Armor & Weapons: Difference between revisions

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[[Category:New Player]][[Category:Mechanics]][[Category:PvM]][[Category:PvP]][[Category:Crafting]]
==Summary==
==Summary==
* Weapons are Insta-Hit and Quick Switch, meaning a player who swings with a halberd and then wishes to equip and swing a katana will only have to wait for the katana's swing delay before making their next attack (instead of the halberd's delay)
* Weapons are Insta-Hit and Quick Switch, meaning a player who swings with a halberd and then wishes to equip and swing a katana will only have to wait for the katana's swing delay before making their next attack (instead of the halberd's delay)
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* Players can view the full stats, both the base values as well as effective values, of armor and weapons through usage of the [[Arms Lore]] skill
* Players can view the full stats, both the base values as well as effective values, of armor and weapons through usage of the [[Arms Lore]] skill
* Players can access a [[Player Stats]] Profile page to see a listing of all items they have equipped and summaries of their effective stats / percentages based on their current equipment
* Players can access a [[Player Stats]] Profile page to see a listing of all items they have equipped and summaries of their effective stats / percentages based on their current equipment
 
* For crafted and magic effects visit the [[Modifiers]] page




==Colored Materials==
==Colored Materials==
In addition to the traditional colored ores available for blacksmithing items, colored board and colored leather types have been introduced that are equivalents to a corresponding ore type (albeit with a slightly altered name). For instance, a Valorite viking sword would receive the same material bonuses as would a Valewood quarterstaff. Or a set of Shadow Iron ringmail would receive the same material bonuses as a set of Shadowhide leather armor.
In addition to the traditional colored ores available for blacksmithing items, colored board and colored leather types have been introduced that are equivalents to a corresponding ore type (albeit with a slightly altered name). For instance, a Valorite viking sword would receive the same material bonuses as would a Valewood quarterstaff. Or a set of Shadow Iron ringmail would receive the same material bonuses as a set of Shadowhide leather armor.




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* A player with 50 Swordsmanship can receive a max of up to +50% melee accuracy bonus from items
* A player with 50 Swordsmanship can receive a max of up to +50% melee accuracy bonus from items
* A player with 0 Swordsmanship can receive a max of up to +0% melee accuracy bonus from items
* A player with 0 Swordsmanship can receive a max of up to +0% melee accuracy bonus from items
==Swing Speed Bonuses==
{{main|Swing Speed}}
* Swing Speed is the amount of time between weapon swings for the class or weapon type you are using
* Swing Speed is affected by your current Stamina, up to a maximum of 100 Stamina
* Swing Speed can be increased in several ways; [[Template:FoodSatisfaction|Delectable Foods]], [[Air Aspect|Air]]/[[Holy Aspect|Holy]] Aspects, [[Chivalry]]/[[Focus]]/[[Taste Identification|Taste ID]]/[[Cooking]]/[[Resisting Spells]] Skills, [[Mastery Chain|Effective Chivalry/Swing Speed Increase]] Links, and [[Weapon and Parry Codex|Fencing/Wrestling Codexes]]
* Swing Speed Increase is capped at 50% base, 60% Hard Cap (with the [[Redline System|Redline]] System)
* Additionally Weapon Speed is hard capped at 0.5s per swing, regardless of Swing Speed Increase - your weapon can never swing faster than this




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* Weapons are Insta-Hit and Quick Switch, meaning once a player makes a weapon swing, the delay before they can make another weapon swing is based on the next weapon's normal swing delay
* Weapons are Insta-Hit and Quick Switch, meaning once a player makes a weapon swing, the delay before they can make another weapon swing is based on the next weapon's normal swing delay
* Once a player swings a Halberd (3 second swing speed), they would only have to wait 1.5 seconds to equip and swing a katana (1.5 second swing speed)
* Once a player swings a Halberd (3 second swing speed), they would only have to wait 1.5 seconds to equip and swing a katana (1.5 second swing speed)
* Ranged weapons have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
* Ranged weapons (excluding Ocean Weapons) have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
** Stationary delays scale in PvP based on a player's Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)
* Ocean Weapons (Harpoons, Tridents, etc) have a flat 1.0 second Stationary Delay
 
 
==Target Arcs==
* Some mechanics will refer to the player being within either a creature's Front Arc or their Side/Rear Arc
* A creature's Front Arc is anything within a 45 degree angle outward from the Facing of the creature (depicted by Green Tiles/Arrows)
* A creature's Side/Rear Arc is any tile not within in the creature's Front Arc (depicted by Yellow Tiles)
 
[[File:targetarc.png|link=]]
 
 
==Attack Ranges==
* Players, Followers, or Player Ship Crewmembers using Melee Attacks that have a Range of 1 will now be treated as having Range 2 (or Range 3 in rare cases) when making attacks against most creatures that have body types that overlap multiple tiles or have unusual location offsets
* A large number of creatures (including player Followers) that occupy multiple tiles or have unusual location offsets will now have a Melee Range of 2 (or more)
* A number of Abilities for creatures that have had their Melee Range increased will also have their Ability range increased if that range is now smaller than their Melee Range
 
