Damage and Resistance types |
Guide to Damage and Resistance types; by Xena Dragon |
Damage and Resistance types
With the release of Age of Shadows the combat system in Ultima
Online has been changed considerably. One of the most visible changes
is the introduction of various damage types and corresponding resistance
types. Instead of the old damage vs. AR comparison you now have
to consider 5 different types of damage and resist levels.
When you look at
your expanded status bar you will notice the 5 defense levels on
the right side of the status gump. From top to bottom they are Physical,
Fire, Cold, Poison and Energy. When you are not wearing anything
(and not under the influence of magic spells) your five base defense
levels are zero percent. Put on armor, jewelry or clothes, cast
resistance influencing spells or equip magical weapons to increase
or decrease your defenses. The absolute maximum of any resist level
for your character is 80%. Therefor, if you are hit during combat,
you will always at least receive 20% of the base damage done to
you.
Weapons
All weapons do physical damage, unless they have one or more modifiers
that spread out the damage across the five damage types. Inspect
a weapon and you will see what type of damage it does. The total
of all five damage types on any weapon is always 100%.
Magical weapons can have attributes that help you defend yourself
by raising one or more of the five resistance percentages as well
as adding various other very interesting item
modifiers. A good blacksmith can create decent weapons, and
good ones when using a runic
hammer, but the best ones are the ones that come with magical
bonuses. Daring smiths may even try to further enhance magic weapons
with a high chance of destroying it in the process.
Armor
Most armor already offers protection against various types of damage.
The amount of defense against each of the five damage types depends
on the type of armor, and material used to create the armor with.
For instance leather armor offers good protection against Fire damage,
and ring mail armor offers good protection against Poison damage.
Armor created with bronze ingots offers good protection against
Cold damage, and armor created with shadow ingots offers good protection
against Energy damage.
Every piece of armor you wear adds a little bit to your total protection.
Wear two items that offer 15% protection against Fire attacks, and
your total defense against Fire attacks will be 30%. Since almost
anything you put on can resist some damage, it’s best to stick
something on every part of your body. Even a hat, skullcap or bandana
offers considerable protection nowadays.
Exceptional armor has a 6% defense bonus compared to non-exceptional
armor. The 6% is distributed at random among the base properties
of the armor. If you are lucky, the 6% is added to a single resist
type.
As with weapons, blacksmiths can create decent ones with colored
ingots, better ones with a runic
hammer, but the best armor in game is the one that already has
magical item
modifiers. And magic armor can be enhanced further by a smith,
but the chance of destructing the armor in the process is high.
Combat
When you hit your opponent with your weapon a comples series of
formulas is used to determine the total damage you will do to your
opponent. See the combat
section for more details on how total damage is calculated. The
total damage is then divided into the five possible damage types,
depending on your weapon. Each damage type is then modified by the
target’s resist percentage against that damage type. All resulting
damage is then added together to get the final total damage.
Example: Your weapon does 80% Physical damage and 20% Cold damage.
Your opponent has 50% Physical resist and 25% Cold resist. If your
weapon does 40 points of base damage this will be divided into 40
* 80% = 32 Physical damage and 40 * 20% = 8 Cold damage. The defender
will then resist 32 * 50% = 16 Physical damage and 8 * 25% = 2 Cold
damage. Final damage applied to your opponent will be (32 –
16) + (8 – 2) = 22 damage.
What armor to wear ?
Note that in the previous example the defender has a total resist
percentage of 75%, yet the damage absorbed by the armor is nowhere
near 75% of the base damage. Would the defender have 75% Physical
resist and 0% Cold resist the final damage would have been (32 –
24) + (8 – 0) = 16 damage. Now that’s more like it!
The base rule when it comes to selecting your armor is this: Find
out the attack types of your opponent and select the one with the
highest percentage. Then wear armor that reflects that damage type
as much as possible. Don’t even bother looking at the other
damage types, just focus on that single damage type alone!
