Khivas_Carrick wrote: »I edited the title and OP to reflect that this is for PvE, so does what you said still stand, or?
Khivas_Carrick wrote: »That's actually not that bad/big of a difference, but can I ask why the sword or axe with Infused? Is there a particular enchant that goes with it?
Khivas_Carrick wrote: »And here I was thinking the armor pen would be useful on bosses in vet content.
Nirn would be better than sharpened as it boosts your heals along with more damage. Infused I think is overall better than both
Khivas_Carrick wrote: »That's actually not that bad/big of a difference, but can I ask why the sword or axe with Infused? Is there a particular enchant that goes with it?
Poison enchant or absorb stam if you need sustain. Axe for the free bleed. Maces are useless except in certain solo plays. Damage increase for swords is marginal, but more useful than a mace for pve. Infused due to how stupidly strong enchants are this patch
Khivas_Carrick wrote: »And here I was thinking the armor pen would be useful on bosses in vet content.
Mundus, cp and group should be providing the pen needed. Bosses have 18100 resists. Major fracture is 5280. Minor is 1360. Lover and divines is 4196. Alkosh is 3010 and infused crusher is about 2k (2.7 with torugs) both are done by tanks and argubaly major fracture too. This puts you at 15.8k pen meaning you only need about 2k from cp, or about 20-22 points
There you go:
This shows how much mitigation you have to achieve in order to reach the break-even point between a dagger and a mace.
This depends largely on the critical chance and critical damage you have. If your critical chance is low, a dagger is giving you more additional damage than in a scenario where you already have more critical chance.
Example: If you are a stamina sorcerer that has 50% critical chance before the 5% from the dagger is added, you'd be better off using a amce if your enemy with 18200 resistance has less than 7065 of debuffs on him. So in any case where that is not achieved, a mace will give you more damage than a dagger. If you have 64% critical chance prior to a dagger (if you are khajiit, use advancing yokeda or something similar), then you need 7719 of debuffs to benefit more from a dagger than a mace.
What I'm saying is that since the removal of Unique Penetration Debuffs, the border between thos weapons has been reduced significantly, since you can not obtain that amount of penetration as easily. On bosses yes, but in many trials where you are alone and Tanks will not debuff enemies enough (2nd Boss Upstairs vHoF, 4th Boss vHoF, vCR if you go in the shadow realm, vAS for protectors and minibosses etc), then you can also use a mace. Nightblades have a higher critical base chance due to their assassination passive, but also have higher critical damage.
A maul will be better than a greatsword in most situations. All you'd have to change is the value from 10% to 20% and the sword bonus from 2.5% to 5%. I ran a few tests now and the value is very high, often above 10k penetration debuffs (which is very very unralistic to have).
Lightspeedflashb14_ESO wrote: »Khivas_Carrick wrote: »That's actually not that bad/big of a difference, but can I ask why the sword or axe with Infused? Is there a particular enchant that goes with it?
Poison enchant or absorb stam if you need sustain. Axe for the free bleed. Maces are useless except in certain solo plays. Damage increase for swords is marginal, but more useful than a mace for pve. Infused due to how stupidly strong enchants are this patch
Mauls are better then swords. You get more damage. Swords get worse the more percentage amps you add, at max cp, you only get around 3.5% more damage. Using a maul, you only need to pen 1750 armor in pve to get more damage then a sword. . With a two hander, that is 20% of the armor after debuffs, you only need to have 8750 armor on the mob. You need less then ~9000 debuffs on the mob for the maulk to be better then a greatsword. You will not have ~9000 debuffs on the boss most of the time, unless you are part of a end game trial group, much less any other mob.Khivas_Carrick wrote: »And here I was thinking the armor pen would be useful on bosses in vet content.
Mundus, cp and group should be providing the pen needed. Bosses have 18100 resists. Major fracture is 5280. Minor is 1360. Lover and divines is 4196. Alkosh is 3010 and infused crusher is about 2k (2.7 with torugs) both are done by tanks and argubaly major fracture too. This puts you at 15.8k pen meaning you only need about 2k from cp, or about 20-22 points
bosses have 18200. you will not have alkosh and crusher up 100% of the time in most content. it is illogical to think you would.
math to back me up-
https://forums.elderscrollsonline.com/en/discussion/comment/5282353/#Comment_5282353
There you go:
This shows how much mitigation you have to achieve in order to reach the break-even point between a dagger and a mace.
This depends largely on the critical chance and critical damage you have. If your critical chance is low, a dagger is giving you more additional damage than in a scenario where you already have more critical chance.
Example: If you are a stamina sorcerer that has 50% critical chance before the 5% from the dagger is added, you'd be better off using a amce if your enemy with 18200 resistance has less than 7065 of debuffs on him. So in any case where that is not achieved, a mace will give you more damage than a dagger. If you have 64% critical chance prior to a dagger (if you are khajiit, use advancing yokeda or something similar), then you need 7719 of debuffs to benefit more from a dagger than a mace.
What I'm saying is that since the removal of Unique Penetration Debuffs, the border between thos weapons has been reduced significantly, since you can not obtain that amount of penetration as easily. On bosses yes, but in many trials where you are alone and Tanks will not debuff enemies enough (2nd Boss Upstairs vHoF, 4th Boss vHoF, vCR if you go in the shadow realm, vAS for protectors and minibosses etc), then you can also use a mace. Nightblades have a higher critical base chance due to their assassination passive, but also have higher critical damage.
that is done with a single one handed mace, i pressed for more info on what about 20% pen from a two hander, this is what he said-A maul will be better than a greatsword in most situations. All you'd have to change is the value from 10% to 20% and the sword bonus from 2.5% to 5%. I ran a few tests now and the value is very high, often above 10k penetration debuffs (which is very very unralistic to have).
kylewwefan wrote: »You’re barely ever gonna see minor fracture casually unless there’s a Stamplar around. Alkosh is questionable in pugs. Same with Infused crusher with or without Tourgs.
I still like sharpened and precise even. It’s not very often if ever I play with such an optimal group to have all these things.
Khivas_Carrick wrote: »Double post and I swear I'm not high (maybe a little high), but messing around and I went back to axe because it legit feels cooler lol
But what if, just hear me out, the Bleed that's built into axes was built into ALL 2H weapons period, and Axes got crit chance like Daggers in DWing do?
The logic is that these massive weapons will hit hard and carve open anything, and in the mace's case, cause internal bleeding, so why not have the bleed built into a default for heavy weapons, and the axes become the crit chance givers?
Lightspeedflashb14_ESO wrote: »Khivas_Carrick wrote: »Double post and I swear I'm not high (maybe a little high), but messing around and I went back to axe because it legit feels cooler lol
But what if, just hear me out, the Bleed that's built into axes was built into ALL 2H weapons period, and Axes got crit chance like Daggers in DWing do?
The logic is that these massive weapons will hit hard and carve open anything, and in the mace's case, cause internal bleeding, so why not have the bleed built into a default for heavy weapons, and the axes become the crit chance givers?
I would rather see swords changed to crit chance and daggers crit hit damage.