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[General] How equipment takes normal damage (cut and paste from FOF Nov 9 2007)

Discussion in 'UO Craftsman' started by Basara, Jul 31, 2011.

  1. Basara

    Basara UO Forum Moderator
    Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Campaign Supporter

    Jul 16, 2003
    Likes Received:
    Equipment Damage, Self Repair, and You:
    We posted the "short version" of how Self Repair works a few weeks ago, and it brought up some more questions. On doing some research, we found out that there was an error in our initial answer (although the actual answer to the question is fundamentally correct.) So, in the interests of clarity, here's a much longer explanation of equipment damage and Self Repair:

    First off, weapons:
    • When you hit something, the weapon has a 5% chance to take a point of damage.
    • If you parry with a weapon (no shield equipped), there is a 5% chance it will take a point of damage.
      • If you parry against a mace weapon, your weapon has a 75% chance to take that point of damage.
    Next, armor:
    • You get hit (by any source - weapon, spell, whatever) and you roll to see which bit of armor is affected, out of the following armor slots:
      • head
      • neck
      • chest
      • back (cape, quiver)
      • dress (sash, etc - the over-chest slot)
      • arms
      • hands
      • skirt (kilt, apron, etc - the over-legs slot)
      • legs
    • If there's no item in that slot, or the item isn't one that has durability points, nothing happens
    • If there is a damagable item in the slot, there's a second roll to see if it takes damage
      • Normally, it's a 20% chance
      • If you got hit with a mace weapon, it's a 75% chance.
    Last, shields:
    • If you successfully parry a blow, your shield has a 20% chance to take a point of damage.
    • Unless, as above, you've parried a mace - then it's a 75% chance.
    Self Repair:
    • When an item takes damage, as determined by the above logic, the SR property adds durability equal to its intensity (so SR 1 would add one point, SR 5 would add 5 points.)
    • It then sets a timer, and SR doesn't go off again on that item for 60 seconds, even if the item gets damaged again. (This was the bit that was wrong in our prior answer - it's per minute, not per second.)
    So, our prior answer about equipment not tending to get damaged faster than SR 5 can handle it is still more or less true (except in specific cases, like standing in pools of acid or walls of fire.) Hopefully the detailed explanation will help everyone judge when to favor SR over other properties on their gear.
  2. Richwarf

    Richwarf Adventurer
    Stratics Veteran

    Sep 13, 2008
    Likes Received:
    mind if I ask why you posted that, has something changed?
  3. Basara

    Basara UO Forum Moderator
    Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Campaign Supporter

    Jul 16, 2003
    Likes Received:
    1. It caught my eye, going through the FoF archives. I was answering another person's question on something else in another profession forum, and it stood out.

    2. Someone was asking about how it worked recently, and there was some confusion.

    3. Since the FoF moved over as part of the Stratics Archive of the old uo.com/uoherald.com stuff, it's been exceedingly difficult to search for and FIND a FoF entry. Part of the reason is that nearly every page in the archive has a link to the FoF in it, resulting in a buttload of false positives on any attempt to use the search function (for example, my search for FoF info on a subject returned EVERY skill page, and most patch and publish pages. It's got me seriously thinking of taking on a project of compiling all FoF entries concerning rules as a single page, or several pages divided by subject matter.