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 SSI | Calculated ticks | Swing delay |
|---|---|---|
| 0 | 9 | 2.25 seconds |
| 20 | 7 | 1.75 seconds |
| 40 | 6 | 1.5 seconds |
| 60 | 5 | 1.25 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.
Projects/UOContent/Items/Weapons/BaseWeapon.cs:1356
Swing delay entry pointProjects/UOContent/Items/Weapons/BaseWeapon.cs:1375
SSI bonuses and debuffsProjects/UOContent/Items/Weapons/BaseWeapon.cs:1407
60 SSI ceiling and ML formulaProjects/UOContent/Items/Weapons/BaseWeapon.cs:1433
Five ticks / 1.25-second floorProjects/UOContent/Engines/Progression/EquipmentProgression.cs:95
Progression SSI caps
Category: Character & combat