[[File:attackrange.png|link=]]
 
 
==Creature Armor Minimums==
* Creatures can now have their Armor Rating reduced by a maximum of 75
 
 
==Damage Resolution==
* Any mechanic that creates secondary damage with amounts based on the total damage resolved on the primary effect, such as the damage of a Melee Hit generating Bleed ticks, will no longer apply Damage Bonuses or resolve Damage Reductions when resolving the secondary damage
 
<br>The following types of mechanics are affected:
* Swords Weapon Special (Bleed)
* Weapon Stances that resolve additional "attacks" based on initial hit damage (such as Cleave)
* Weapon Stances that create Bleed or Disease based on initial hit damage (such as Fencing Blackguard)
* Weapon Finishers that inflict damage based on initial hit damage (such as Fencing Assassinate)
* Weapon Abilities that inflict damage based on initial hit damage (such as Archery Repeater)
* Blood Aspect Armor (Bleed)
* Death Aspect Armor (Disease)
* Lightning Aspect Armor (Arc Shock effect)
 
<br>Note: Any mechanic that boosts a specific damage type, such as increases to Bleed or Disease damage, will still apply on the initial calculation of their damage amount; they will just not apply their bonuses twice
 
 
==Damage Delays in PvP==
* When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)
 


==Weapon Setup Bonuses (PvM)==
* Players will receive bonuses against creatures based on what "setup" they have for weapons/shields occupying their hands
* These bonuses will be listed as (Setup) in the [stats page
* These bonuses only apply to non blessed weapons/spell books
* Players will not receive Spellbook Setup Meditation rate bonuses if they are Flagged in PvP or have PvP Scripts Disabled (participating in a PvP Event)
{{WeaponsSetup}}




==Weapons Chart==
==Weapons Chart==
===Weapon Roles===
* Weapons on Outlands are typically grouped together by their "role" within PvP such as:
** Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure
** Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistantly above average damage-over-time ("Light" generally being one-handed, and "Medium" generally being two-handed)
** Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of "burst" damage over a very short period
{{WeaponsChart}}
{{WeaponsChart}}




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Bonuses from GM or Magical Properties on Armor are as follows:
Bonuses from GM or Magical Properties on Armor are as follows:


* Defense: +20% Armor Value
{| class="wikitable" style="text-align:center;"
* GM or Guarding: +40% Armor Value
|-
* Hardening: +60% Armor Value
! Type
* Fortification: +80% Armor Value
! Armor Value
* Invulnerability: +100% Armor Value
|-
| Defense
| +20%
|-
| GM or Guarding
| +40%
|-
| Hardening
| +60%
|-
| Fortification
| +80%
|-
| Invulnerability
| +100%
|}
 
 
===Durability===
* Weapon and Armor suffer a penalty when they reach 0 Hit Points and are considered "Broken"


====Weapon Durability====
* Broken weapons suffer a 25% Penalty to Damage Dealt
* Starting Durability of weapons is now 50 Hit Points
====Spellbook and Arcane Staff Durability====
* Broken Spellbooks and Arcane Staves suffer a 25% Penalty to Spell Damage
* Starting Durability of Spellbooks is now 150 Hit Points
====Armor Durability====
* Broken armor suffers a 50% Penalty to Armor Rating
* Starting Durability of armor is now 50 Hit Points




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* Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)
* Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)


 
{{MeditationPenalty}}
===Durability===
* Weapon and Armor decrease in their effectiveness as they lose durability
* The damage values of weapons and armor values of armor will drop in a linear fashion as their durability drops, down to a maximum of a -20% penalty as it reaches 0 durability
** Items will still break at 0 durability
 
 
 
==Armor Location Penalty==
{| class="wikitable" style="text-align:center;"
|-
! Image
! Location
! Penalty
|-
| [[File:metalshield.jpg|link=]]
| Shield
| 35%
|-
| [[File:platechest.jpg|link=]]
| Chest
| 35%
|-
| [[File:platelegs.jpg|link=]]
| Legs
| 22%
|-
| [[File:platearms.jpg|link=]]
| Arms
| 15%
|-
| [[File:platehelm.jpg|link=]]
| Helmet
| 14%
|-
| [[File:plategloves.jpg|link=]]
| Gloves
| 7&
|-
| [[File:plategorget.jpg|link=]]
| Gorget
| 7%
|}
 
