Home
Random
Recent changes
Special pages
Community portal
Preferences
About Ignis UO Wiki
Disclaimers
Search
User menu
Talk
Contributions
Create account
Log in
Editing
User talk
:
ZzZzZz
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Damage Calculation & Scaling = The combat system uses a strict mathematical foundation that ties a weapon's baseline power directly to its resource cost and speed. == 1. Average Damage == The core of our combat mechanics relies on a universal formula that determines the baseline power (Average Damage) of every weapon: <blockquote>'''Average Damage = 4 + (Materials Γ 0.5) + (Weight Γ 0.75)'''</blockquote> This formula ensures that heavier, more resource-intensive weapons inherently hit harder, scaling logically alongside crafting costs. == 2. Material Multipliers == Before the final damage spread is calculated, the weapon's material multiplier is applied to its Average Damage. This means the chosen metal or wood directly scales the weapon's overall damage potential before the final damage range is determined. === Metal Materials === {| class="wikitable sortable" style="text-align: center; width: 50%;" |- ! Metal !! Damage Multiplier |- | '''Copper''' || -20% |- | '''Iron''' || Base (100%) |- | '''Bronze''' || +6% |- | '''Hardened Bronze''' || +6% |- | '''Steel''' || +6% |- | '''Silver''' || +10% |- | '''Gold''' || +10% |- | '''Titanium''' || +15% |- | '''Terathane''' || +15% |- | '''Agapite''' || +18% |- | '''Shadow''' || +18% |- | '''Verite''' || +20% |- | '''Valorite''' || +20% |- | '''Stronghold''' || +22% |- | '''Verminard''' || +22% |- | '''Elementium''' || +22% |- | '''Adamantine''' || +24% |- | '''Skargard''' || +24% |- | '''Mytheril''' || +30% |- | '''Blackrock''' || +30% |- | '''Bloodrock''' || +30% |- | '''Phoenix''' || +33% |} === Wood Materials === {| class="wikitable sortable" style="text-align: center; width: 50%;" |- ! Wood !! Damage Multiplier |- | '''Pine''' || Base (100%) |- | '''Eucalyptus''' || +6% |- | '''Holly''' || +10% |- | '''Rose''' || +10% |- | '''Oak''' || +14% |- | '''Interleaved''' || +18% |- | '''Ironwood''' || +22% |- | '''Mahogany''' || +22% |- | '''Cherry''' || +25% |- | '''Composite''' || +30% |- | '''Imbued Cherry''' || +28% |- | '''Myst''' || +31% |- | '''White Oak''' || +33% |} == 3. Weight & Swing Speed == A weapon's weight dictates not only its damage output but also its swing speed tier. The heavier the weapon, the slower it swings. {| class="wikitable" style="text-align: center; width: 50%;" |- ! Weight !! Swing Speed Tier |- | '''0''' || Ultra Fast |- | '''1''' || Extremely Fast |- | '''2''' || Very Fast |- | '''3''' || Fast |- | '''4''' || Quite Fast |- | '''5''' || Normal Speed |- | '''6''' || Below Normal Speed |- | '''7''' || A Bit Slow |- | '''8''' || Slow |- | '''9''' || Very Slow |- | '''10''' || Extremely Slow |- | '''11''' || Ultra Slow |- | '''12+''' || Stupidly Slow |} == 4. Playstyle Identities (Damage Spread) == Every weapon applies a percentage-based '''Spread (Variance)''' around the calculated Average Damage to give it a distinct combat identity. When two weapons share the same Average Damage (DPS), they deal the exact same total amount of damage over a long fight. Manipulating variance redistributes how that damage is delivered per hit, creating strategic trade-offs (consistent chip damage vs. volatile burst damage). The minimum and maximum damage range is calculated as: * '''Min. Damage:''' Average Damage Γ (1 - Spread) * '''Max. Damage:''' Average Damage Γ (1 + Spread) ''Example (Long Sword: 15 Ingots, 9 Weight, 45% Spread):'' * ''Base Average: 4 + (15 Γ 0.5) + (9 Γ 0.75) = 18.25'' * ''Min Damage: 18.25 Γ (1 - 0.45) = 10'' * ''Max Damage: 18.25 Γ (1 + 0.45) = 26'' * ''Final Damage Range: 10 to 26'' === Base Spread Guidelines === * '''Maces (30% Spread):''' Consistent, reliable, heavy hits. Very low variance. * '''Swords (45% Spread):''' Balanced variance. Good mix of reliability and burst. * '''Axes & Polearms (60%+ Spread):''' High volatility. Risky, but capable of devastating critical spikes. === Blade Weapons === {| class="wikitable sortable" style="text-align: center; width: 100%;" |- ! Weapon !! Resources !! Weight !! Wield !! Spread |- | '''Katana''' || 9 || 5 || One-Handed || 30% |- | '''Cutlass''' || 11 || 6 || One-Handed || 45% |- | '''Battle Axe''' || 12 || 7 || One-Handed || 60% |- | '''Axe''' || 12 || 6 || Two-Handed || 60% |- | '''Scimitar''' || 13 || 7 || One-Handed || 45% |- | '''Thin Sword''' || 14 || 7 || One-Handed || 65% |- | '''Bardiche''' || 14 || 9 || Two-Handed || 60% |- | '''Long Sword''' || 15 || 8 || One-Handed || 45% |- | '''Two-Handed Axe''' || 15 || 8 || Two-Handed || 60% |- | '''Broadsword''' || 16 || 9 || One-Handed || 35% |- | '''Great Sword''' || 16 || 9 || One-Handed || 65% |- | '''Double Axe''' || 16 || 8 || Two-Handed || 60% |- | '''Executioner's Axe''' || 16 || 9 || Two-Handed || 65% |- | '''Large Battle Axe''' || 17 || 9 || Two-Handed || 45% |- | '''Halberd''' || 18 || 11 || Two-Handed || 60% |} === Blunt Weapons === {| class="wikitable sortable" style="text-align: center; width: 100%;" |- ! Weapon !! Resources !! Weight !! Wield !! Spread |- | '''Club''' || 5 || 4 || One-Handed || 30% |- | '''Quarterstaff''' || 8 || 4 || Two-Handed || 30% |- | '''Gnarled Staff''' || 9 || 5 || Two-Handed || 40% |- | '''Fine Staff''' || 10 || 6 || Two-Handed || 60% |- | '''Shepherd's Crook''' || 12 || 8 || Two-Handed || 50% |- | '''Hammer Pick''' || 12 || 7 || Two-Handed || 30% |- | '''Mace''' || 14 || 7 || One-Handed || 30% |- | '''War Hammer''' || 14 || 7 || Two-Handed || 30% |- | '''Maul''' || 16 || 8 || One-Handed || 30% |- | '''War Axe''' || 17 || 10 || One-Handed || 30% |- | '''War Mace''' || 18 || 9 || One-Handed || 60% |} === Piercing Weapons === {| class="wikitable sortable" style="text-align: center; width: 100%;" |- ! Weapon !! Resources !! Weight !! Wield !! Spread |- | '''Dagger''' || 3 || 3 || One-Handed || 40% |- | '''War Fork''' || 5 || 4 || One-Handed || 30% |- | '''Short Spear''' || 6 || 5 || One-Handed || 50% |- | '''Kryss''' || 7 || 4 || One-Handed || 40% |- | '''Pitchfork''' || 7 || 5 || Two-Handed || 65% |- | '''Spear''' || 9 || 5 || Two-Handed || 65% |} === Archery === {| class="wikitable sortable" style="text-align: center; width: 100%;" |- ! Weapon !! Resources !! Weight !! Wield !! Spread |- | '''Bow''' || 10 || 5 || Two-Handed || 40% |- | '''Crossbow''' || 10 || 8 || Two-Handed || 50% |- | '''Heavy Crossbow''' || 12 || 10 || Two-Handed || 60% |} === Unarmed Combat === {| class="wikitable sortable" style="text-align: center; width: 100%;" |- ! Weapon !! Resources !! Weight !! Wield !! Spread |- | '''Claws''' || 7 || 3 || One-Handed || 40% |} ---
Summary:
Please note that all contributions to Ignis UO Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
IgnisUO Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)