Greetings, Gilliamtherogue here with my Stamina Nightblade guide! I've cleaned up this post with as much Morrowind data I could (if I missed anything from previous updates let me know!). I've gone to extra lengths to explain a lot of what I have already written at Deltia's site, which was also designed to give suggestions for players of ALL backgrounds. There are also tons of spoilers to shield your eyes from walls of text (There's a lot of information in this thread, in hopes you LEARN instead of just copy). Enjoy!
This build is designed to offer Nightblades a DPS slot as the Stamina role in both end game dungeons and trials. There will also be solo options listed, to help players dip their feet into harder content like Maelstrom Arena, or solo dungeons and overland content. Currently only the Dual Wield and Bow combo build is here, but there are options for both group and solo play included. Expect the Bow/Bow build to be added in the future.
*denotes an interchangeable option
Example of bar setup. Click spoiler for more details!
Dual Wield Bar | Main Damage Bar
1. Steel Tornado (morph of Whirlwind | Dual Wield skill line) - The tried and true AoE damage skill in the game, boasting immense range, power, and even execute potential. Use this over your single target spammable when you're fighting more than 3 enemies in a grouped up area. Always try to position yourself in the center of the pull to maximize the number of targets hit.
*Rending Slashes (morph of Twin Slashes | Dual Wield skill line) - An extremely potent single target DoT available from Dual Wield. This ability can be applied to an infinite amount of targets, so try and hit each enemy with this when you're fighting groups the size of 3 and under. It also has immense up front damage and a snare, helping you kite enemies when you need to back off to heal. Use this over Steel Tornado in single target or low density boss fights.
2. Relentless Focus (morph of Grim Focus | Assassination skill line) - A potent tool to help Stamina Nightblades gain Minor Berserk and Endurance for 20 seconds, granting them 8% damage boost and 10% Stamina Regeneration. After 5 Light or Heavy attacks it can be reactivated for a high damaging shot, as many times as you can get 5 LA/HA's off in the 20 seconds. Expect to only get 2-3 shots off per cast of Relentless due to the complexity of our rotation.
3. Surprise Attack (morph of Veiled Strike | Shadow skill line) - The Stamina Nightblade's spammable which packs a punch. Offering great damage that's easy to weave, it also applies Major Fracture to enemies to make them take more Physical, Poison, and Disease damage. This is perfect for solo players, but in min/maxed end game situations we'll use something else
*Rapid Strikes (morph of Flurry | Dual Wield skill line) - A wonderful spammable that acts as a damage over time function, making it relatively easy to weave. This skill will out perform Surprise Attack in situations where Major Fracture is already applied to the target, which is most of the time in group play. If you need healing instead of min/maxed DPS, try the other morph, Bloodthirst.
4.Killer's Blade (morph of Assassin's Blade | Assassination skill line) - Once a target hits 25% Health, this will replace our spammable. Boasting much higher damage and less of a cost, this means 25-0% is easier to manage for us than the first 75%. Don't forget to keep up your DoTs like Poison Injection, Endless Hail, Trap Beast, and Rending Slashes though!
5.Deadly Cloak (morph of Blade Cloak | Dual Wield skill line) - Now boasting a staggering 25% AoE damage reduction, this skill helps Stamina builds stay in the fight in harsh combat. Many skills in dungeons and trials have also been updated to be considered AoE damage, giving us much needed tankiness.
*Flex Option; Resolving Vigor (morph of Vigor | Alliance War Assault skill line) - A massive AoE heal over time accessible to anyone who's ventured into Cyrodiil for a while. The healing potential this skill enables is massive, as well as giving some added group utility.
Ultimate Option 1 (Classic) Flawless or Smiting Dawnbreaker (morph of Dawnbreaker | Fighter's Guild skill line) - A potent AoE Ultimate that can be casted in a cone in front of you, dealing high burst and a decent DoT that lasts 5 seconds. Flawless offers more passive damage, while Smiting offers more Ultimate damage and a stun to targets hit. This will also do bonus damage to Undead, Daedra, and Werewolves.