 
===Armor Material Penalty===
{| class="wikitable" style="text-align:center;"
|-
! Image
! Material
! Penalty
|-
| [[File:leatherchest.jpg|link=]][[File:buckler.jpg|link=]][[File:woodenshield.jpg|link=]]
| No Armor, Leather Armor, Buckler, or Wooden Shield
| 0%
|-
| [[File:studdedchest.jpg|link=]][[File:woodenkiteshield.jpg|link=]]
| Studded Armor or Wooden Kite Shield
| 20%
|-
| [[File:bonechest.jpg|link=]][[File:metalshield.jpg|link=]]
| Bone Armor or Metal Shield
| 40%
|-
| [[File:ringmailchest.jpg|link=]][[File:bronzeshield.jpg|link=]]
| Ringmail Armor or Bronze Shield
| 60%
|-
| [[File:chainchest.jpg|link=]][[File:metalkiteshield.jpg|link=]]
| Chainmail Armor or Metal Kite Shield
| 80%
|-
| [[File:platechest.jpg|link=]][[File:heatershield.jpg|link=]][[File:chaosshield.jpg|link=]][[File:ordershield.jpg|link=]]
| Platemail Armor, Heater Shield, or Chaos/Order Shield
| 100%
|}
 
 
For example, a player wearing a suit of all studded leather but with a platemail gorget would have: <br />(.35 * .20) + (.22 * .20) + (.15 * .20) + (.14 * .20) + (.07 * .20) + (.07 * 1.0)) = '''25.6% Total Armor Penalty.''' Which would result in a (2 * 25.6%) = '''-51.2% to player's Mana Regen rate'''
 


Examples of Total Armor Meditation Penalties and its effect on a player's Mana Regen rate for full suits of a single material are as follows:
Examples of Total Armor Meditation Penalties and its effect on a player's Mana Regen rate for full suits of a single material are as follows:
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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
! Image
! Material
! Material
! Meditation Penalty
! Meditation Penalty
! Mana Regen Rate
! Mana Regen Rate
|-
|-
| [[File:leatherchest.jpg|link=]]
| [[File:leatherchest.jpg|link=]]<br />No Armor or<br />Leather Armor
| No Armor or Leather Armor
| 0%
| 0%
| -0%
| -0%
|-
|-
| [[File:studdedchest.jpg|link=]]
| [[File:studdedchest.jpg|link=]]<br />Studded Armor
| Studded Armor
| 10%
| 20%
| -20%
| -40%
|-
|-
| [[File:bonechest.jpg|link=]]
| [[File:bonechest.jpg|link=]]<br />Bone Armor
| Bone Armor
| 25%
| 40%
| -50%
| -80%
|-
|-
| [[File:ringmailchest.jpg|link=]]
| [[File:ringmailchest.jpg|link=]]<br />Ringmail Armor
| Ringmail Armor
| 50%
| 60%
| -100%
| -120%
|-
|-
| [[File:chainchest.jpg|link=]]
| [[File:chainchest.jpg|link=]]<br />Chainmail Armor
| Chainmail Armor
| 75%
| 80%
| -150%
| -160%
|-
|-
| [[File:platechest.jpg|link=]]
| [[File:platechest.jpg|link=]]<br />Platemail Armor
| Platemail Armor
| 100%
| 100%
| -200%
| -200%
|}
|}




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* Any mechanic (Pet Ability/Trait, Aspect Armor Effect, Mastery Chain Bonus) that has a chance to Ignore Armor or Ignore Magic Resist, if successfully triggered against a creature that already effectively has 0 Armor or 0 Magic Resist respectively, will instead gain a +15% damage bonus to the attack or spell (this will never apply in PvP however) [https://forums.uooutlands.com/index.php?threads/patch-notes-for-february-14-2020.2739/ patch Feb 14,2020]
* Any mechanic (Pet Ability/Trait, Aspect Armor Effect, Mastery Chain Bonus) that has a chance to Ignore Armor or Ignore Magic Resist, if successfully triggered against a creature that already effectively has 0 Armor or 0 Magic Resist respectively, will instead gain a +15% damage bonus to the attack or spell (this will never apply in PvP however) [https://forums.uooutlands.com/index.php?threads/patch-notes-for-february-14-2020.2739/ patch Feb 14,2020]


==Damage Reflection==
* Players have a maximum limit of 2000 total damage reflected per second
* Damage Reflection for players (from [[Tailoring]], [[Fire Aspect]], etc) will now work on all sources of damage up to 18 tiles away




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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! [[File:leatherchest.jpg|link=]]<br />Leather
! [[File:studdedchest.jpg|link=]]<br />Studded
! [[File:bonechest.jpg|link=]]<br />Bone
! [[File:ringmailchest.jpg|link=]]<br />Ringmail
! [[File:chainchest.jpg|link=]]<br />Chainmail
! [[File:platechest.jpg|link=]]<br />Platemail
|-
|-
! Image
| 0%
! Material
| +5%
! Stamina Loss
| +12.5%
|-
| +25%
| [[File:leatherchest.jpg|link=]]
| +37.5%
| Leather
| +0%
|-
| [[File:studdedchest.jpg|link=]]
| Studded
| +10%
|-
| [[File:bonechest.jpg|link=]]
| Bone
| +20%
|-
| [[File:ringmailchest.jpg|link=]]
| Ringmail
| +30%
|-
| [[File:chainchest.jpg|link=]]
| Chainmail
| +40%
|-
| [[File:platechest.jpg|link=]]
| Platemail
| +50%
| +50%
|}
|}




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The Mind Blast does additional damage to players based on their current Meditation Penalty from armor. The spell also does additional damage to creatures based on their armor value.
The Mind Blast does additional damage to players based on their current Meditation Penalty from armor. The spell also does additional damage to creatures based on their armor value.


