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Armor & Weapons

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Category:New PlayerCategory:MechanicsCategory:PvMCategory:PvPCategory:Crafting

Summary

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:

Swing Speed Bonuses

Weapon Timers

Target Arcs

Attack Ranges

Creature Armor Minimums

Damage Resolution

<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

Weapon Setup Bonuses (PvM)

Weapons Chart

Weapon Roles

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:

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

Durability

Weapon Durability

Spellbook and Arcane Staff Durability

Armor Durability

Armor and Meditation

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:

Armor and Magic Resist Ignoring

Damage Reflection

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:

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.

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

Tables

Armor Values

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

Armor and Meditation

MaterialMeditation PenaltyMana Regen Rate
No Armor or Leather Armor0%-0%
Studded Armor10%-20%
Bone Armor25%-50%
Ringmail Armor50%-100%
Chainmail Armor75%-150%
Platemail Armor100%-200%

Stamina Fatigue Penalties

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

Armor Suit Summaries

MaterialBase ArmorMeditation PenaltyStamina LossMind Blast Damage
Leather250%+0%+0%
Studded3010%+5%+3.3%
Bone3525%+12.5%+8.3%
Ringmail4050%+25%+16.7%
Chainmail4575%+37.5%+25%
Platemail50100%+50%+33%

Categories

Source: Official UO Outlands Wiki.