Ultimate Option 2 (Ultimate Generator) Soul Harvest (morph of Death Stroke | Assassination skill line) - Used primary as a passive slot for 2% Critical Strike Chance and 10 Ultimate whenever we get a killing blow. It can also be used once a target gets low health instead of saving larger chunks of Ultimate, giving us a nice damage boost (20% for 6 seconds).
Ultimate Option 3 (Survivability) Rend (morph of Lacerate | Dual Wield skill line) - A simple yet effective DoT attack that has a minor cleave to it. The power of this skill comes from the immense healing it provides; healing for 50% of the damage you inflict per tick. This means in AoE or Cleave fights, the more targets you hit; the harder it will be for you to die.
Bow Bar | Support Damage & Buffs
1.Rearming Trap (morph of Trap Beast | Fighter's Guild skill line) - A universal powerhouse to any Stamina (and even some Magicka) builds. Enabling great damage via Minor Force for 12 seconds, as well as a hefty single target DoT to the enemy it procs on. It can also root minor enemies in place for a bit, and will deal massive bonus damage to Undead, Deadra, and Werewolves.
2.Poison Injection (morph of Poison Arrow | Bow skill line) - A truly superb DoT ability that also acts as an execute on targets at or below 50% Health. It can be casted from a range as well, helping keep up pressure when you need to retreat from the battle for a moment. The damage the DoT deals will also be amplified by the Hawk Eye passive, even after swapping off the bow bar. Always make sure to actively light attack on this bar!
3. Endless Hail (morph of Volley | Bow skill line) - Another classic DoT ability, but this one functions as an AoE as well. Paired with a Maelstrom Bow, this skill instantly becomes our most important form of damage, even after swapping to our Dual Wield bar. Place this where most of the enemies you will be fighting are, or where a boss is. Keep in mind that Hawk Eye will also boost this even after swapping, so always weave before and after applying it!
4. Razor Caltrops (morph of Caltrops | Alliance War Assault skill line) - Updated in Morrowind to be a universally accessible skill (there is no cap on how many players can use this), Razor Caltrops adds immense AoE damage potential to every Stamina build around. The duration allows it to line up perfectly with our other back barred DoTs. The cost can be excessive though, so make sure you have a robust enough Stamina pool before going to your back bar.
*Flex option; If you're not comfortable with Caltrop's insanely high cost, or having the trudge through Cyrodiil to get it; treat this slot as a flex spot. Put anything you'd like here, such as Blur (Assassination skill like) or Vigor (Alliance War Assault skill line).
5. Leeching Strikes (morph of Siphoning Strikes | Siphoning skill line) - Reworked to return only Stamina on hit, it also grants an explosion of Stamina after the ability ends, or if recasted; based on how long the duration was. Try to keep this up as much as possible and weave Light or Heavy attacks between abilities to help out your resource management.
Ultimate Option 1 (Classic) Ballista (morph of Rapid Fire | Bow skill line) - One of the best single target ultimates in the game, this skill has a lot of potential. The ultimate itself does great damage, and can be empowered by the Hawk Eye passive, meaning you should always try to cast it after reaching 3 or more stacks. It will continue to fire even if you swap off your Bow bar, so try and make use of Dual Wield's bonus damage by immediately swapping bars after casting.
Ultimate Option 2 (High AoE) Shooting Star (morph of Meteor | Mage's Guild skill line) - An ultimate that won't scale as well as others in terms of raw damage, it still boasts the most AoE damage potential out of Stamina's available ultimates. Paired with Soul Harvest on your main bar and the ultimate return for hitting targets, you can toss out Shooting Stars like candy.
Ultimate Option 3 (Surviability) Veil of Blades (morph of Consuming Darkness) - While this skill won't scale well with us in the Champion Point system (it deals Magic damage), it will help our group stay alive through harsh punishment. During the duration it offers you and 5 allies inside the circle Major Protection, reducing all damage taken by 30%. Low Health targets can also synergize it to temporarily gain invisibility and heal over a 4 second duration.