* The damage bonus to '''Players is (Total Meditation Penalty % / 2)'''
* The damage bonus to '''Players is (Total Meditation Penalty % / 3)'''
* The damage bonus to '''Creatures is (.25% * Total Armor Value)'''
* The damage bonus to '''Creatures is (.25% * Total Armor Value)'''


So against a player wearing full plate (which has a 100% Total Meditation Penalty) the Mind Blast spell would inflict +50% damage. Against a creature with an Armor Rating of 100, the Mind Blast spell would inflict +25% damage.
So against a player wearing full plate (which has a 100% Total Meditation Penalty) the Mind Blast spell would inflict +33% damage. Against a creature with an Armor Rating of 100, the Mind Blast spell would inflict +25% damage.
 




==Armor Suit Summaries==
==Armor Suit Summaries==
The Armor Values, Meditation Penalties, and Stamina Fatigue Penalties of full suits of armor of the following types are as follows:
The Armor Values, Meditation Penalties, and Stamina Fatigue Penalties of full suits of armor of the following types are as follows:
* For additional modifier percentages see [[Modifiers]]


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
! Image
! Material
! Material
! Base Armor
! Base Armor
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! Mind Blast Damage
! Mind Blast Damage
|-
|-
| [[File:leatherchest.jpg|link=]]
| [[File:leatherchest.jpg|link=]]<br />Leather
| Leather
| 25
| 25
| 0%
| 0%
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| +0%
| +0%
|-
|-
| [[File:studdedchest.jpg|link=]]
| [[File:studdedchest.jpg|link=]]<br />Studded
| Studded
| 30
| 30
| 20%
| 10%
| +10%
| +5%
| +10%
| +3.3%
|-
|-
| [[File:bonechest.jpg|link=]]
| [[File:bonechest.jpg|link=]]<br />Bone
| Bone
| 35
| 35
| 40%
| 25%
| +20%
| +12.5%
| +20%
| +8.3%
|-
|-
| [[File:ringmailchest.jpg|link=]]
| [[File:ringmailchest.jpg|link=]]<br />Ringmail
| Ringmail
| 40
| 40
| 60%
| 50%
| +30%
| +25%
| +30%
| +16.7%
|-
|-
| [[File:chainchest.jpg|link=]]
| [[File:chainchest.jpg|link=]]<br />Chainmail
| Chainmail
| 45
| 45
| 80%
| 75%
| +40%
| +37.5%
| +40%
| +25%
|-
|-
| [[File:platechest.jpg|link=]]
| [[File:platechest.jpg|link=]]<br />Platemail
| Platemail
| 50
| 50
| 100%
| 100%
| +50%
| +50%
| +50%
| +33%
|}
|}


 
{{ArmorChart}}
 
==Arms Lore==
Players may use the [[Arms Lore]] skill on any Weapon, Armor, or Musical Instrument to view the base and player-effective stats for the item, regardless of the player's Arms Lore skill level. In the Arms Lore Window they can click a button in the upper right corner to switch to a personalized view that shows what effective values the item will have based on the player's stats and skills (such as Swing Delays being adjusted for that player Dexterity, or damage inflicted adjusted by Tactics, Anatomy, and Arms Lore as well as weapon properties).
 
[[File:armsloregump1.jpg|link=Arms Lore]]
 
Base Values for armor pieces will show the individual armor's contribution to the player. The secondary page for armor shows what a full suit of that armor type would be contributing to the player. Players may also click on the View Player Stats Profile button to view a summary of all their equipped gear. This window can alternatively be launched by using the Arms Lore skill and targeting the player themselves or through the Outlands Help Menu.

