Now what I've basically thought is that if there was no 100% disrupts in spell mechanics surely it would mention some sort of fix from sometime during the uosa cut off point (nov 1999) to when 2 pvp essays and a skill guide were written (Feb 2001-Aug 2001 I believe). Now after Searching 2 websites full of patch notes I've found no such evidence and put forward the idea that spells are 100% (or 99% or something) to disrupt someone if they do damage or are a debuff.
Here's my sources
http://wiki.uosecondage.com/?title=UO_Patch_Notes
http://www.uoherald.com/news/archives.php?offset=87
Both patch notes websites feel free to browse them.
I know this isn't much to go on but really it's just using basic logic and working backwards
UOR PVP Guides
http://www.uopowergamers.com/e-pvptapion.shtml
Important qoutes
disrupts 100% otherwise it'd be pointless logic of ever using clumsy during pvpast now is the time to cast clumsy (specially since it will disturb his cure)
Although it has little reference to spell disrupts if you use the logic of thats why you would use it against mages as mentioned in the essay we can see the value of this statement.Note: Protection with GM inscribe will stop like 8/10 disturbs so USE IT against mages and use it against fast swinging weapons.
also for further reference http://www.uopowergamers.com/e-pvpessay.shtml
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