In this section you will find a multitude of options, trying to give every player an idea of what gear to go after. Always try to experiment and find what works best for you, as there is no real universal "best". Keep in mind that most DPS builds will run very similar gear sets, but there are always deviations depending on the class and play style.
The video below will show some of the more popular sets and give them context of power;
- Infector (found in Morrowind Overland events) - A new 5 piece set that dropped with Morrowind, it's BoE and comes from many overland activities. Sharpened weapons will always be a pain to find, so if you can't nab them go for the Shoulder and Helmet paired with jewelry instead.
If you don't have access to Infector, there are a multitude of powerful BoE Stamina sets in the base game. Spriggan's (Bangkorai) offers immense penetration but may become redundant in group play, Witchman (The Rift) offers healing and resource management, as well as many other sets.
- Hunding's Rage (6 trait craftable) - A solid staple in Stamina DPS, helping your healing and damage dealing capabilities tremendously. While other sets like Nightmother's and Spriggan's might boast more raw damage to some players, Hunding's flat amps helps the newer player who isn't pushing out insane base DPS.
You'll have some free slots available to you with this setup. I highly suggest getting some Health bonuses from either Monster sets or a crafted set like Ashen Grip (2 trait craftable) to help survive.
Non Trials End Game
- Nightmother's (6 trait craftable) OR Spriggan's (obtainable from Bangkorai overland events) - Both of these sets offer a great amount of damage to players who are comfortable with the game's combat mechanics. They both offer a large % damage boost, meaning if you're pulling lower numbers you'll want a set like Hundings to replace them.
- Agility (Imperial City or LFG rewards) - A powerful 3 piece set that has a 50% bonus to all of the set bonuses, helping it give a massive boost to Stamina and Weapon Damage.
*If you don't mind grinding dungeons, Leviathan (Crypt of Hearts I & II) offers an insane amount of Weapon Critical. Paired with the Major Savagery buff from potions you'll be near 100% easily.
- Any Monster set (Undaunted chests & any dungeon) helps fill in each slot, whether it be two 1 pieces, or one 2 piece set. If you need Health, try mixing two 1 pieces such as Valkyn Skoria and Mephala's, or if you want more damage go for Kra'gh's, Velidreth, or Selene's.
Best in Slot (BiS Boys)
- Kra'ghs (Fungal Grotto I) or Velidreth (Cradle of Shadows) both offer great damage to the end game player. Velidreth offers more burst damage and cleave potential, while Kra'gh's offers more single target and passive damage.
- Two Fanged Snake (Sanctum Ophidia Normal or Veteran) - The best Stamina set in the game in terms of raw damage, enabling a disgusting 5000 Physical Penetration, equating to 10% flat damage increase. While not the easiest set to get, it will help tremendously. In a group with a lot of Stamina DPS though, try using sets like Nightmother's or Sunderflame to help everyone instead of just yourself.
- Vicious Ophidian (Any Craglorn Trial Normal or Veteran) - Unparalleled resource management and set bonus efficiency nets this set on any good guide. Again, it'll be harder to get than other sets, but the power it enables is immense.
- Maelstrom Bow (Veteran Maelstrom Arena) - Hands down the strongest weapon in the game for Stamina builds, enabling an absurd amount of damage. The grind is long, but it's totally worth it.
Food: Bi Health & Stamina food offers the most damage by far, as well as helping our Health pool be sturdy enough. If you prefer more sustain however, try Dubious Cameron Throne (a holiday event recipe). You'll need to spend some Attribute points in Health to make sure you're healthy enough though!
Potions: Weapon Power potions (Blessed Thistle + Dragonthorn + Wormwood) to ensure your Savagery and Brutality are up indefinitely. This can get pricey, but try to always use them when fighting tougher content or bosses. You can use junk Stamina potions you find for non serious content.
