Mauls are good if you don't run much penetration through other sources as the percentage is calculated after your other sources of penetration are applied.
Seems to be weird problem on your end since you are missing all the icons next to your name too :P (one of them even has the red indicator)
As for Maul and Penetration what @TBois says isnt totally correct. The percentage is calculated only after resistance debuffs on target. So your penetration other than Minor/Major Fracture (and well, crusher, alkosh if used for some reason) wont affect Maul penetration.
Seems to be weird problem on your end since you are missing all the icons next to your name too :P (one of them even has the red indicator)
As for Maul and Penetration what @TBois says isnt totally correct. The percentage is calculated only after resistance debuffs on target. So your penetration other than Minor/Major Fracture (and well, crusher, alkosh if used for some reason) wont affect Maul penetration.
John_Falstaff wrote: »@TBois , it may not be quite correct. I think they someone ( @Masel , was it you? can't find the link ) was showing that own penetration bonuses aren't subtracted from the target's resistance for the purpose of mace/maul penetration bonus calculation - only debuffs on the target. So, for instance, Major Fracture would be subtracted before maul bonus is calculated, but Spriggan's or Lover wouldn't be. But that definitely needs clarification.
John_Falstaff wrote: »@TBois , it may not be quite correct. I think they someone ( @Masel , was it you? can't find the link ) was showing that own penetration bonuses aren't subtracted from the target's resistance for the purpose of mace/maul penetration bonus calculation - only debuffs on the target. So, for instance, Major Fracture would be subtracted before maul bonus is calculated, but Spriggan's or Lover wouldn't be. But that definitely needs clarification.
That is correct. Only debuffs diminish the return you gain from mauls and maces.
Ragnarock41 wrote: »As far as stamina meta goes, you want to stack as high weapon damage as possible and use axe bleeds. No penetration? No problem! bleeds ignore it anyways.
For a stamDK , 2h is more of a forced back bar weapon, and its a dot class with focus on dots and high TTK playstyle, so a sword or mace isn't really giving you much benefit over an axe. Yes , even with the coming nerf. Greataxe is still the best for Dk.
Edit: For dizzy swing builds you might prefer a nirn maul. I don't know how impactful the sword buffs are, but the last time I tested nirn mace did the most damage overall.
Ragnarock41 wrote: »As far as stamina meta goes, you want to stack as high weapon damage as possible and use axe bleeds. No penetration? No problem! bleeds ignore it anyways.
For a stamDK , 2h is more of a forced back bar weapon, and its a dot class with focus on dots and high TTK playstyle, so a sword or mace isn't really giving you much benefit over an axe. Yes , even with the coming nerf. Greataxe is still the best for Dk.
Edit: For dizzy swing builds you might prefer a nirn maul. I don't know how impactful the sword buffs are, but the last time I tested nirn mace did the most damage overall.
You can change style of any weapon, so you can use maul and make it look like sword ^^
Anyway, yes. If you have spriggan (lets say 3k penetration), Major Fracture (from breath) and maul and are fighting 30k resistance target this is what happens:
You reduce the target's resistance to around 25k (by applying Major Fracture). Then your own char gets 20% of that as penetration when having Maul (so 5000) against that specific target and 3k from the spriggan.
Ragnarock41 wrote: »As far as stamina meta goes, you want to stack as high weapon damage as possible and use axe bleeds. No penetration? No problem! bleeds ignore it anyways.
For a stamDK , 2h is more of a forced back bar weapon, and its a dot class with focus on dots and high TTK playstyle, so a sword or mace isn't really giving you much benefit over an axe. Yes , even with the coming nerf. Greataxe is still the best for Dk.
Edit: For dizzy swing builds you might prefer a nirn maul. I don't know how impactful the sword buffs are, but the last time I tested nirn mace did the most damage overall.
@Ragnarock41 Hey could you explain what you mean by that bold part please?
Lightspeedflashb14_ESO wrote: »@Davadin 660 armor equals 1% damage mitagation.
When attacking a player with base 30k resist, a 15k Tooltip will be brought down to 8.2k actual damage on target. Using major fracture, 5k debuff, that brings it down to 25k. This raises the damage you do with the 15k by 8%, or 8.2k to 9.4k. mauls 20% is calculated after debuffs, so 20% of 25k is 5k, raising the damage a further 7.6%, or 9.4k to 10.5k. then the 3k from spriggans is subtracted from the remaining resistance, or 30k-5000-5000-3000, bringing your damage back up to 11.3k. all these numbers are rounded off.