Latest revision as of 17:50, 1 June 2026

Summary

  • Weapons are Insta-Hit and Quick Switch, meaning a player who swings with a halberd and then wishes to equip and swing a katana will only have to wait for the katana's swing delay before making their next attack (instead of the halberd's delay)
  • Ranged weapons have a flat .5 second Stationary Delay regardless of player Dexterity
  • Armor Values are cumulative, meaning damage from melee attacks are reduced based on the player's total armor value, instead of just the armor value of the individual location hit
  • Meditation Penalties are now a cumulative total of all equipped pieces, and no longer based on the "worst piece" a player is wearing. For instance, a platemail gorget worn with a full suit of leather would only create a total -7% meditation penalty (instead of a -100% penalty)
  • Dexterity Penalties have been removed from armor and shields and replaced with a Stamina Fatigue Penalty that increases the amount of stamina the player loses when taking damage
  • A player's Stamina Fatigue Penalty is derived from their Meditation Penalty
  • Players take more damage from the Mind Blast spell based on their Meditation Penalties from armor
  • Players can view the full stats, both the base values as well as effective values, of armor and weapons through usage of the Arms Lore skill
  • Players can access a Player Stats Profile page to see a listing of all items they have equipped and summaries of their effective stats / percentages based on their current equipment
  • For crafted and magic effects visit the Modifiers page


Colored Materials

In addition to the traditional colored ores available for blacksmithing items, colored board and colored leather types have been introduced that are equivalents to a corresponding ore type (albeit with a slightly altered name). For instance, a Valorite viking sword would receive the same material bonuses as would a Valewood quarterstaff. Or a set of Shadow Iron ringmail would receive the same material bonuses as a set of Shadowhide leather armor.


Accuracy Bonuses

As per patch August 22,2019. Accuracy bonuses to melee weapons from items (Colored Materials, Magical Properties, Aspects, Mastery Chains, etc) are now capped by a player's base melee skill for that weapon.

Examples:

  • A player with 100 Swordsmanship can receive a max of up to +100% melee accuracy bonus from items
  • A player with 50 Swordsmanship can receive a max of up to +50% melee accuracy bonus from items
  • A player with 0 Swordsmanship can receive a max of up to +0% melee accuracy bonus from items


Swing Speed Bonuses

Main article: Swing Speed


Weapon Timers

  • Weapons are Insta-Hit and Quick Switch, meaning once a player makes a weapon swing, the delay before they can make another weapon swing is based on the next weapon's normal swing delay
  • Once a player swings a Halberd (3 second swing speed), they would only have to wait 1.5 seconds to equip and swing a katana (1.5 second swing speed)
  • Ranged weapons (excluding Ocean Weapons) have a flat .5 second stationary delay requiring players, regardless of their Dexterity, to stay in place before firing
    • Stationary delays scale in PvP based on a player's Dex, scaling from 1.0 seconds (25 Dex or lower) down to 0.5s (100 Dex or higher)
  • Ocean Weapons (Harpoons, Tridents, etc) have a flat 1.0 second Stationary Delay


Target Arcs

  • Some mechanics will refer to the player being within either a creature's Front Arc or their Side/Rear Arc
  • A creature's Front Arc is anything within a 45 degree angle outward from the Facing of the creature (depicted by Green Tiles/Arrows)
  • A creature's Side/Rear Arc is any tile not within in the creature's Front Arc (depicted by Yellow Tiles)


Attack Ranges

  • Players, Followers, or Player Ship Crewmembers using Melee Attacks that have a Range of 1 will now be treated as having Range 2 (or Range 3 in rare cases) when making attacks against most creatures that have body types that overlap multiple tiles or have unusual location offsets
  • A large number of creatures (including player Followers) that occupy multiple tiles or have unusual location offsets will now have a Melee Range of 2 (or more)
  • A number of Abilities for creatures that have had their Melee Range increased will also have their Ability range increased if that range is now smaller than their Melee Range


Creature Armor Minimums

  • Creatures can now have their Armor Rating reduced by a maximum of 75


Damage Resolution

  • Any mechanic that creates secondary damage with amounts based on the total damage resolved on the primary effect, such as the damage of a Melee Hit generating Bleed ticks, will no longer apply Damage Bonuses or resolve Damage Reductions when resolving the secondary damage


The following types of mechanics are affected:

  • Swords Weapon Special (Bleed)
  • Weapon Stances that resolve additional "attacks" based on initial hit damage (such as Cleave)
  • Weapon Stances that create Bleed or Disease based on initial hit damage (such as Fencing Blackguard)
  • Weapon Finishers that inflict damage based on initial hit damage (such as Fencing Assassinate)
  • Weapon Abilities that inflict damage based on initial hit damage (such as Archery Repeater)
  • Blood Aspect Armor (Bleed)
  • Death Aspect Armor (Disease)
  • Lightning Aspect Armor (Arc Shock effect)


Note: Any mechanic that boosts a specific damage type, such as increases to Bleed or Disease damage, will still apply on the initial calculation of their damage amount; they will just not apply their bonuses twice


Damage Delays in PvP

  • When attacking with a Ranged Weapon in PvP, the damage on hits will now have a delay that randomizes and scales based on Dex, with max delay ranging from between 0 seconds (100 Dex or higher) up to 0.5 seconds (25 Dex or lower)


Weapon Setup Bonuses (PvM)

