Weapon damage: calculation order and caps
From UO:PvE Wiki
Weapon damage passes through several separate stages; the status-bar damage bonus is only one of them.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Base damage and additive bonuses#
First roll a whole-number base weapon damage B between its minimum and maximum. The support bonuses are Strength ×0.3%, Anatomy ×0.5%, Tactics ×0.625%, and the eligible harvest skill ×0.2%. Strength and Anatomy each gain another 5 percentage points at 100; Tactics gains 6.25; Mining or Lumberjacking gains 10.
The equipment Damage Increase term is added to supported spell bonuses and penalties, then capped at 100%. That capped term joins the support bonuses; it does not cap them. The result is truncated to a whole number. See Combat support: Anatomy, Tactics, Mining and Lumberjacking for eligibility.
A second bonus stage#
Ability damage scalars, a qualifying slayer, Enemy of One, pack instinct and other explicit effects contribute to a separate percentage-bonus pool. The current code caps that pool at +300%, then multiplies damage by (100 + pool) ÷100. Its maximum factor is therefore 4× at this stage. This is not a cap on the total multiplier across every stage.
A weapon slayer adds 100 points to this pool. Enemy of One adds 50 against the selected creature type; other creature types attacking the affected player add 100. Double Strike subtracts 10 points from this pool.
Then defence and side effects#
- Weapon-specific and creature-specific damage hooks can adjust the result.
- Parry can set the normal weapon hit to zero. Otherwise an armor location is selected for durability wear.
- Damage types are selected; Consecrate Weapon can move all damage into the defender’s weakest resistance.
- The elemental resistance calculation is applied unless an applicable Armor Ignore effect bypasses it.
- Damage that survives reaches health; successful damage then enables leech and weapon hit-property rolls. Summon strength, creature abilities, encounter mechanics and pet-level hooks can alter particular cases.
Why a tooltip cannot predict every hit#
A Damage Increase value is neither a final-hit percentage nor a universal damage cap. Integer rounding happens at several stages, and special attacks can use separate damage paths.
Source notes
Show 9 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Items/Weapons/BaseWeapon.cs:2348
Base damage rollProjects/UOContent/Items/Weapons/BaseWeapon.cs:2422
Support skills and Damage Increase stageProjects/UOContent/Items/Weapons/BaseWeapon.cs:1652
Melee on-hit sequence and bonus poolProjects/UOContent/Items/Weapons/BaseWeapon.cs:1697
Enemy of One bonusesProjects/UOContent/Items/Weapons/BaseWeapon.cs:1758
Literal +300% pool ceiling followed by 100 + pool scalingProjects/UOContent/Items/Weapons/BaseWeapon.cs:1770
Parry stageProjects/UOContent/Items/Weapons/BaseWeapon.cs:1804
Consecrate selects the weakest resistanceProjects/UOContent/Items/Weapons/BaseWeapon.cs:1885
Armor Ignore flag and elemental damageProjects/UOContent/Mobiles/BaseCreature.cs:4495
Creature and pet-level damage hooks
Category: Character & combat