With the 5% from the sword, it just raised the starting number by 5%, or 15k to 15,750. Then this number is resisted. You end up with only 9.8k on target after major fracture and spriggans. 11.3k with a mural vs 9.8k with a sword.
Lightspeedflashb14_ESO wrote: »@Davadin 660 armor equals 1% damage mitagation.
When attacking a player with base 30k resist, a 15k Tooltip will be brought down to 8.2k actual damage on target. Using major fracture, 5k debuff, that brings it down to 25k. This raises the damage you do with the 15k by 8%, or 8.2k to 9.4k. mauls 20% is calculated after debuffs, so 20% of 25k is 5k, raising the damage a further 7.6%, or 9.4k to 10.5k. then the 3k from spriggans is subtracted from the remaining resistance, or 30k-5000-5000-3000, bringing your damage back up to 11.3k. all these numbers are rounded off.
With the 5% from the sword, it just raised the starting number by 5%, or 15k to 15,750. Then this number is resisted. You end up with only 9.8k on target after major fracture and spriggans. 11.3k with a mural vs 9.8k with a sword.
Ragnarock41 wrote: »Surely you can decide not to run a 2 hander , but the results will be lackluster, this is why I say 2h is a forced weapon. Many people run it as a backbar choice because it doesn't really make sense to run 2h on your front bar over dual wield or sword and shield. Both superior front bar options.
But how about when new updates coming it? Are they increasing sword to 10%?
Lightspeedflashb14_ESO wrote: »But how about when new updates coming it? Are they increasing sword to 10%?
no. they are raising the damage from 5% to 6% for 2h and double sword dw, becuase the way the game works, when you use a sword one handed right now, it is suppose to give you 2.5% damage increase but a sword only gives 2%, because the game rounds down the percent increase. not really a 2h buff on purpose, more like the easiest way to fix that dw problem.
Im glad you started this thread because I was looking at this all wrong. Doing my bad math for my stamplar if I have POTL on the target (the only thing I personally am doing that gets counted before the maze 20%), 21k resist is the break even point it seems between mace and sword. The higher above that, mace begins to out pace the sword. But if I am with someone who is applying major fracture to the target (NB or a Warden) then it will be a break even at around 26K resist
Does that sound about right?
The harder thing for me to figure out then is is the damage increase better than the added bleed damage of an axe which will give you flat return regardless of target, but is not guaranteed up time. Im thinking even after the nerf, the bleed will be more still.
Im glad you started this thread because I was looking at this all wrong. Doing my bad math for my stamplar if I have POTL on the target (the only thing I personally am doing that gets counted before the maze 20%), 21k resist is the break even point it seems between mace and sword. The higher above that, mace begins to out pace the sword. But if I am with someone who is applying major fracture to the target (NB or a Warden) then it will be a break even at around 26K resist
Does that sound about right?
The harder thing for me to figure out then is is the damage increase better than the added bleed damage of an axe which will give you flat return regardless of target, but is not guaranteed up time. Im thinking even after the nerf, the bleed will be more still.
@technohic its actually far worse for sword that it seems. Yes at 21k resist with minor fracture, Mace will penetrate around 4k resistances which would be 6% mitigation. That is the important difference, it removes 6% of targets mitigation so your own damage essentially increases by more than that (if someone is mitigating 10% of your damage it means you deal 90%, if they stop your damage goes up to 100% so your current 90% has to increase by some 11.111111% ). The only time where 660 penetration equals just 1% damage gain is when you are literally missing that much to full penetration. The more you are missing the more you get from it. On the other hand sword gives the 6% only to the base unbuffed tooltip. So the more other % buffs you have the least overall you get.
If its CP you can just assume sword is giving you half of what it says while with Maul you can usually assume you get more than you think you are getting.
Ragnarock41 wrote: »
how is 1HS superior over 2H for StamDK?
Ragnarock41 wrote: »
how is 1HS superior over 2H for StamDK?
Shield resists, good cc, good stats from the shield (double stats like chest, legs, helm).
Great thread, very informative.