This segment shows the optimal CP setup for a player who is well knowledged in animation canceling and their rotation.
If you're still learning your rotation or don't have access to groups, try taking a few points out of Thaumaturge and Precise Strikes, and bumping up Piercing and Physical Weapon Expert.
~The Mage (Blue)~
Mighty – 56
*Go to 64 if you're using Rapid Strikes over Surprise Attack
Master-at-Arms - 37
*Go to 28 if you're using Rapid Strikes over Surprise Attack
Precise Strikes – 56
*Go to 52 if you're using Rapid Strikes over Surprise Attack
Piercing – 0
*This is assuming you have Nightmother's, Twin Fang, or Sunderflame applied. If you have none of these, try taking some points out of Precise Strikes and Thaumaturge to pump this up.
Thaumaturge – 61
*Go to 66 if you're using Rapid Strikes over Surprise Attack
~The Thief (Green) (Preference tree, feel free to use other stuff)~
Free 10 points
~The Warrior (Red) (Feel free to change this around a bit too based on content you're doing)~
Elemental Defender – 49
Hardy – 49
Ironclad - 61
Thick Skinned – 28
Expert Defender - 11
Free 12 points
Here is a short video demonstrating the impact of CP on our characters and how to go about allocating your points
The rotation of the Stamina Nightblade is very difficult and requires a good grasp of weaving and animation cancelling via bar swapping. Below you'll find a rough guide line to help point you in the right direction of how to play the Stamina Nightblade in a controlled DPS environment. Check the video at the intro for a rotation segment.
1.Apply Buffs. These include; Relentless Focus (20s duration), Leeching Strikes (20s duration), Deadly Cloak* (15s duration).
2.Begin placing DoTs. Always start by placing Trap Beast (12s duration) on your enemy, to ensure Minor Force is up. Immediately press Endless Hail (10s duration) as you place Trap Beast , and then Light Attack weave a Poison Injection (10s duration). Light Attack weave again with a Razor Caltrops* (12s duration) and bar swap immediately. Light Attack weave a Rending Slashes (10s duration).
3. Begin "spam" mode; repeatedly Light Attack or Heavy Attack weaving either Surprise Attack or Rapid strikes. You should be able to get off 2 or 3 in quick succession. Cast Spectral Bow (successful Light or Heavy attack procs of Relentless Focus) whenever you can.
By now some of your DoTs and buffs are fading. Bar swap back and repeat steps 1-3. If Stamina is running low look for a healer throwing Orbs or Shards, drink a potion, and/or begin Heavy Attack weaving instead of Light Attack weaving.
* denotes an optional step that not every player will want to do. These can be considered extra steps until you are comfortable with the "base" rotation.
Traits on armor (any route): Currently all divines paired with the Shadow or Thief Mundus stone is the largest damage gain. Nothing else comes close to comparison, even infused on the larger pieces. Each piece is a 7.5% increase, and Shadow is 12% CHD(how hard your crits hit for) or Thief's 11% Crit chance. With 7 Divines that’s 52.5% bonus on 12%, totaling to 18.3% CHD (6.3% increase if all 7 gold divines, or .9% increase per gold)
Traits on weapons: The answer to this is reliant on the content at hand. Below is a bunch of math that explains the most suggest traits.
Sharpened- As of Dark Brotherhood, Sharpened now offers 5160 (if using two 1handed or one 2handed weapons) penetration, which is almost as much as Major Breach and Fracture. Since it increases penetration value and not reduction as it did before, the value is quite large. 5160 in PvE is 10.32% bonus damage, assuming a target has exactly or more than the listed amount. Herein lies the crux, Sharpened is only beneficial if the target has exactly or more than 5260 (add 100 base pen) Physical Resistance after debuffs have been applied (there’s quite a list). This is worth 4-5k DPS in end game builds, assuming it is not over penetrating.