  • Players will receive bonuses against creatures based on what "setup" they have for weapons/shields occupying their hands
  • These bonuses will be listed as (Setup) in the [stats page
  • These bonuses only apply to non blessed weapons/spell books
  • Players will not receive Spellbook Setup Meditation rate bonuses if they are Flagged in PvP or have PvP Scripts Disabled (participating in a PvP Event)
Type Setup Bonus
One-Handed
(1H)
Melee with No Shield +20% Accuracy
Melee with Shield +10% Accuracy, +10% Damage Resistance
Ranged with No Shield +20% Accuracy, +25% Melee Damage
Ranged with Shield +10% Accuracy, +25% Melee Damage, +10% Damage Resistance
Spellbook with No Shield +30% Meditation Rate
Spellbook with Shield +15% Meditation Rate, +10% Damage Resistance
Two-Handed
(2H)
Melee +25% Melee Damage
Ranged +50% Melee Damage
Arcane Staff +10% Arcane Mana recovery Chance
Paired
(Pa)
Dual Wielding, Wrestling +10 Attack Speed


Weapons Chart

Weapon Roles

  • Weapons on Outlands are typically grouped together by their "role" within PvP such as:
    • Interrupt: Fast weapons intended to interrupt opponent's spellcasts or apply constant pressure
    • Grinding (Light/Medium): Average speed weapons that "grind" an opponent down with consistantly above average damage-over-time ("Light" generally being one-handed, and "Medium" generally being two-handed)
    • Burst: Slow weapons that have a high potential maximum damage per swing, that when combined with a precast spell can generate a large amount of "burst" damage over a very short period
Weapons Chart
Speed Sec/Swing Base DiceCount DiceMax MinDmg MaxDmg Avg Dmg Avg Dmg
vs 35 AR
Avg Dmg
vs 95 AR
Avg DPS Avg DPS
vs 35 AR
Avg DPS
vs 95 AR
Sec/Swing
40% SSi
Sec/Swing
50% SSi
Sec/Swing
60% SSi
Interrupt
Dual Wielding 53 1.42 4 5 4 9 24 16.5 13.64 8.74 11.62 9.61 6.15 0.85 0.71 0.57 (Pa) Dual Hunting Knives
Fencing 58 1.29 4 4 4 8 20 14 11.57 7.42 10.85 8.97 5.75 0.77 0.65 0.52 (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri
Mace Fighting 54 1.39 3 6 3 9 21 15 12.4 7.95 10.79 8.92 5.72 0.83 0.7 0.56 (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club
Swordsmanship 56 1.34 5 5 3 10 20 15 12.4 7.95 11.19 9.25 5.93 0.8 0.67 0.54 (1H) Katana, Cutlass, Scimitar
Grinding (Light)
Dual Wielding 50 1.5 6 5 4 11 26 18.5 15.29 9.8 12.33 10.19 6.53 0.9 0.75 0.6 (Pa) Dual Katanas, Dual Scimitars
Fencing 50 1.5 7 4 4 11 23 17 14.05 9.01 11.33 9.37 6.01 0.9 0.75 0.6 (1H) Warfork, Epee, Rapier, Fencing Sabre
Mace Fighting 46 1.63 6 6 3 12 24 18 14.88 9.54 11.04 9.13 5.85 0.98 0.82 0.65 (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe
Swordsmanship 48 1.56 8 5 3 13 23 18 14.88 9.54 11.54 9.54 6.12 0.94 0.78 0.62 (1H) Longswords, Broadsword, Viking Sword, Norse Axe
Archery 34 2.21 9 4 4 13 25 19 15.71 10.07 8.6 7.11 4.56 1.33 1.11 0.88 (2H) Bow, Hunting Bow, Recurve Bow
Throwing 40 1.88 9 5 3 14 24 19 15.71 10.07 10.11 8.36 5.36 1.13 0.94 0.75 (1H) Throwing Dagger, Throwing Star
Wrestling 45 1.67 7 6 4 13 31 22 18.19 11.65 13.17 10.89 6.98 1 0.84 0.67 (Pa) Martial Manual, Cestus, Fistblade
Grinding (Medium)
Dual Wielding 47 1.6 6 5 5 11 31 21 17.36 11.12 13.13 10.85 6.95 0.96 0.8 0.64 (Pa) Dual Rapiers, Dual Sabres
Fencing 40 1.88 9 4 6 13 33 23 19.02 12.18 12.23 10.12 6.48 1.13 0.94 0.75 (2H) Short Spear, Pitchfork
Mace Fighting 36 2.08 9 6 4 15 33 24 19.84 12.71 11.54 9.54 6.11 1.25 1.04 0.83 (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook
Swordsmanship 38 1.97 12 5 4 17 32 24.5 20.26 12.98 12.44 10.28 6.59 1.18 0.99 0.79 (2H) Axe, Battle Axe, Double Axe, Large Battle Axe, Executioner's Axe, Two-Handed Axe, Hatchet
Archery 28 2.68 11 4 6 15 35 25 20.67 13.24 9.33 7.71 4.94 1.61 1.34 1.07 (1H) Crossbow, Balestra, Pistol Crossbow
Throwing 34 2.21 11 5 4 16 31 23.5 19.43 12.45 10.63 8.79 5.63 1.33 1.11 0.88 (1H) Hurlbat, Chakram
Burst
Dual Wielding 43 1.74 6 5 6 11 36 23.5 19.43 12.45 13.51 11.17 7.16 1.04 0.87 0.7 (Pa) Dual Norse Axes
Fencing 30 2.5 13 4 6 17 37 27 22.32 14.3 10.8 8.93 5.72 1.5 1.25 1 (2H) Spear, Sarissa
Mace Fighting 27 2.78 12 6 5 18 42 30 24.8 15.89 10.79 8.92 5.72 1.67 1.39 1.11 (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club
Swordsmanship 25 3 16 5 6 21 46 33.5 27.7 17.75 11.17 9.23 5.92 1.8 1.5 1.2 (2H) Halberd, Bardiche, Zweihander, Great Axe
Archery 20 3.75 13 4 8 17 45 31 25.63 16.42 8.27 6.83 4.38 2.25 1.88 1.5 (2H) Heavy Crossbow, Rampart Crossbow, Great Bow
Throwing 26 2.88 13 5 5 18 38 28 23.15 14.83 9.72 8.04 5.15 1.73 1.44 1.15 (1H) Javelin, Francisca Axe
Arcane 32 2.34 6 6 3 12 24 18 14.88 9.54 7.69 6.36 4.08 1.4 1.17 0.94 (2H) Arcane Staves
Fishing 20 3.75 14 4 8 15 43 29 23.98 15.36 7.73 6.39 4.1 2.25 1.88 1.5 (2H) Harpoon, Trident
Swing Speed Caps at 60% - Seconds per Swing Caps at 0.50 seconds per swing (highlighted in red - currently none)
Training Weapons - Training weapons all have normalized attack speed and damage dealing a max of 1 HP per swing


