@Xael a damage increase of 56% doesnt seem strange to you? That's huge!
Mace with non-trait added 11% damage in your test.
Your testing just proves the insane penetration sharpened mace gives.
r.jan_emailb16_ESO wrote: »This bug doesn't exist.
No testing has been shown that it does and recent testing done by @xael has shown that it is working as intended.
Calculation regarding 70% penetration:
First of all, you can confirm a mobs Armor as you know the damage mitigation formula.
This is a parse from a Rift Mammoth, attacked with Flying Blade and 0 pt in Piercing. Offhand is always a dagger with no trait.
Mainhand: Dagger precise: 3533
Mainhand: Mace precise: 3612 (2,23% increased damage)
Mainhand: Mace sharpened: 4078 (15,68% increased damage)
A Rift Mammoth is Vr10, which means 610 Armor mitigates 1% damage.
From the parse, we know that a mace precise increases our damage by 2,23% so 610*2,23=1360,3 Armor reduction.
A single mace reduces 10% of the targets armor with means a Mammoth has 13603 Armor.
A Sharpened Mace gives us 15,68% increased damage * 610 = 9564,8 Armor reduction.
If 13603 is 100% armor, 9564,8 is 70,31% of that.
Isn't this from several, several months ago though? I performed this same test recently and did not come up with these numbers (using the armor penetration formula). You keep copy/pasting this in threads from here which makes me think you aren't the one who originally tested this and probably don't know if it still holds true. I hope to be able to test this on PTS soon to see how it looks compared to live.
With regards to those saying that no tank with armor should take that much damage, you fail to realize what armor is. Everything should have a counter. Armor counters physical attacks, armor penetration counters armor, and health counters armor penetration.
Apart from the problem that armor pen basically comes for free and ignores way too much armor, meaning that you can't counter physical attacks with armor anymore, you're right.
@Xael a damage increase of 56% doesnt seem strange to you? That's huge!
Mace with non-trait added 11% damage in your test.
Your testing just proves the insane penetration sharpened mace gives.
I didn't say the damage increase wasn't huge. Just by adding 2 Sharpened (10% total), I gained roughly 40% damage increase from my non traited maces.
What I did say is it's not the bug everyone is making it out to be. Mind you, in this thread alone, you hear it does: 30k armor pen, full armor pen, etc. Before I even saw this thread I have heard so many different things about this "bug." First it was that Twin Blade and Blunt passive was messed up. Next it was the Combo of Sharpened with Twin Blade. Then it was just Sharpened. After that it became something like crazy armor pen numbers to armor being dropped to 0 or in the negatives.
timidobserver wrote: »So 33k armor penetration is fine for you?This bug doesn't exist.
No testing has been shown that it does and recent testing done by @xael has shown that it is working as intended.
This is a good example of a rumor turning into a full blown outcry with no one bothering to spend a few minutes of their time confirming it.
Yeh, people that use stam builds think it is fine to have more armor penetration than even the sturdiest tank has armor.
So you speak for everyone playing a stam build? Not everyone uses maces and not everyone knows or believes there is a bug involved. If you are going to speak here, try doing so intelligently. You are beginning to stink the place up with nonsense like this. I am uploading a video for @ezareth to watch right now. Unfortunately youtube is slow.
r.jan_emailb16_ESO wrote: »@Xael a damage increase of 56% doesnt seem strange to you? That's huge!
Mace with non-trait added 11% damage in your test.
Your testing just proves the insane penetration sharpened mace gives.
I didn't say the damage increase wasn't huge. Just by adding 2 Sharpened (10% total), I gained roughly 40% damage increase from my non traited maces.
What I did say is it's not the bug everyone is making it out to be. Mind you, in this thread alone, you hear it does: 30k armor pen, full armor pen, etc. Before I even saw this thread I have heard so many different things about this "bug." First it was that Twin Blade and Blunt passive was messed up. Next it was the Combo of Sharpened with Twin Blade. Then it was just Sharpened. After that it became something like crazy armor pen numbers to armor being dropped to 0 or in the negatives.
Could you probably calculate the armor of that bear you tested it on?
And a 40% damage increase coming out of something that should increase your armor pen by 10% is kinda bugged.
edit: would be cool if you could test it against another player. With sharpened maces against a naked target, against light armor, against full heavy + armor buff.
I ran a test against a v12 Bear in Cyrodiil.
All weapons are vr1 and blue quality and have the same top end damage. The only difference in damage will be the Twin Blade and Blunt passive and Sharpened Weapon trait when I use it.
First run I used non traited weapons. Dual wield axe because Twin Blade passive does not give it a damage increase. I got these numbers to be a base for what type of damage you should expect before the armor pen.