Precise- A very strong trait, that has no true value due to altering RNG, or chance based outcomes. Critical chance’s estimated % DPS value is obtained via multiplying the Critical Strike Chance to the Critical Strike Damage modifier. My build runs a .78 base CHD (178% with original damage, or 78% bonus) value which is increased by CP to upwards of .25 more, another .10 from Minor Force, and .15 additional after Aggressive Warhorn is applied. In a group scenario I have a 1.22 CHD value (222% with original, or 122% bonus) and in solo I have a 1.07 CHD (207% with original, or 107% bonus). Precise is multiplied by my CHD to find a value, so .07 (2 precise) x 1.22 group or .07 x 1.07. In groups Precise offers ~8.5% DPS and solo it offers ~7.5% DPS. This is assuming 100% up time on these buffs, so expect less if you aren’t as coordinated or there is a chaotic fight. This is roughly worth 2-3k DPS in end game builds.
Infused- A trait many players have been suggesting, however I'm rather confused as to how they reached this conclusion. Infused works best when paired with a Berserker Enchant, which increases WD+SD by 348 for 5 seconds, on a 10 second cooldown (50% perfect uptime, 30-40% realistic uptime). This is affected by % amps such as Major+Minor Brutality and Agility (37% bonus, as they are additive. If your class has more amps just add them to the 37%). This means 348 x 1.37 = 476 x .35 (avg uptime) = 166 WD+SD. This equates to just under 1k DPS assuming 100% penetration and critting. Infused bumps the 348 to 417 and knocks the cooldown to 6 seconds (83.3% perfect uptime, 50-60% realistic). Again % amps apply and the equations look like this; 417 x 1.37 = 572 x .6 (avg uptime) = 343 WD+SD. This almost doubles our WD/SD gained from it, granting us another ~1k DPS. When compared to Precise or Sharpened this is considerably weaker.
Here's some suggestions that help you make a well informed choice;
If you have Sharpened, great! Offers the most damage in *most* situations. If you're in a hardcore raid though with lots of Stamina builds, you might see Precise being better. This almost never happens, making Sharpened our best bet. Make sure you don't have Piercing points in CP if you take this.
If you have Precise, do not fear! Placing ~27 points into Piercing (half if you have 1 Sharp 1 Precise) will fix this issue and you can go back into full penning most targets in group situations.
If you have Infused, I am confused. I cannot make sense of why anyone thinks this trait is decent. If you have proof of it beating other traits, send me it so I can examine what the hell is going on. If you're stuck with this trait, make sure you go at least 27 into Piercing from CP!
Race Choices, and Their Importance
From a pure DPS perspective the current top race for this build is Khajiit. Many players struggle with resource management however so if you find yourself as one of them then you may want to think of other options. Below shows math explaining the strengths of our best options.
1) Khajiit- 8% crit is a bonus chance to crit with all weapon crit based attacks, which is all of our kit. In small man groups that aren't very hardcore, this is worth roughly 8% DPS if you're keeping up Minor Force. In coordinated trials with ~50% Warhorn uptime this is worth ~9.1% DPS. The math is from (Derived from 8% crit x (.5 base CHD + .1 Minor force + .1 NB passive + .18 Precise Strikes + .183 Shadow +.15 Major Force) assuming 100% penetration, which is quite easy to accomplish with Twin Fanged Snake.
10% stealth damage is pretty minimal, as many situations you cannot stealth attack at the beginning due to true sight mobs and whatnot. Plus that 10% only goes to one attack, so when you compared that one 10% bonus vs the say, 100 you did, that means it was only worth 1% of that spell, which is further mitigated since you likely did more than just do the same attack over and over. This is a decent passive for solo content (aside from vMA) or small dungeons, as well as PvP.
10% Stamina regeneration is extremely lack luster in PvE builds, since we run the base Stam regen. This is roughly 50-80 Stamina regen, which is almost unnoticeable.
