Armor, elemental resistance and direct damage
From UO:PvE Wiki
Normal damage is weighted across five resistances; Armor Ignore uses a different path.
Development source reviewed on 29 October 2026. In-game availability is unverified.
Elemental damage equation#
For incoming damage D, each damage-type percentage p and corresponding resistance r contributes D × p × (100 − r). Add the five contributions, then divide by 10,000 using integer division. Direct damage is added separately as floor(D × directPercent ÷100). A normal positive hit that reaches this stage has a minimum result of 1.
Example: 100 damage split 50% physical and 50% fire against 70 physical and 40 fire resistance becomes floor((100×50×30 +100×50×60)÷10,000) =45 damage. Negative resistance increases the relevant damage. Chaos damage is assigned to one randomly chosen standard element for the hit.
Player resistance ceilings#
| Player state | Physical | Fire / Cold / Poison | Energy |
|---|---|---|---|
| Human, ordinary | 70 | 70 | 70 |
| Elf, ordinary | 70 | 70 | 75 |
| Human under Curse | 70 | 60 | 60 |
| Elf under Curse | 70 | 60 | 65 |
Armor Ignore and special reductions#
Armor Ignore bypasses all five elemental resistances, not just physical resistance. For a direct player-to-player attack using that path, normal Armor Ignore damage is capped at 35. The separate 70 limit in the code belongs to Death Strike, a retired Ninjitsu system, and is not an enabled player ability.
A barded Swamp Dragon mount absorbs 10% of incoming damage from a nonplayer source, or 20% with exceptional barding, after the resistance calculation; the absorbed amount wears the barding. This does not turn the normal resistance ceiling into a higher displayed resistance.
Armor durability#
Under the current armor branch, the randomly selected armor piece is notified for wear. Its armor-rating number is not subtracted from damage as a second physical reduction; the resistances already provide mitigation. Selection weights are neck 7%, hands 7%, arms 14%, head 15%, legs 22%, chest 35%.
Reflect Physical Damage#
For a living attacker, the ordinary reflected amount is floor(floor(D × physicalPercent × (100 − physicalResistance) / 10000) × Reflect Physical Damage / 100). When the attack ignores armor, this reflection calculation uses zero physical resistance. Reflection is a separate damage call back to the attacker; it is not a subtraction from the incoming hit. Creature abilities can modify this path.
Source notes
Show 9 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Misc/AOS.cs:123
Weighted resistance formula and minimum damage of 1Projects/UOContent/Misc/AOS.cs:82
Chaos element selectionProjects/UOContent/Misc/AOS.cs:155
Direct player-versus-player damage capsProjects/UOContent/Misc/AOS.cs:181
Swamp Dragon barding reductionProjects/Server/Mobiles/Mobile.cs:438
Default player resistance ceiling of 70Projects/UOContent/Mobiles/PlayerMobile.cs:1122
Curse cap reduction and Elf Energy Resistance bonusProjects/UOContent/Items/Weapons/BaseWeapon.cs:1518
Armor durability location distributionProjects/UOContent/Skills/ShardSkillPolicy.cs:12
Retired Ninjitsu excludedProjects/UOContent/Misc/AOS.cs:207
Physical reflection calculation and separate return damage
Category: Character & combat