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 |