In the previous example the attacker uses a weapon with 80% Physical
damage and 20% Cold damage. A defender with 50% Physical resist
will be better off than a defender with 40% Physical resist and
10% Cold resist, even though that second combination seems to match
better with the attacker’s damage percentages. Just compare
(32 – 16) + (8 – 0) = 24 damage to (32 – 12.8)
+ (8 – 0.8) = 26.4 damage to see the difference. By wearing
armor that is slightly off, you could be receiving 10% more damage
than needed.
The one thing that you have to be careful of, is that by focusing
on one damage type for your defense you will be more vulnerable
to the other types of attacks. This is ok if you mainly fight the
same type of monster, but if you find a human opponent you will
soon find out that he will change weapons to maximize his attacks
against your most vulnerable defense.
What weapon to use ?
The type of weapon mainly
depends on your strength, weapon skills and possibly lumberjacking
skill if you want to receive the lumberjacking damage bonus. Some
weapons require high strength before you can equip them. It depends
on your playstyle if you want to use a fast weapon that does some
damage with every hit, or if you want to use a slower weapon that
does some more damage with every hit. For a detailed comparison
of weapons, and an overview of the average amount of damage they
do, see the weapons page. In the end, the damage difference between
the various weapons is not as huge as it was before Age of Shadows.
Another factor that will determine what kind of weapon you want
to use is the kind of special
moves the weapon allows you to make. There’s quite a lot
of combinations to choose from. Pick the one that suits your playstyle
the most.
Next you will have to determine what kind of opponent you are going
to use the weapon against. If your target is a monster, you can
look up it’s resist percentages in our Hunter’s
Guide and find out what type damage would hurt the most. If
your target should be another player, try to closely examine the
armor he wears before you make your decision. Rule of thumb: Your
opponent’s lowest resist level will be the type you are going
to want to do most damage against.
The easiest way to influence your weapon’s damage type is
by using a weapon made from colored ingots. For instance, a non-exceptional
shadow weapon will do 80% Physical and 20% Cold damage and a non-exceptional
bronze weapon will do 60% Physical and 40% Fire damage. Exceptional
weapons or weapons created using a runic smithing hammer can spread
out the damage percentages even more. Magic weapons that you find
as loot on monsters also come in a variety of damage distributions.
Shop around until you find one that you like best or go hunting
yourself and try to find some good loot.
What about magic?
Only the spells that do direct damage are influenced by the five
resistances. Armor will reflect some of the damage of the following
spells:
- Magic Arrow – Fire damage
- Harm – Cold damage
- Fireball – Fire damage
- Lightning – Energy damage
- Mind Blast – Cold damage
- Energy Bolt – Energy damage
- Explosion – Fire damage
- Flame Strike – Fire damage
- Chain Lightning – Energy damage
- Meteor Swarm – Fire damage
- Earthquake – Physical damage
By examining your target’s defenses with care, you could find
out that a single Lightning spell will do more damage than a Flamestrike.
That knowledge alone can save you quite a bit of time and mana !
Some magic spells have an effect on your resistances:
- Reactive Armor – Increase Physical Resistance, lower
all four other resistances
- Protection – Lowers Physical Resistance, allows uninterruptable
casting
- Magic Reflection – Lowers Physical Resistance, increase
all four other resistances
Physical damage and resist
This is the base damage type that most creatures deal out. There
really are too much creatures to mention here. For all the details,
see the Hunter’s Guide.
