Armor and Damage Mitigation:
Previously in Ultima Online, damage mitigation was calculated based upon where your hit would randomly land (eg. arms, gorget, chest, etc.) and be based upon that piece. Our code has been restructured to simply consider your overall armor; we’ve made armor more useful and improved the ability for the player to determine how effective their armor is by simply glancing at their armor rating.
To determine how much physical damage you will mitigate, just consider your armor a percentage of damage you will decrease. As in, 20 armor will give 20% reduction to physical damage.
Increasing armor comes with decreasing rates to meditation and slight dexterity penalties.
Pieces that feature increased meditation penalties will have decreased dexterity penalties; those with increased dexterity penalties will have less meditation penalties..

Armor Drain:
Also new to Rel Por is something called “armor drain” that is primarily executed by various macing weapon types and to a lesser extent other weapons. Weapons will exert temporary decreases to an opponent’s armor that are able to stack with each additional blow. As a fight progresses, an opponent will progressively take more damage with less armor to protect them.
Certain weapons, such as the war mace and war hammer are able to drain more armor per swing than others.
Armor drain will “expire” and armor will return to it’s full armor value after a short period of time without sustaining any other armor-draining blows. Armor still possesses durability values and will break over time after sustaining enough damage.

Note: Armor durability is however still determined and decreased based upon a random piece being “hit”.
Armor durability is determined by the ingot type; verite and valorite ingots will yield armor and weapons of the highest durability.

Armor and Dexterity Penalty Values:
Please note, all values reflect armor rating of exceptionally crafted items.

Total Armor Chest Legs Arms Gloves Gorget Helmet Total Armor
Leather 2 2 2 2 2 2 12
Studded 5 4 3 3 3 18
Bone 7 6 4 4 3 24
Ring 7 6 5 5 23
Chain 8 7 4 19
Plate 10 8 7 6 4 5 40
Dexterity Penalties Chest Legs Arms Gloves Gorget Helmet Total Penalty
Leather 0 0 0 0 0 0 0
Studded 1 1 1 1 1 5
Bone 2 2 2 2 1 9
Ring 2 2 2 1 7
Chain 4 4 2 10
Plate 5 4 3 3 2 3 20
Meditation Penalties Chest Legs Arms Gloves Gorget Helmet Total Penalty
Leather 1 1 1 1 1 0 5
Studded 5 3 2 2 2 13
Bone 6 5 4 3 3 21
Ring 12 10 9 7 38
Chain 4 4 2 10
Plate 15 13 11 8 6 7 60

  

Example Suits: Chest Legs Arms Gloves Gorget Helmet Total Armor Med Penalty Dex Penalty AR:MED AR:DEX
Leather 2 2 2 2 2 2 12 5 0 2.4 X
Studded 5 4 3 3 2 2 20 13 5 1.5 4.0
Bone 7 6 4 4 3 3 27 23 10 1.2 2.7
Ring + Plate 7 6 5 5 4 5 32 51 12 0.6 2.7
Ring + Studded 7 6 5 5 3 2 28 40 8 0.7 3.5
Chain + Studded 8 7 3 3 3 4 28 16 13 1.8 2.2
Plate 10 8 7 6 4 5 40 60 20 0.7 2.0

  

Types Armor Dexterity Penalty Meditation Penalty Helmet Pairings
Leather Low None Low Orc Bone
Studded Low Low Low Closed Coif
Bone Medium Medium Medium Norse Plate
Ring Medium Low High Bascinet Plate
Chain Medium High Low Sallet Plate
Plate High Medium Moderate


Parrying:
Parrying no longer determines variation on a shield’s armor rating. The armor rating is static and will provide the same boost to anyone. Shields with greater armor ratings will have heavier dexterity loss consequences, and vice versa.

  • Parrying skill now determines the chance for a player to parry a blow. Parrying a blow decreases the damage that blow inflicts.
  • Players with parrying may also mitigate some of the damage done by spells against monsters.
Shields Armor Dexterity Penalty
Wooden Shield 3 0
Tear Kite Shield 4 1
Buckler 4 1
Bronze Shield 6 2
Metal Shield 8 3
Metal Kite Shield 10 4
Heater Shield 12 5
Order Shield 10 4
Chaos Shield 10 4