Axe - non trait
Mainhand: 1036 damage non crit hits
Offhand: 848
Next I use 2 maces that are not traited. This will show how much damage you should expect from the Twin Blade passive and whether or not this is somehow bugged out as one of the rumors says it is. With 2 points in Twin Blade I should have 20% Armor Pen with dual wield maces.
Mace - non trait
Mainhand: 1154
Offhand: 944
So my mainhand gained a whopping 118 damage and offhand gained 96.
Next I used 2 maces with the sharpened trait. This is another 5% per mace.
Mace - Sharpened
Mainhand: 1620
Offhand: 1326
Mainhand gained 466 damage and offhand gained 382.
This doesn't seem like the bug everyone is making it out to be.
So by using 2 maces with sharpened trait and twin blade and blunt passive your damage went up by 60% compared to dual axes?
That makes it look like sharpened is very much bugged to me. Isn't that the bug every one is complaining about?
edit, you should try to use dual sharpened axes to complete the test.
Yeah tests like these are why I don't like tests against PvE mobs.
I'll try to set up a test shortly with a player with a known number of Armor etc.
From my understanding you could always fully Penetrate PvE mobs, and if you're running full penetration you should fully penetration someone in light armor and most of someone in medium armor.
You shouldn't fully penetrate someone with 30K armor however you should be penetrating maybe 20K of that with mace penetration and
Spell and Armor penetration has never been fully functioning in my experience. There has always been something that hasn't worked according to tooltip or how you'd expect it to work.
I ran a test against a v12 Bear in Cyrodiil.
All weapons are vr1 and blue quality and have the same top end damage. The only difference in damage will be the Twin Blade and Blunt passive and Sharpened Weapon trait when I use it.
First run I used non traited weapons. Dual wield axe because Twin Blade passive does not give it a damage increase. I got these numbers to be a base for what type of damage you should expect before the armor pen.
Axe - non trait
Mainhand: 1036 damage non crit hits
Offhand: 848
Next I use 2 maces that are not traited. This will show how much damage you should expect from the Twin Blade passive and whether or not this is somehow bugged out as one of the rumors says it is. With 2 points in Twin Blade I should have 20% Armor Pen with dual wield maces.
Mace - non trait
Mainhand: 1154
Offhand: 944
So my mainhand gained a whopping 118 damage and offhand gained 96.
Next I used 2 maces with the sharpened trait. This is another 5% per mace.
Mace - Sharpened
Mainhand: 1620
Offhand: 1326
Mainhand gained 466 damage and offhand gained 382.
This doesn't seem like the bug everyone is making it out to be.
So by using 2 maces with sharpened trait and twin blade and blunt passive your damage went up by 60% compared to dual axes?
That makes it look like sharpened is very much bugged to me. Isn't that the bug every one is complaining about?
edit, you should try to use dual sharpened axes to complete the test.
It never was sharpened. It was duel maces themselves. Not 2 hander, but duel maces. Just by equipping them plus 1 point in pen, harvens would show 32kish armor pen. The maces made the difference between a 11k flying blade crit and a 15k flying blade crit.
Now I don't believe harvens is accurate, but running with all NBs for a long time who think of nothing but how to kill people all day I can confirm there was (all of 1.6) something very wrong with duel maces.
Maces were designed to crush armor and therefore should deal *** more damage vs armored enemies.
I ran a test against a v12 Bear in Cyrodiil.
All weapons are vr1 and blue quality and have the same top end damage. The only difference in damage will be the Twin Blade and Blunt passive and Sharpened Weapon trait when I use it.
First run I used non traited weapons. Dual wield axe because Twin Blade passive does not give it a damage increase. I got these numbers to be a base for what type of damage you should expect before the armor pen.
Axe - non trait
Mainhand: 1036 damage non crit hits
Offhand: 848
Next I use 2 maces that are not traited. This will show how much damage you should expect from the Twin Blade passive and whether or not this is somehow bugged out as one of the rumors says it is. With 2 points in Twin Blade I should have 20% Armor Pen with dual wield maces.
Mace - non trait
Mainhand: 1154
Offhand: 944
So my mainhand gained a whopping 118 damage and offhand gained 96.
Next I used 2 maces with the sharpened trait. This is another 5% per mace.
Mace - Sharpened
Mainhand: 1620
Offhand: 1326
Mainhand gained 466 damage and offhand gained 382.
This doesn't seem like the bug everyone is making it out to be.
Maces were designed to crush armor and therefore should deal *** more damage vs armored enemies.
This bug doesn't exist.
No testing has been shown that it does and recent testing done by @xael has shown that it is working as intended.
Calculation regarding 70% penetration:
First of all, you can confirm a mobs Armor as you know the damage mitigation formula.
This is a parse from a Rift Mammoth, attacked with Flying Blade and 0 pt in Piercing. Offhand is always a dagger with no trait.