2) Redguard- 10% stamina with this build will net you around 3000 stamina. Since each ability has a unique coefficient of how it scales damage wise to stamina, I will make very rough estimates on explaining the mathematical value of this. Our hardest hitting ability by far will be Surprise Attack. SA’s stamina coefficient is each 1 point of stam = .128625. That means you’d need at least 8 stamina to gain 1 tooltip damage, so 3000 x .128625 is 385 damage. If we only gained this damage on SA, we’d get much less than 385 DPS because we are casting more abilities than it, so it’d be mitigated by other spells. Since the stamina does apply to other abilities, for simplicity’s stake I will say each ability gains anywhere from 100 to 400 dps. We run 6 active damage dealing components (non situationals), an average of 200 dps means we gain 1200-1500 dps.
The main power of Redguard lies in its incredible stamina management, after the Thieves Guild nerf to Siphoning Attacks this is a great option. 10% stamina regen is canceled by the Khajiit’s, but the stamina on hit is the real nice one. I’d suggest going Redguard if you’re looking for a mix of PvP and PvE or have regen issues.
3) Imperial- Same exact raw damage values as Redguard, but instead of having higher regen you have higher health and a small heal passive. I’d take Imperial over Redguard only if you plan on making your NB tank/DPS/and PvP.
4) Woodelf- ~3/5th of the value of Redguard from the stamina + the stealth amp. Woodelf however, has insanely high regen. Overall it’s less than Redguard *in combat* but outside of it, or when not working with a purely offensive build, it can be an okay choice. I’d pretty much only run Woodelf if I planned on doing group PvP with it.
5) Orcs- The same DPS value from the stamina as Woodelves, but a little bit of health on top of it. You trade regen for health on this build, as well as an interesting passive of 4% melee damage. The main issue with this passive is that it doesn’t apply to DoT’s. Since PvE is all about DoT damage instead of burst damage, that 4% is heavily mitigated. They also receive 12% sprint speed and 5% healing received.
Anything else I didn’t mention pretty much has no benefit, or so little of one that it’s not worth comparing. From seeing how large Khajiit’s gain is, you should expect a pretty noticeable difference between a good race choice and a poor one. It’s still not the end of the world though for most players, so don’t feel like you need to reroll to complete content!
Mundus Stone Breakdown + Traits on Armor
As I've mentioned in earlier sections of this build, I run the Shadow Stone with full Divines traits. Below is a snip of the breakdown on why I chose to do this from a post I made in a different thread. I've editted it to fit this patch and my new gear setup, beware though, there is a lot of math.
A lot of people are aware of the armor trait setup back in 1.5 where you ran 4 Divines and 3 Infused, but since then a few Mundus stones have been buffed or changed, and this meta is no longer universally accurate. You now want to take 7x divines over 4x divines 3x infused if you're using the Shadow or Thief stone. Here's some simple math to determine effectiveness.
Legendary Divines = 7.5% increase of Mundus stone
Shadow = 12% increase to critical strike damage
Thief = 11% critical strike chance
Apprentice/Warrior = 166 spell/wep damage(before amps)
Tower/Mage = 1280 magicka/stamina (before amps)
Divines per legendary piece
Shadow = .9% CHD
Thief = .825% Crit chance
Apprentice/Warrior = 12.45 SD/WD(decimal is added after all calculations are completed and is rounded down until it increases to a whole number, in the case of two divines you'd get 16, but with 3 you'd get 19.)
Tower/Mage = 96 stam/magicka
Infused bumps resource enchants from 868 to 1041 on big pieces(173 increase) and 351 to 421 on lesser(70 increase).
Now each ability in game has a unique coefficient that multiplies itself to its respective stat. This in turn increases the listed tool tip damage. For example; Surprise Attack and Concealed Weapon have a .128625 : 1 ratio for resources. For each point of stamina (surprise attack) or magicka (concealed weapon) you gain that much tooltip increase. Since calculations ignore decimals until they add up into whole numbers, you need 8 magicka or stamina to gain anything. They also have a 1.35091 weapon damage (surprise attack) or spell damage (concealed weapon) scaling that. Every 1 SD/WD increases its tooltip by the stated amount. Now lets find the effectiveness of an increase in accordance to this skill.
