Weapon Damage Simulator
Weapon damage on UO Sagas is a dice roll pushed through a pipeline — your skills scale it, masteries add their own packet beside it, and the target's armor takes its cut at the end. This tool runs the same formulas the server uses, live: the diagram below redraws with your numbers at every stage, and the histogram rolls 1,000 full swings through the whole pipeline.
The pipeline itself is explained stage by stage on the Weapon Damage page; the mastery packet on Skill Masteries.
Only these two are unconditional, so only they enter the numbers. Conditional perks and procs from your saved Mastery Planner build are listed beside the results instead — with their conditions, never as fake DPM.
Hit chance assumes your weapon skill is GM (100) — weapon skills cannot be scrolled.
Reading the result
- The stage diagram shows the average swing travelling the pipeline — the bite the PvP scalar takes, the boost from your skills, the mastery packet forking off, and armor's cut. The bars are proportional, so the shape is the story.
- Min / Average / Max come from 1,000 fully simulated landed hits — dice, armor's ±10% roll and the chance-based archery perks included. The spread is real: a wide gap means a streaky weapon.
- The mastery packet skips armor. It is measured from the pre-armor hit and lands whole, which is why it grows as a share of the total against heavily armored targets. Only the unconditional perks are in it: the Base Mastery and the One/Two-Handed Mastery.
- Eff. DPM is
average landed hit × swings per minute × hit chance— the honest number to compare builds by. Time to kill divides the target's hit points by it. - "On top of the numbers above" lists your build's conditional perks and procs — Wound Strike, Sway Hit, Bleed Infliction, the ultimates and so on — each with its per-level value and its condition. They are deliberately not folded into the DPM: how often a target is bleeding, debuffed or below half health depends on the fight, so any average would be invented. Read them as "and additionally, when the condition is met".
- Switching to PvP applies the 0.70 scalar, halves the magic level and trade-skill bonus, and switches the whole mastery block off — watch the rows leave the diagram. See PvP Overview.
Caveats
The numbers contain no conditional damage — by design. Bleeds, debuff windows, execute thresholds and proc luck depend on the fight, so instead of inventing an average the simulator lists them separately with their conditions (the panel under the diagram, fed by your Mastery Planner build). The list also flags dead investments — a Wound Strike without Bleed Infliction, an Abusive Assault without Sway Hit, a Skull Splitter without Armor Crush can never trigger at all.
Also not in the numbers: slayer and Enemy of One bonuses (+100%, additive, capped at +300%), the PvP-only mechanics (insta hit, Deep Wound, special blows), and poison. Hit chance assumes a GM attacker.
Share a build: the Copy share link button puts your entire configuration into the page address — send it to a guildmate and they see exactly what you see.
Related
- Weapon Damage — the pipeline explained stage by stage
- Weapons — every weapon's stats
- Skill Masteries — how the mastery packet works
- Armor and Shields — the other half of the equation
- PvP Overview — what changes against players