All 3 are good.
People who say Axe is best in open world a just plain wrong though imho. Its definitely BiS in 1v1s since you can maintain a high uptime and since you only have 1 target. But in open world Cyrodiil, when you're outnumbered, your burst windows are VERY small. You won't have time to proc the Axe bleed. So as far as I'm concerned, Axe is only good in duels.
So at this point, its either Maul or Sword. Both are good. Against targets that have 16k resistances left after debuffs, they are the same. If a target has more than 16k resistances after all the debuffs have been applied (it is most likely just Major Fracture), then the Maul is better. Most Heavy Armor targets will have about 22-23k resistances. So the Maul and the Sword are very close in most situations. Now at this point, you must decide whether you encounter more opponents using damage shields or more tanks. If its the former, then use Sword, if its the latter use Maul.
And also, considering that you're using Executionnner, the Sword will buff the damage of that ability more than the Maul in most cases, due to the fact that executes scale multiplicatively with percentage modifiers (whereas all other abilities are additive).
I personally prefer the Sword since its the most versatile.
And also, considering that you're using Executionnner, the Sword will buff the damage of that ability more than the Maul in most cases, due to the fact that executes scale multiplicatively with percentage modifiers (whereas all other abilities are additive).
The base damage formula is
where
Attacker Bonus has three components
CP Bonus is typically Elemental Expert for direct damage abilities or the sum of Elemental Expert and Thaumathurge for damage over time abilities. While the majority of damage increases bonuses fall under Damage Done, such as Minor Berserk and Elemental Talent. A sizable number fall under Damage Taken. Resistance is the relevant physical or spell resistance.
And also, considering that you're using Executionnner, the Sword will buff the damage of that ability more than the Maul in most cases, due to the fact that executes scale multiplicatively with percentage modifiers (whereas all other abilities are additive).
@Izaki @Apache_Kid
The notion that swords scale better with executes is a misconception.
While it is technically true that global damage-done modifiers interact multiplicatively with execute scaling, this ignores the bigger picture of damage calculation. Let's refer to a really great thread on the topic from http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/The base damage formula is
where
Attacker Bonus has three components
CP Bonus is typically Elemental Expert for direct damage abilities or the sum of Elemental Expert and Thaumathurge for damage over time abilities. While the majority of damage increases bonuses fall under Damage Done, such as Minor Berserk and Elemental Talent. A sizable number fall under Damage Taken. Resistance is the relevant physical or spell resistance.
Pay special attention to the first equation, for "base damage"—regardless of whether we're dealing with the "Attacker Bonus" (which contains the damage-done modifier that interacts with execute scaling), or the "(1-Mitigation)" component (which accounts for the effect of enemy resistances), all components of the equation interact multiplicatively with each other.
In other words, both swords and mauls will enjoy multiplicative scaling with executes. Choosing between the two still boils-down to whether you want to be more proficient at killing light armor-users and/or shieldstackers, or high-resistance targets (with roughly equal performance against typical medium targets).
For me the practical choice is still mauls. I don't have too many issues against shield users as a stamblade, as long as I have time to "work" my target—depleting their stam pool with repeated fears, pressuring their shields down, then dropping CC with burst when they're vulnerable. And realistically you're only losing ~3.5% damage (rather than 5%) against shields in a CP environment, since it's an additively-stacking bonus to begin with.
On the other hand, with all the builds stacking resistances to 25k and higher which I really struggle against, maul provides an absolutely huge performance increase.
@Izaki
Saying a maul "won't be as good as the Sword unless it grants you A LOT of penetration" is muddying the issue, frankly.
Seeing as everything is subject to the same multiplier eventually, a maul merely has to provide more DPS through penetration—versus what the sword does through global modification—in order to outperform the sword. And the "break-even" point, at which the target's armor gives sword and maul identical performance, can be solved algebraically.
Two assumptions I'll be using:
- Caster has a total of 35% global damage bonus from CP, reducing effectiveness of sword to +3.7% DPS (reflected by the "103.7" term in the equation).
- Caster has a 2640 flat penetration bonus (reflected as +0.04 in the equation). Roughly equivalent to 29 points in the Piercing CP star (rounded-up from 2618 for ease of calculation).
Given the above, the equation thus becomes:
103.7 * (1 - x + 0.04) = 100 * (1 - 0.8x + 0.04)
where x is the resistance mitigation (in decimals) of the target, after armor debuffs.
Solving for x, we get a value of 0.1623628692. Multiplying this by 66000 (to convert it into a resistance value), we get 10716. Adding 5280 to this, to account for Major Fracture, we get:
15996. This is the value of target resistances at which a maul will have identical performance to a sword, under the above conditions. Anything higher, and the maul keeps getting better and better.
Now a target in 5/1/1 medium armor has between 16.5 - 17k resistances with major buffs up, so a maul actually performs marginally better against medium targets in this case, and MUCH better against heavy. Goes to show that you don't need a crazy niche scenario for a maul to do better.
Even a 5/1/1 light armor-user can hit 15121 physical resistance with only Major Resolve up, when min-maxed.