Shadow = complex, living number. Depends on how much tooltip you have. Let's use my character's tooltip as an example. Fully buffed my tooltip is 10147. My crit hit damage multiplier without divines is 1.847. Therefor on a target with no armor I'd deal 18670 damage. Divines is a .9% (or .009) increase to my CHD with shadow, so that number becomes 18838. +168 damage. Now since this only applies on critical strikes, we must now factor in critical strike chance. I have 80.9% critial strike so we multiply that number by the added damage to find the true numerical value that shadow adds to our kit; 168 x .809 = 149 damage. This is only looking at Surprise Attack, so once you add up all of our coefficients this is closer to ~1k DPS.
Thief = again, a complex living number. This will depend on your crit hit damage, as they are directly related. Lets compare the efficiency of base CHD and my CHD just to see the differences. Base CHD is 1.5, mine was 1.72 (no divines). .825% chance to deal 172% more damage is .594% (less than 1) increase to overall damage. With high tooltips, that's nothing to laugh at. Shadow's value was .9% x 80.9% which is .7281% per Divines. Quite close. This value is increased if you apply Major+Minor Force, which would mean it out performs Shadow mathematically. Now with fights in new content lasting longer, it means you cannot keep up Major Force. On top of that, just because it shows on paper, doesn't mean it translates the same in game.
Apprentice/Warrior= Static number, with some minor boosts based on context. 12.45 SD/WD offers 16.819 tooltip to SA. However, there are passives that increase your WD by a % (Major/Minor Brutality, WW passives, Templar passives, etc) that can change the importance. Let's look at it from a universal situation where anyone can have access to Major/Minor Brutality. 25% increase overall means you're getting 15.563 WD which translates to 21.024 TT increase per divines. 21/10417 is a .207% increase and a 37.086 damage increase on criticals. Apply this to our entire kit and you get about 300 DPS, about 1/3rd of Shadow's value.
Tower/Mage= Again, a static number with some minor boosts depending. 96 stamina/magicka would be a 12.348 TT increase so SA/concealed weapon. There are also passives that increase magicka/stamina by %'s that can increase this value. Again lets look at it from a universal level where CP offers a 25%(@3600
cap) bonus to each tree's resources (Warrior = health, Mage = magicka, Thief = stam). 96 becomes 120 and that turns to 15.435 TT increase on SA/concealed and a 27.258 increase on criticals. Added to our entire kit it pulls about 225 dps, about 1/4th the value of Shadow.
Now that we've found the values of divines for these Mundus stones, lets look at infused. Luckily this is a much simpler thing to discuss since you pretty much see everything that's going on at eye level.
Now lets use the old meta x4 divines x3 infused on large pieces (helm chest legs). 20% increase to the largest possible enchants in game (v16) boosts the enchant from an 868 magicka/stam to 1041. 173 increase in accordance to SA/concealed would be a 22.252 TT increase. Let's give this the same treatment as we did Tower/Mage and add the universal increase of 25% more if at 3600 CP cap. We're now at 207.6 magicka/stam and a 26.703 TT increase for SA/concealed. Overall that's about 260 DPS when applied to our kit.
All of these numbers are subjective to other amps that I've chosen to ignore since they're not universally obtainable (racials, build exclusive, etc) that can change the effectiveness of these. Pretty much a TL;DR it depends. The answer to the question is based on the context of the question. PvP and PvE call for very different things, and each changes the effectiveness that each of these stats offer. It's up to the user of this information to determine the answers for them self. In PvE however, there is no doubt that Shadow is the best source of overall DPS for stamina Night blades.
If you're wondering how I calculate most of the damage values of stats, here's a look at my class coefficients with my CP allocation. This is not a universal tool, and is based on many specifics such as % amps. This does not take into consideration mob mitigation, and is more of a guideline than a end all be all calculation.