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Swing speed, stamina and SSI

From UO:PvE Wiki

Swing delay advances in quarter-second steps and cannot be shorter than 1.25 seconds.

Development source reviewed on 29 October 2026. In-game availability is unverified.

Current-era formula#

For a weapon with listed speed W seconds, current stamina S and net Swing Speed Increase I: staminaTicks = floor(S ÷ 30); ticks = max(5, floor((4W − staminaTicks) × 100 ÷ (100 + I))); swing delay = ticks ÷ 4 seconds.

The formula uses current stamina, not maximum stamina or Dexterity directly. Net SSI is capped at 60 after equipment, spell and ability modifiers. Equipment SSI is capped at 10 / 20 / 40 / 60 by progression band.

Example: a 3.5-second weapon at 150 stamina#

Net SSICalculated ticksSwing delay
092.25 seconds
2071.75 seconds
4061.5 seconds
6051.25 seconds

Breakpoints and limits#

Current stamina matters in 30-point steps: 29 and 30 stamina produce different staminaTicks. Losing health can also drain stamina, which can lengthen your next swing delay. This equation is the current Mondain’s Legacy-or-later branch selected by Endless Journey. Earlier-era speed equations do not apply here.

An effect can still prevent a swing: the delay calculation does not override paralysis, range, line of sight, missing ammunition or weapon-ability restrictions.

See Equipment tiers and caps for the complete progression-band limits.

Source notes

Show 5 references

These references identify the reviewed shard files. Source presence does not establish live availability.

  1. Projects/UOContent/Items/Weapons/BaseWeapon.cs:1356
    Swing delay entry point
  2. Projects/UOContent/Items/Weapons/BaseWeapon.cs:1375
    SSI bonuses and debuffs
  3. Projects/UOContent/Items/Weapons/BaseWeapon.cs:1407
    60 SSI ceiling and ML formula
  4. Projects/UOContent/Items/Weapons/BaseWeapon.cs:1433
    Five ticks / 1.25-second floor
  5. Projects/UOContent/Engines/Progression/EquipmentProgression.cs:95
    Progression SSI caps

Category: Character & combat