In the current patch, most PvE DPS builds are using the Apprentice/Warrior Mundus stones, typically the best option since the nerfs to Shadow and Thief.
Divines, the traditional go-to choice on armor pieces, adds 7.5% of the Mundus' value per piece, at gold quality. When using the Apprentice/Warrior, this grants 18 spell/weapon damage per piece equipped (238 * 0.075, rounded-up).
However, it seems to me that infused is a very strong alternative—possibly even better—when concerning the "large" armor pieces (head, chest, and legs). Infused grants an additional 20% of the armor pieces enchantment, at gold quality. On big pieces—enchanted with a gold quality, single-stat glyph—we receive an additional 174 magicka/stamina (868 * 0.2, rounded-up).
For damage calculations, this extra magicka/stamina is functionally equivalent to 17 spell/weapon damage (174 ÷ 10.49, rounded-up), a negligible loss in comparison to divines. However, we enjoy the added benefit of a larger primary resource pool.
Note:
Some builds may scale better with damage than max stats. A stamina build, for instance, might have the following bonuses: major+minor Brutality, Agility (med armor passive), Flawless Dawnbreaker + Expert Hunter (with Fighters guild passives) for a total modifier of +48% weapon damage. In such a case, it would probably be better to go with divines to get a higher base weapon damage.
So, which trait do you prefer to use on large armor pieces?
Edited by TheYKcid on October 4, 2017 6:18AM
PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
Kalazar Chalhoub — Redguard Nord Stamplar
Kalaron Caemor — Altmer Magsorc
Kalahad Cirith — Dunmer Magden
Armor trait: Divines vs. Infused in HotR (PvE-focused) 54 votes