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Can one have to much Weapon Damage?

Telel
Telel
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As the title asks, is there a point where having a higher weapon damage value just stops being worth it? If so what is the 'sweet spot' where overcharging simply stops working at all.

For example right now my build with 40 points in stamina, yellow glyphs for weapon damage (14 each), warrior's stone, a yellow set of VR14 Hunding, and another of VR12 Hawk's eye manages to put me at about 235-247 with my bow, and 240-260 with my hammer. I tend to use weaons with sharpened or precision, and my crit rate tends to hover around 45-57% depending on PVP buffs.

If I was to say drop the weapon glyphs for stamina reduction (I roll dodge a LOT in fights) ones that would bring it down to about 200 to 220 would I really even notice a different in damage or would I be more likely to see a mere lose of 3 to 5 points overall?
Character: Telel
Class: Night Blade-Werewolf-viking-ninja-catgirl-mallet wielder
Past times: Refusing to go full magika spec, hitting things with a big hammer, sniping, and speaking in khajiit
Also: Gelel the Derp Knight, Altsel the streaker, and Filafel the temp temp.

Khajiit has a twitch stream! https://twitch.tv/telel_khajiit feel free to come see how truly unskilled Telel is.
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    PVP is more about resource utilization than raw damage output. That's why tanky builds tend to do much, much better than glass cannons. I would definitely go with stamina reduction if you are already at the softcaps.
  • Domander
    Domander
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    yep, damage is only good if you're not getting hit at all.
  • DeLindsay
    DeLindsay
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    Topic will be moot in about 1 month when the Champion system rolls out because NOBODY will be able to overcap anything and soft caps are being removed from the game.
  • Samadhi
    Samadhi
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    Personally swapped my Bow build's enchantments from 3 14 point Weapon Damage glyphs to 1 Weapon Damage glyph and 2 potion cooldown reduction glyphs.

    Running 3 piece Shadow Walker Jewelry gives me extra Weapon Damage, and hunting potions fill in my gaps with more benefit than the Weapon Damage glyphs.
    10-13 seconds (Alchemy passive) of 24 Weapon Damage, 39% movement speed, and around 900 Stamina return on a 20 second cooldown is more preferable to me than 28 (overcharged down to 13-14) more constant weapon damage; this will likely remain true for me after softcaps are removed, because it also gives me options of using other potions more frequently to enhance versatility.

    Testing is often the only real way to figure out what suits you best yourself.
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  • Telel
    Telel
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    Guess I'll start hunting for the armor pieces , and another shadow walker ring then. Maybe give the steed stone a try if I don't just swap back to the thief or shadow.

    Orr I could replace my hunding's set with night mother's gaze, and use sharpened weapons with crushing glyphs. The ability to strip off armor might actually increase my damage output.


    EDIT: Or willow's path combined with my werewolf passive to put my stamina regen through the roof. XD
    Edited by Telel on December 9, 2014 2:43PM
    Character: Telel
    Class: Night Blade-Werewolf-viking-ninja-catgirl-mallet wielder
    Past times: Refusing to go full magika spec, hitting things with a big hammer, sniping, and speaking in khajiit
    Also: Gelel the Derp Knight, Altsel the streaker, and Filafel the temp temp.

    Khajiit has a twitch stream! https://twitch.tv/telel_khajiit feel free to come see how truly unskilled Telel is.
  • Jbugz97
    Jbugz97
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    did you ever figure these out \
    was just thnking the same i roll dodge alot and was thinking of switching to stam reduction but not sure
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  • Telel
    Telel
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    @Jbugz97

    Yes The Batkhjiit changed over to Way of The Arena set, and three reduction glyphs some time ago. They managed to mantain a slight overcharged weapon damage trait as well and thus their DPS actually went UP alongside their survivability as they could maintain their barrages and roll dodges for much much longer.

    However with 1.6 a day or so away it remains to be seen where this one shall go. The lure of big numbers calls and the temptation to become a hammer and bow wielding tactical kitty nuke is there. Conversely the idea of being a infinitely weaving and rolling bundle of angry fur also has its appeal and plans have been made to go all out with stamina regeneration/reduction.
    Character: Telel
    Class: Night Blade-Werewolf-viking-ninja-catgirl-mallet wielder
    Past times: Refusing to go full magika spec, hitting things with a big hammer, sniping, and speaking in khajiit
    Also: Gelel the Derp Knight, Altsel the streaker, and Filafel the temp temp.

    Khajiit has a twitch stream! https://twitch.tv/telel_khajiit feel free to come see how truly unskilled Telel is.
  • DeLindsay
    DeLindsay
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    Telel wrote: »
    The lure of big numbers calls and the temptation to become a hammer and bow wielding tactical kitty nuke is there.
    I can't wait to see all the angry Snipers in 1.6 when they realize just how many Players will be running with 5pc Construct + Reinforced on the remaining pcs to almost entirely negate their uber crit numbers, but yes seeing big whammy numbers and 2-shotting Players is a big lure in Cyrodiil.
  • Panda244
    Panda244
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    @Telel In 1.5, yes, in 1.6, technically no. Sustain builds do much better than builds that maximize damage potential, unless of course, you're ganking. N'tel runs around 110 Spell Damage when Sap Tanking, that's with siphoning attacks toggled on. She runs about 125-130 when using the typical Magicka NB FOTM build, and when I set her up to gank people, 149-152 spell damage, without a potion.

    Crassus runs 97-124 spell damage at all times, all of his enchantments on jewelry are dedicated to help with Stamina, meanwhile the spell damage comes from set bonuses, or if I swap at the jewelry for larger scale fights/duels.

    Weapon Damage is always much higher than spell damage for some reason, the softcap for spell damage is 135 I think, but you can get weapon damage up to like 240 on live, I'd invest in some Stamina reduction enchants and recovery, also, once 1.6 launches, I'd say go Sword/Board for one bar, for defense purposes, and on your other bar, your Bakka Mallets to bash peoples' heads in with. Sword/Board because you can smack them with Crippling Slash, reduce their damage, gain extra ultimate, and snare them, all at once. Then there's the extra mitigation, and Absorb Magic (Morph of Defensive Posture) that'll heal you for 30% of your maximum health every time you get hit with a spell projectile, you have to recast it every time you use it, but it's a nice little burst heal.
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