SaintSubwayy wrote: »keep in mind that they buffed the Destro Passive and Flamestaffs have now a 10% DMG increase against Singletargets.
Thats 2% more ST Dmg than before the Patch, Im not quite sure if the destro is now as strong as DW, but the DMG Gap has certainly been closed by quite a bit.
WrathOfInnos wrote: »Mag dagger builds were buffed this patch, at least as much as Inferno Staff going from 8% to 10%. Light Armor now gives Physical Penetration (5.6k with 6-1 builds) which means dual wield weaving hits harder.
As far as Poison/Flame Glyphs, I don’t think it matters which goes on which hand. I think you’re correct to keep both on front bar, and fit Infused Berserker back bar. Full strength glyphs doesn’t matter as much with Fire or Poison because a significant portion of the damage comes from the status effects.
TL;DR
meta = daggers
Staff is easier and most content unnoticeably weaker (less than a percent)
Dual wield bonuses are just better because they are all general stat bonuses while staff is overly specific.
I like the fact that we have some flexibility in our weapon choices again. Certainly for some encounters I would stick with staff, but for encounters where I know I can melee for the duration, or just running around in overworld I can look badass again sporting some dual daggers or even swords/maces depending on the build.
WrathOfInnos wrote: »Mag dagger builds were buffed this patch, at least as much as Inferno Staff going from 8% to 10%. Light Armor now gives Physical Penetration (5.6k with 6-1 builds) which means dual wield weaving hits harder.
As far as Poison/Flame Glyphs, I don’t think it matters which goes on which hand. I think you’re correct to keep both on front bar, and fit Infused Berserker back bar. Full strength glyphs doesn’t matter as much with Fire or Poison because a significant portion of the damage comes from the status effects.
Ippokrates wrote: »WrathOfInnos wrote: »Mag dagger builds were buffed this patch, at least as much as Inferno Staff going from 8% to 10%. Light Armor now gives Physical Penetration (5.6k with 6-1 builds) which means dual wield weaving hits harder.
As far as Poison/Flame Glyphs, I don’t think it matters which goes on which hand. I think you’re correct to keep both on front bar, and fit Infused Berserker back bar. Full strength glyphs doesn’t matter as much with Fire or Poison because a significant portion of the damage comes from the status effects.
So in this case shouldn't be shock a priority? Extra dmg from shock status seems most valuable.
WrathOfInnos wrote: »Ippokrates wrote: »WrathOfInnos wrote: »Mag dagger builds were buffed this patch, at least as much as Inferno Staff going from 8% to 10%. Light Armor now gives Physical Penetration (5.6k with 6-1 builds) which means dual wield weaving hits harder.
As far as Poison/Flame Glyphs, I don’t think it matters which goes on which hand. I think you’re correct to keep both on front bar, and fit Infused Berserker back bar. Full strength glyphs doesn’t matter as much with Fire or Poison because a significant portion of the damage comes from the status effects.
So in this case shouldn't be shock a priority? Extra dmg from shock status seems most valuable.
@Ippokrates Shock can be good for solo content, but Minor Vulnerability is typically applied by a healer with Fetcher in group content. It’s also pointless to test with Shock glyphs on a trial dummy because it has 100% Minor Vuln applied.
Oreyn_Bearclaw wrote: »If memory serves, which hand the enchant is on doesnt matter, but it does matter with certain weapon traits. Might totally be making that last part up.
Oreyn_Bearclaw wrote: »Honestly, the only place I use Daggers are on a trial dummy, if forced to post a parse for a new guild. Are they technically more damage, yes, but that assumes your nose in on the boss's arse the entire fight. In the vast majority of actual content, you are better off with a staff. Carry them, and certainly equip for true stack and burn fights, but I wouldn't leave home without a staff as well.
I literally had this experience the other day in a VRG group. On the second boss (decent amount of movement and target shifting) one of the guys on the lower end of the DPS list asked how I was doing so much more damage then him with his "meta" daggers when I was using a staff. I had like triple the light attacks on my parse than he did when we compared notes. The second you start missing light attacks, daggers are trash.
If memory serves, which hand the enchant is on doesnt matter, but it does matter with certain weapon traits. Might totally be making that last part up.
Oreyn_Bearclaw wrote: »Honestly, the only place I use Daggers are on a trial dummy, if forced to post a parse for a new guild. Are they technically more damage, yes, but that assumes your nose in on the boss's arse the entire fight. In the vast majority of actual content, you are better off with a staff. Carry them, and certainly equip for true stack and burn fights, but I wouldn't leave home without a staff as well.
I literally had this experience the other day in a VRG group. On the second boss (decent amount of movement and target shifting) one of the guys on the lower end of the DPS list asked how I was doing so much more damage then him with his "meta" daggers when I was using a staff. I had like triple the light attacks on my parse than he did when we compared notes. The second you start missing light attacks, daggers are trash.
If memory serves, which hand the enchant is on doesnt matter, but it does matter with certain weapon traits. Might totally be making that last part up.
Oreyn_Bearclaw wrote: »If memory serves, which hand the enchant is on doesnt matter, but it does matter with certain weapon traits. Might totally be making that last part up.
With traits it certainly does. Don't want Nirnhoned on the offhand for example when the offhand only accounts for a small amount of Dual Wields total power stat.