Solving for x, we get a value of 0.1623628692. Multiplying this by 66000 (to convert it into a resistance value), we get 10716. Adding 5280 to this, to account for Major Fracture, we get:
kylewwefan wrote: »I’ve been rocking a asylum Maul on my StamBlade Because that’s what I got. I think the action in Cyrodil is way to fast for to noticeable difference in these weapon types.
Some of my friends have been suggesting DW and using class abilities. They’re probably right, but smashing someone with a giant hammer looks so cool.
All 3 are good.
People who say Axe is best in open world a just plain wrong though imho. Its definitely BiS in 1v1s since you can maintain a high uptime and since you only have 1 target. But in open world Cyrodiil, when you're outnumbered, your burst windows are VERY small. You won't have time to proc the Axe bleed. So as far as I'm concerned, Axe is only good in duels.
So at this point, its either Maul or Sword. Both are good. Against targets that have 16k resistances left after debuffs, they are the same. If a target has more than 16k resistances after all the debuffs have been applied (it is most likely just Major Fracture), then the Maul is better. Most Heavy Armor targets will have about 22-23k resistances. So the Maul and the Sword are very close in most situations. Now at this point, you must decide whether you encounter more opponents using damage shields or more tanks. If its the former, then use Sword, if its the latter use Maul.
And also, considering that you're using Executionnner, the Sword will buff the damage of that ability more than the Maul in most cases, due to the fact that executes scale multiplicatively with percentage modifiers (whereas all other abilities are additive).
I personally prefer the Sword since its the most versatile.
@Izaki
Saying a maul "won't be as good as the Sword unless it grants you A LOT of penetration" is muddying the issue, frankly.
Seeing as everything is subject to the same multiplier eventually, a maul merely has to provide more DPS through penetration—versus what the sword does through global modification—in order to outperform the sword. And the "break-even" point, at which the target's armor gives sword and maul identical performance, can be solved algebraically.
Two assumptions I'll be using:
- Caster has a total of 35% global damage bonus from CP, reducing effectiveness of sword to +3.7% DPS (reflected by the "103.7" term in the equation).
- Caster has a 2640 flat penetration bonus (reflected as +0.04 in the equation). Roughly equivalent to 29 points in the Piercing CP star (rounded-up from 2618 for ease of calculation).
Given the above, the equation thus becomes:
103.7 * (1 - x + 0.04) = 100 * (1 - 0.8x + 0.04)
where x is the resistance mitigation (in decimals) of the target, after armor debuffs.
Solving for x, we get a value of 0.1623628692. Multiplying this by 66000 (to convert it into a resistance value), we get 10716. Adding 5280 to this, to account for Major Fracture, we get:
15996. This is the value of target resistances at which a maul will have identical performance to a sword, under the above conditions. Anything higher, and the maul keeps getting better and better.
Now a target in 5/1/1 medium armor has between 16.5 - 17k resistances with major buffs up, so a maul actually performs marginally better against medium targets in this case, and MUCH better against heavy. Goes to show that you don't need a crazy niche scenario for a maul to do better.
Even a 5/1/1 light armor-user can hit 15121 physical resistance with only Major Resolve up, when min-maxed.
Nirnhoned maul for a max CP user does more dmg to shields than a 2h nirnhoned sword does. That’s because if you take some of the points you would normally put in penetration and add them instead to the dmg against shield star, you’ll still have more penetration against nonshielded targets and more dmg against shielded targets...
Edit: I’m not saying dump everything extra from penetration into that one star. Spread it out among the dmg stars and tweak it according to your build. But using the “conversion rate” we get from those CP stars, 20% pen is much better than 5% dmg as long as all your damage is one type (direct dmg)
In no cp I think 2h sword is better.
Unfortunately, yeah. Even against shields, you can can make a maul perform just as good as a sword through proper redistribution of CP, as mentioned in the other maul vs. greatsword thread:Nirnhoned maul for a max CP user does more dmg to shields than a 2h nirnhoned sword does. That’s because if you take some of the points you would normally put in penetration and add them instead to the dmg against shield star, you’ll still have more penetration against nonshielded targets and more dmg against shielded targets...
Edit: I’m not saying dump everything extra from penetration into that one star. Spread it out among the dmg stars and tweak it according to your build. But using the “conversion rate” we get from those CP stars, 20% pen is much better than 5% dmg as long as all your damage is one type (direct dmg)
In no cp I think 2h sword is better.
Swords are underperforming across the board and I wish they'd get a buff. They're not even used in PvE anymore in favour of daggers.
@Trashs1
You can edit the same equation to calculate for no-CP. In fact it becomes much simpler:
105 * (1 - x) = 100 * (1 - 0.8x)
(this is assuming no minor berserk, nor sources of flat penetration i.e Spriggan's)
Following the same steps as before, we arrive at a break-even point of 18480 before Major Fracture. Swords are now conclusively better against medium targets, while mauls are less effective than before against heavy ones.
You also won't run into as many stacked-resistance builds in a no-CP environment, so swords probably become the more reliable and versatile option in this scenario.
Though if you don't have access to Fracture, or allies to help you apply it, I'd still run a maul.