Physical Resist - Good player craftable
Armor |
Item |
Physical |
Fire |
Cold |
Poison |
Energy |
Total |
Black Dragonscale |
13% |
3% |
3% |
3% |
- |
22% |
Dull Copper Platemail |
11% |
3% |
2% |
3% |
2% |
21% |
Spined Leather |
7% |
4% |
3% |
3% |
3% |
20% |
Dull Copper Bascinet |
13% |
2% |
2% |
2% |
2% |
21% |
Dull Copper Order or
Dull Copper Chaos Shield |
7% |
- |
- |
- |
- |
7% |
Physical Damage - Good player craftable
Weapons |
Material |
Physical |
Fire |
Cold |
Poison |
Energy |
Dull Copper |
100% |
- |
- |
- |
- |
Gold |
100% |
- |
- |
- |
- |
Fire damage and resist
Fire Resist - Good player craftable
Armor |
Item |
Physical |
Fire |
Cold |
Poison |
Energy |
Total |
Red Dragonscale |
3% |
13% |
- |
3% |
3% |
22% |
Agapite Chainmail |
6% |
7% |
6% |
3% |
4% |
26% |
Verite Chainmail |
7% |
7% |
6% |
4% |
3% |
27% |
Horned Leather |
4% |
7% |
5% |
5% |
5% |
26% |
Horned Studded Leather |
4% |
7% |
5% |
5% |
5% |
26% |
Tribal Mask (horned) |
6% |
9% |
- |
4% |
5% |
24% |
Agapite Heater or Metal shield |
2% |
4% |
2% |
2% |
2% |
12% |
Verite Heater or Metal shield |
3% |
4% |
2% |
3% |
1% |
13% |
Fire Damage - Good player craftable
Weapons |
Material |
Physical |
Fire |
Cold |
Poison |
Energy |
Bronze |
60% |
40% |
- |
- |
- |
Cold damage and resist
Cold Resist - Good player craftable
Armor |
Item |
Physical |
Fire |
Cold |
Poison |
Energy |
Total |
White Dragonscale |
- |
3% |
13% |
3% |
3% |
22% |
Bronze Chainmail |
7% |
4% |
9% |
2% |
3% |
25% |
Barbed Leather |
4% |
5% |
5% |
6% |
7% |
27% |
Horned Leather |
4% |
7% |
5% |
5% |
5% |
26% |
Hat (any type) |
- |
5% |
9% |
5% |
5% |
24% |
Bronze Bronze shield |
3% |
- |
6% |
1% |
1% |
11% |
Cold Damage - Good player craftable
Weapons |
Material |
Physical |
Fire |
Cold |
Poison |
Energy |
Agapite |
50% |
- |
30% |
- |
20% |
Poison damage and resist
Poison Resist - Good player craftable
Armor |
Item |
Physical |
Fire |
Cold |
Poison |
Energy |
Total |
Green Dragonscale |
3% |
- |
3% |
13% |
3% |
22% |
Copper Ring Mail |
4% |
4% |
1% |
10% |
5% |
24% |
Barbed Leather |
4% |
5% |
5% |
6% |
7% |
27% |
Tribal Mask (red or savage) |
3% |
- |
6% |
10% |
5% |
24% |
Copper Buckler shield |
1% |
1% |
- |
6% |
2% |
10% |
Poison Damage - Good player craftable
Weapons |
Material |
Physical |
Fire |
Cold |
Poison |
Energy |
Verite |
40% |
- |
- |
40% |
20% |
Energy damage and resist
Energy Resist - Good player craftable
Armor |
Item |
Physical |
Fire |
Cold |
Poison |
Energy |
Total |
Blue Dragonscale |
3% |
3% |
3% |
- |
13% |
22% |
Shadow Ring Mail |
5% |
4% |
1% |
5% |
8% |
23% |
Barbed Leather |
4% |
5% |
5% |
6% |
7% |
27% |
Barbed Studded Leather |
4% |
5% |
5% |
6% |
8% |
28% |
Barbed Bone |
5% |
4% |
6% |
5% |
8% |
28% |
Orc Mask |
1% |
1% |
7% |
7% |
8% |
24% |
Skullcap or Bandana |
0% |
3% |
5% |
8% |
8% |
24% |
Shadow Metal Kite Shield |
2% |
1% |
- |
- |
6% |
9% |
Energy Damage - Good player craftable
Weapons |
Material |
Physical |
Fire |
Cold |
Poison |
Energy |
Copper |
70% |
- |
- |
10% |
20% |
Agapite |
50% |
- |
30% |
- |
20% |
Verite |
40% |
- |
- |
40% |
20% |
Valorite |
40% |
10% |
20% |
10% |
20% |
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