RodneyRegis wrote: »I know this has probably been asked umpteen times but there's so much outdated or conflicting stuff around.
Let's say a build suggests nirn axe main, sharp dagger off. If I run nirn dagger main, sharp axe off is there any difference?
RodneyRegis wrote: »I know this has probably been asked umpteen times but there's so much outdated or conflicting stuff around.
Let's say a build suggests nirn axe main, sharp dagger off. If I run nirn dagger main, sharp axe off is there any difference?
MashmalloMan wrote: »Alright. A lot of conflicting answers here. Based off my memory and no recent testing:
First, if you read Twin Blade and Blunt it says "Each axe gives your MELEE attacks a 8% chance to bleed enemies for ___ Physical Damage over 6 seconds."
That means all Light/Heavy attacks from both weapons, it doesn't matter what animation you see and whether you hit with your main or offhand more often, it's just 8% to all Light/Heavy attacks. Heavy attacks do not count as 2 hits. Since the axe bleed doesn't stack and only refreshes the duration if procced when it's already up, 16% with 2 axes is overkill, thus 1 dagger, 1 axe is bis for single target.
This was dropped for 2x daggers before this patch because bleeds were nerfed, now that they're mitigated by resistance, they've been buffed by 24% and have become more viable than before since you aim to fully penetrate a boss in pve anyway.
The one thing I can't remember, is if Melee Weapon Abilities like Flurry, Twin Slashes, Cleave, Uppercut, etc, proc the Axe bleed, but let's just assume it's only Light/Heavy attacks.
Secondly, the reason you use Nirn on your main hand and not off hand is because you get 100% of the damage from the main hand weapon, but only 6% of your offhand weapon. This is why you slot traits on your offhand like Precise, Infused, Sharpened, etc, because Nirn in main hand is just too powerful to pass up giving +200 weapon/spell damage.
This is what makes having a fully golded out or nirn offhand weapon kind of neglagible.. 6% of 200 is 12 damage. Do you really want to waste a nirn trait on +12 damage?
So the position of your Dagger/Axe does not matter, but the position of Nirn does. Always main hand.
Enchants proc from Light/Heavy/Weapon Abilities which is only from the Direct Damage portion or Ground Based AOE DOTS. Since DW does not have a Ground AOE DOT, ZOS coded in the exception for Blade Cloak to proc enchantments too.
So you can use Blade Cloak, Wall of Elements, Stampede or Volley to proc back bar Enchantments on CD easily, when on front bar.
If anything is wrong, feel free to correct me, but this is my understanding.