Armor Values

The cumulative total Armor Value of all equipped armor pieces is used to determine the damage reduced by physical attacks. Physical attacks traditionally refer to melee attacks from monsters and players, but also can include monster breath attacks or even some devastating champion or boss effects.


Physical Damage reduced by armor is randomized between:

  • Minimum Amount: (.333% * (Total Armor Value))
  • Maximum Amount: (.666% * (Total Armor Value))
  • So a player with 50 Armor Value will reduce melee damage between 16.5% to 33%.


Bonuses from GM or Magical Properties on Armor are as follows:

Type Armor Value
Defense +20%
GM or Guarding +40%
Hardening +60%
Fortification +80%
Invulnerability +100%


Durability

  • Weapon and Armor suffer a penalty when they reach 0 Hit Points and are considered "Broken"

Weapon Durability

  • Broken weapons suffer a 25% Penalty to Damage Dealt
  • Starting Durability of weapons is now 50 Hit Points

Spellbook and Arcane Staff Durability

  • Broken Spellbooks and Arcane Staves suffer a 25% Penalty to Spell Damage
  • Starting Durability of Spellbooks is now 150 Hit Points

Armor Durability

  • Broken armor suffers a 50% Penalty to Armor Rating
  • Starting Durability of armor is now 50 Hit Points


Armor and Meditation

  • Base passive mana regen rate is 1 mana restored every 2 seconds
  • Mana regen rate is increased by (100% * (Meditation skill / 100))
  • Mana regen rate is increased by (100% if player is actively meditating)
  • Mana regen rate is penalized by (2% * (player's Total Armor Meditation Penalty))
  • Maximum mana regen rate possible is 1 mana restored every .5 seconds
  • Minimum mana regen rate possible is 1 mana restored every 8 seconds
  • A player's Total Armor Meditation Penalty is equal to the combined Meditation Penalties of all armor worn
  • Each piece of armor a player wears has an Meditation Penalty equal to it's (Armor Location Penalty * Armor Material Penalty)

Armor Location Penalty


Shield

Chest

Legs

Arms

Helmet

Gloves

Gorget
35% 35% 22% 15% 14% 7% 7%

Armor Material Penalty

Image Material Penalty
No Armor, Leather Armor, Buckler, or Wooden Shield 0%
Studded Armor or Wooden Kite Shield 10%
Bone Armor, Metal Shield or Bone Shield 25%
Ringmail Armor or Bronze Shield 50%
Chainmail Armor or Metal Kite Shield 75%
Platemail Armor, Heater Shield, or Chaos/Order Shield 100%

Example

A player wearing a suit of all studded leather but with a platemail gorget would have:

(.35 * .10) + (.22 * .10) + (.15 * .10) + (.14 * .10) + (.07 * .10) + (.07 * 1.0)) = 16.3% Total Armor Meditation Penalty.

