Stratics - The Massively Multiplayer Network
Stratics Network Stratics Community Stratics Central  
UO Stratics Front Page


Professions: The Assassin
Poison Damage, by Malik Yagova, Grandmaster Assassin
The following information was obtained through the result of painstaking, tedious and often deadly research. While many contributed to this research, I would like to especially recognize Azure and Morgan for the amount of work they did in making this information available. These results were obtained by testing each type of poison on ourselves, friends, animals and monsters.

Basic Information:
Poison Damage Min. Damage Frequency
Lethal Poison (level 5)
1+(current health ÷ 4)
7 health
every 5 seconds
Deadly Poison (level 4)
1+(current health ÷ 8)
6 health
every 5 seconds
Greater Poison (level 3)
1+(current health ÷ 16)
7 health
every 10 seconds
(normal) Poison (level 2)
1+(current health ÷ 32)
5 health
every 10 seconds
Lesser Poison (level 1)
1+(current health ÷ 40)
3 health
every 15 seconds

Notes:

  • Poison damage is capped at 26 hit points for all poisons.
  • Poison damage for all poisons is not "recalculated" for each "interval" of damage (only about a 50% chance).
  • When damage is NOT recalculated, damage is equal to the damage that was done in the previous interval.
  • The current health of the victim AT THE BEGINNING of each poison interval is used for calculating poison damage

Examples:

In the tables below, we look at what happens to a person with 100 health in the fairly unlikely event that the poison damage is not recalculated at some point. Note that these figures ignore any natural healing that will likely occur in reality.

 
Time
in
Seconds
Type of Poison
Lesser
Normal
Greater
Deadly
Lethal
Health Damage Health Damage Health Damage Health Damage Health Damage
0
100 (-3) 100 (-4) 100 (-7) 100 (-13) 100 (-26)
5
            87 (-13) 74 (-26)
10
    96 (-4) 93 (-7) 74 (-13) 48 (-26)
15
97 (-3)         61 (-13) 22 (-26)
20
    92 (-4) 86 (-7) 48 (-13) (dead)  
25
            35 (-13)    
30
94 (-3) 88 (-4) 79 (-7) 22 (-13)    
35
            9 (-13)    
40
    84 (-4) 72 (-7) (dead)      
45
91 (-3)                
50
    80 (-4) 65 (-7)        
55
                   
60
88 (-3) 76 (-4) 58 (-7)        
65
                   
70
    72 (-4) 51 (-7)        
75
85 (-3)                
80
      68 (-4) 44 (-7)        
85
                     
90
(and so on)
(and so on)
(and so on)
       

In the tables below, we look at what happens to a person with 100 health in the more realistic event that the poison damage is recalculated at every other damage interval. Note that these figures ignore any natural healing that will likely occur in reality.

 
Time
in
Seconds
Type of Poison
Lesser Normal Greater Deadly Lethal
Health Damage Health Damage Health Damage Health Damage Health Damage
0
100 (-3) 100 (-5) 100 (-7) 100 (-13) 100 (-26)
5
            87 (-11)* 74 (-19)*
10
    95 (-5)* 93 (-7)* 76 (-11) 55 (-19)
15
97 (-3)*         65 (-9)* 36 (-10)*
20
    90 (-5) 86 (-7) 56 (-9) 26 (-10)
25
            47 (-6)* 16 (-7)*
30
94 (-3) 85 (-5)* 79 (-7)* 41 (-6) 9 (-7)
35
            35 (-6)* 2 (-7)*
40
    80 (-5) 72 (-7) 29 (-6) (dead)  
45
91 (-3)*         23 (-6)*    
50
    75 (-5)* 65 (-7)* 17 (-6)    
55
            11 (-6)*    
60
88 (-3) 70 (-5) 58 (-7) 5 (-6)    
65
            (dead)      
70
    65 (-5)* 51 (-7)*        
75
85 (-3)*                
80
    60 (-5) 44 (-7)        
85
                   
90
(and so on)
(and so on)
(and so on)
     
*Denotes interval in which damage is recalculated

Extended Example:

A rogue with 100 strength and at full health attempts to open a tinker-trapped chest and discovers that she has just set off a lethal poison trap. In the first 5 seconds, she takes 26 hit points of poison damage. The poison damage brings her down to 74 current hit points. In the next 5 seconds, there is roughly a 50% chance that poison damage will be recalculated using the 74 current hit points for the poison percentage calculation.

The equation for poison damage recalculation is probably something like:
Poison Damage = RoundDown(Current Strength / 4) +1. (roughly one forth of the victim's current health)

The poison damage would be (74 /4) + 1. This equals 19.87 (19 rounded down), so in this case the rogue's current hit points would equal 55 (74-19).

If the damage is not recalculated, then the rogue will take another 26 hit points of damage, instead of the 19 hit points calculated above. In this case, the rogue's current hit points would equal 48 (74-26). NOTE: there is now a minimum damage amount for each level of poison. If the calculation shows damage below that amount then that minimum amount will be used instead.

Every 5 seconds, this calculation process continues until one of three things occurs:

    1. The poison is cured
    2. The victim dies
    3. The poison wears off

 
This site best viewed in Internet Explorer.
©2008, Stratics. All rights reserved.
Maintained by: UO Stratics Staff. Send content updates for UO Stratics to uoinfo@stratics.com.