Absorbed by Shield. (Ignore if Defender is not wearing a shield).
8) Determine Hit Location
9) Modify for Damage Absorbed by Armor
10) Halve all remaining damage.
11) Apply final damage.

Speed of Attack (Second-Delay Between Strikes)
The values displayed below indicate the delay, in seconds, between strikes (swings of your weapon). The lower the number, the faster the rate of attack. If your stamina drops during battle, so will your attack speed. Values are rounded to the nearest tenth of second.
FORMULA: Attack Speed= 15,000 ÷ ( [Stamina +100] x Weapon Speed )
Weapon Speed Attacker's Stamina
5 25 50 75 100
20 7.5 6.0 4.9 4.2 3.7
30 4.8 3.9 3.3 3.0 2.4
35 4.0 3.4 2.9 2.4 2.1
40 3.6 3.0 2.6 2.1 1.9
45 3.1 2.7 2.3 2.0 1.7
50 2.8 2.4 2.0 1.6 1.5
55 2.6 2.3 1.8 1.5 1.3
60 2.4 2.0 1.6 1.5 1.2
70 2.1 1.6 1.5 1.2 1.0
80 1.8 1.5 1.2 1.0 0.9

% Chance to Hit
Weapon Ability is equivalent to the Skill corresponding with the weapon wielded in combat.
FORMULA: Hit Chance= ( Attacker's Weapon Ability + 50 ) ÷ ( [Defender's Weapon Ability + 50] x 2 )
Attacker's Combat Ability Defender's Combat Ability
5 25 50 75 100
5 50% 37% 28% 22% 18%
25 68% 50% 38% 30% 25%
50 91% 67% 50% 40% 33%
75 114% 83% 63% 50% 42%
100 136% 100% 75% 60% 50%

Tactics Modifiers to Damage Dealt
Not all of the Base Damage will necessarily go through and strike an opponent. Actual % of the Base Damage that is dealt is determined by the table below. Anywhere from 50% to 150% of the Base Damage will go through, depending on the Tactics skill of the Attacker.
FORMULA: % of Base Damage that is Dealt= Tactics + 50
Tactics % of Base Damage Dealt
10 60%
20 70%
30 80%
40 90%
50 100%
60 110%
70 120%
80 130%
90 140%
100 150%

STR Bonuses to Damage Dealt
FORMULA: STR % Bonus= STR ÷ 5
STR % Bonus to Damage
10 +2%
20 +4%
30 +6%
40 +8%
50 +10%
60 +12%
70 +14%
80 +16%
90 +18%
100 +20%

Anatomy Bonuses to Damage Dealt
FORMULA: Anatomy % Bonus= Anatomy ÷ 5
Anatomy % Bonus to Damage
10 +2%
20 +4%
30 +6%
40 +8%
50 +10%
60 +12%
70 +14%
80 +16%
90 +18%
100 +20%

Chance to Block an Attack with a Shield
Shields listed under 'Damage Absorbed by Shield' are of the non-magical variety (use the formula below to determine % chance for other shields).
FORMULA: % Chance of Blocking= Parrying Skill ÷ 2
Parrying % Chance of Blocking
5 3%
25 13%
50 25%
75 38%
100 50%
Damage Absorbed by Shield
FORMULA: Melee Damage Absorbed = (AR of Shield) / 2   |   Archery Damage Absorbed = AR of Shield
Shield Damage Absorbed (Melee) Damage Absorbed (Archery)
Buckler 3.5 7
Chaos Shield 16 32
Heater 11.5 23
Kite (Metal) 8 16
Kite (Wooden) 6 12
Order Shield 15 30
Round Bronze 5 10
Round Metal 5.5 11
Wooden Shield 4 8

Determine Hit Location *
(Stacking different pieces of armor/clothing will not result in a cumulative effect-- in short, stacking does not work). Listed in order of percentage chance to Hit Location.
Hit Location % Chance Armor/Clothing protecting this Location
Body 44% Breastplates, Tunics, Dresses, Cloak, Shirts
Arms 14% Arm Plates, Chainmail Tunic, Sleeves
Head 14% Hats, Helmets
Legs/Feet 14% Leg Plates, Leggings, Pants, Skirts, Thigh Boots
Neck 7% Gorgets
Hands 7% Gauntlets, Gloves
* Percentage chance to Hit Locations may vary depending on the type of creature attacking (e.g., a rat would be more likely to hit the Legs/Feet area).

Damage Absorbed by Armor
FORMULA: Damage Absorbed= Random value between of 1/2 AR to full AR of Hit Location's piece of armor.
AR Damage Absorbed
5 3-5
10 5-10
15 8-15
20 10-20
25 13-25
30 15-30