I came across this problem as well and developed my own utility to help us determine and resolve the problem. There is really no easy solution to the problem, as it is caused by the method in which the numbers are processed resulting in widely varying results. On our server this was known as the feast or famine problem. You either hit high or you hit low. I also personally suspected that the information available on stratics is flawed in some way.
When looking at the known logic your damage roll is affected by a variety of factors resulting in a range of 50-230% applied. Obviously if you roll a 36, this is fantastic, but if you roll a 3, this is terrible. Factor in weapon condition, armor absorption and other factors and the damage is either easily negated or decent hit. Average hits are rarely seen. Coupled with the RunUO method of halving your final modified damage roll, your players will never see satisfactory results.
To solve this problem i recommend starting from the beginning. Take the known weapon damage values and work from there. We took the extreme step to develop our own ingame item that allowed us to extensively test combat in endless situations to make sure we achieved the expected results for a pre trammel, UOR era. If you want more information on the logging book we created click the picture.
In the end by focusing on the known weapon damage ranges, 5-49 for a halberd for instance, we were able to provide our players with an experience that feels exactly like 1999.
Once you have the results working properly vs a non armored humanoid. Then you have to begin work on the absorption effect that armor has.
Finally you will need to determine the situations in which damage can be nullified and determine a formula for applying the nullified hit. By default this is 1 damage. We went with 50% of the weapons minimum damage if completely absorbed, and 25% if successfully absorbed and parried.
Don't obsess on what stratics says.