http://www.uoguide.com/Publish_5 Parrying The chance to successfully parry a physical (melee or archery) attack and the amount of damage absorbed upon a successful parry will now depend on the type of shield the character is using and his/her parry skill. The AR rating of a shield will determine it’s effectiveness. Shields with low AR (such as a buckler) will increase your chance to successfully parry a melee attack but will only absorb a small amount of damage. Using a shield with high AR (such as heaters and chaos/order shields) will allow you to absorb more damage but will not successfully parry a melee attack as often. Your parrying skill will increase both your chance to parry and the damage absorbed. As an example, a fighter with 100.0 parry using a buckler will successfully parry a physical attack approximately 86% of the time. However, the shield will only absorb about 10 points of damage her successful parry. By contrast, a chaos shield used by the same warrior will allow him/her to successfully parry a physical attack about 36% of time, absorbing approximately 48 points of damage. All other shields scale in between those too shields. Pretty sure this is broke. On test a damage roll of 20 results in a final roll of 8. During a block animation 4 damage is blocked by shield and 3 got through. Per the notes "about 10 damage" 7 total damage and only 4 being blocked is a long way off from "about 10". Armor Changes Armor ratings and dexterity penalties will be modified. The table below illustrates the changes: Armor Type AR Rating Dex Penalty (full set) Plate 40 -22 Female Plate 30 -5 Chain 28 -12 Ring 22 -6 Studded Leather 18 0 Leather 13 0 Bone 30 -15 Additionally, leather armor will not cause any meditation or stealth penalty. Wrestling Moves If a maneuver is performed successfully the wrestler will automatically go out of their wrestling mode. There is a 10 second delay before the wrestler can perform another move. Magic Reflect The mind blast spell will look at the caster's stats to determine damage if it is reflected back onto the caster. Update 8 On July 14, 2000, the following was published: The mindblast spell will now correctly assess damage based on the target’s stats, and will ignore any melee related bonuses. Ide imagine this meant dex penalty from armor
The 3 damage might come from the code that chris just posted in another thread. If damage on swing is reduced to 0 through armor, which i assume includes parry, then damage is increased to half of the minimum of the weapons damage