Which would result in a (2 * 16.3%) = -32.6% effect on their Mana Regen rate.

Examples of Total Armor Meditation Penalties and its effect on a player's Mana Regen rate for full suits of a single material are as follows:

Material Meditation Penalty Mana Regen Rate

No Armor or
Leather Armor
0% -0%

Studded Armor
10% -20%

Bone Armor
25% -50%

Ringmail Armor
50% -100%

Chainmail Armor
75% -150%

Platemail Armor
100% -200%


Armor and Magic Resist Ignoring

  • Any mechanic (Pet Ability/Trait, Aspect Armor Effect, Mastery Chain Bonus) that has a chance to Ignore Armor or Ignore Magic Resist, if successfully triggered against a creature that already effectively has 0 Armor or 0 Magic Resist respectively, will instead gain a +15% damage bonus to the attack or spell (this will never apply in PvP however) patch Feb 14,2020


Damage Reflection

  • Players have a maximum limit of 2000 total damage reflected per second
  • Damage Reflection for players (from Tailoring, Fire Aspect, etc) will now work on all sources of damage up to 18 tiles away


Stamina Loss from Damage

Whenever a player takes any damage (from spells, weapons, poison, etc) they will suffer a loss of stamina based on the amount of damage caused. The normal amount of stamina damage dealt is (Damage Amount / 5) * (Player Dex / 100). If the stamina loss amount has a decimal, that decimal amount simply becomes a percentage chance to round up the stamina loss amount. For instance, a stamina loss of 3.25 would be 3 stamina lost and a 25% chance to become 4 stamina lost. A stamina loss of .75 would simply be a 75% chance to lose 1 stamina.


When determining the stamina losses caused by melee attacks, the Damage Amount used is based on the total damage of the attack before factoring in reductions for armor, parrying, or any other effects that will lower the amount of damage taken by the defender. A player who is hit by another player's Macing weapon will take +25% more stamina loss than normal from the attack. Additionally, players wearing armor types with meditation penalties will suffer further penalties to the amount of stamina losses they taken when suffering damage, as described below.


Stamina Fatigue Penalties

Armor pieces no longer have any Dexterity penalties conferred by wearing them. Instead, they now have a Stamina Fatigue penalty which increases the amount of stamina the wearer will lose when taking damage. A player's Total Stamina Fatigue Penalty is their (Total Armor Meditation Penalty / 2).

For example, a player wearing a full set of Chainmail armor (which has a 80% Total Armor Meditation Penalty) would have a Stamina Fatigue Penalty of 40%, meaning they would take lose 40% more stamina when taking damage than normal. Example stamina fatigue penalties from various full sets of armor are as follows:


Leather

Studded

Bone

Ringmail

Chainmail

Platemail
0% +5% +12.5% +25% +37.5% +50%


Mindblast Spell

The Mind Blast does additional damage to players based on their current Meditation Penalty from armor. The spell also does additional damage to creatures based on their armor value.

  • The damage bonus to Players is (Total Meditation Penalty % / 3)
  • The damage bonus to Creatures is (.25% * Total Armor Value)

So against a player wearing full plate (which has a 100% Total Meditation Penalty) the Mind Blast spell would inflict +33% damage. Against a creature with an Armor Rating of 100, the Mind Blast spell would inflict +25% damage.


Armor Suit Summaries

The Armor Values, Meditation Penalties, and Stamina Fatigue Penalties of full suits of armor of the following types are as follows:

  • For additional modifier percentages see Modifiers
Material Base Armor Meditation Penalty Stamina Loss Mind Blast Damage

Leather
25 0% +0% +0%

Studded
30 10% +5% +3.3%

Bone
35 25% +12.5% +8.3%

Ringmail
40 50% +25% +16.7%

Chainmail
45 75% +37.5% +25%

Platemail
50 100% +50% +33%
NPC bought armor values
Armor Location Leather Studded Bone Ringmail Chainmail Platemail Location Penalty
Chest, Bustier 9 11 12 14 16 18 35%
Legs, Skirt 6 7 8 9 10 11 22%
Arms 4 5 5 6 7 8 15%
Gloves 2 2 2 3 3 4 7%
Gorget 2 2 2 3 3 4 7%
Helmet 4 4 5 6 6 7 14%
Shield 4 5 6 7 8 9 35%
Shield / Helm Classifications
Buckler,
Wooden Shield
Wooden Kite
Shield
Metal Shield Bronze Shield,
Orc Helm
Metal Kite Shield Metal Kite Shield,
Bascinet, Close Helm,
Norse Helm
Material Penalties
Meditation Penalty - 10% 25% 50% 75% 100%
Mana Regen Penalty - 20% 50% 100% 150% 200%
Stamina/Fatigue Penalty - 5% 12.5% 25% 37.5% 50%
Mind Blast Damage Bonus (PvP) - +3.3% +8.3% +16.7% +25% +33%