Mainhand: Dagger precise: 3533
Mainhand: Mace precise: 3612 (2,23% increased damage)
Mainhand: Mace sharpened: 4078 (15,68% increased damage)
A Rift Mammoth is Vr10, which means 610 Armor mitigates 1% damage.
From the parse, we know that a mace precise increases our damage by 2,23% so 610*2,23=1360,3 Armor reduction.
A single mace reduces 10% of the targets armor with means a Mammoth has 13603 Armor.
A Sharpened Mace gives us 15,68% increased damage * 610 = 9564,8 Armor reduction.
If 13603 is 100% armor, 9564,8 is 70,31% of that.
Isn't this from several, several months ago though? I performed this same test recently and did not come up with these numbers (using the armor penetration formula). You keep copy/pasting this in threads from here which makes me think you aren't the one who originally tested this and probably don't know if it still holds true. I hope to be able to test this on PTS soon to see how it looks compared to live, but it strikes me as odd that this old information keeps getting passed around for months now without ZOS saying a word about it and no other information cropping up.
With regards to those saying that no tank with armor should take that much damage, you fail to realize what armor is. Everything should have a counter. Armor counters physical attacks, armor penetration counters armor, and health counters armor penetration.
timidobserver wrote: »timidobserver wrote: »So 33k armor penetration is fine for you?This bug doesn't exist.
No testing has been shown that it does and recent testing done by @xael has shown that it is working as intended.
This is a good example of a rumor turning into a full blown outcry with no one bothering to spend a few minutes of their time confirming it.
Yeh, people that use stam builds think it is fine to have more armor penetration than even the sturdiest tank has armor.
So you speak for everyone playing a stam build? Not everyone uses maces and not everyone knows or believes there is a bug involved. If you are going to speak here, try doing so intelligently. You are beginning to stink the place up with nonsense like this. I am uploading a video for @ezareth to watch right now. Unfortunately youtube is slow.
Nope just many of them. For example in a post above you describe a 56% damage increase as "This doesn't seem like the bug everyone is making it out to be."
What is broken, imho, is that a full 7 heavy reinforced armor set is countered by 2 pieces of weapons. And please remind there is still the surprise attack ability. (Somebody said nightblade?)
Tested or not, a heavy armor character with points allocated in extra armor with CP should not take 15k wrecking blows. (i take that dmg everyday)
Whether it's a bug or not, it's completely stupid
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
How many points did you have in piercing during these tests, @Xael ?
What is broken, imho, is that a full 7 heavy reinforced armor set is countered by 2 pieces of weapons. And please remind there is still the surprise attack ability. (Somebody said nightblade?)
Plenty of abilities provide Major Fracture.
I haven't seen anyone verify that someone using a single or dual maces is penetrating 32K Armor. This is the testing that needs done. Testing on mobs is pointless.
I can guarantee you I only hit my highest crits with wrecking blow on Sorcs wearing light armor not DKs in plate. I'm still seeing a significant reduction in the damage to players wearing plate.
What is broken, imho, is that a full 7 heavy reinforced armor set is countered by 2 pieces of weapons. And please remind there is still the surprise attack ability. (Somebody said nightblade?)
Plenty of abilities provide Major Fracture.
I haven't seen anyone verify that someone using a single or dual maces is penetrating 32K Armor. This is the testing that needs done. Testing on mobs is pointless.
I can guarantee you I only hit my highest crits with wrecking blow on Sorcs wearing light armor not DKs in plate. I'm still seeing a significant reduction in the damage to players wearing plate.
Player stats fluctuate way too much. The reason for using a mob is there is no change in it's stats ever and every hit does the same amount damage unless it crits.
And I also agree that my damage vs soft targets is much better than say full plate tanks.
If you guys are going to bother testing vs a player you will need to account for racials, passives, skills on bars (some skills gives bonuses to what you have on your bar, etc) CP, etc. The best way to do this is find a non nord target who doesn't have any CP in use (particularly red), same goes for the attacker, get rid of your CP, particularly Piercing. So many things you need to do when testing against another player...
A test should be made on PTS. The base for the test should be two player characters at identical VR, both naked with all skill points and champion points reset. The following damage numbers are needed for each test and at least ten such numbers should be noted down by both, tester & testee. Both should use different combat log addons to preclude addon errors.I would propose the following test regimes:
- Make a test with two maces, two axes and two swords. Note damage.
- Make a test with one mace & one axe and one mace & one sword. Note damage.
- Make a test with mace & shield, axe & shield, sword & shield. Note damage.
I agree that this is probably several hours of work. If you include mitigation champion perks, this could easily double the time. In order to get to the bottom of the involved mechanics, I do not think that this could be reduced.
- Test set one: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons non traited.
- Test set two: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons all precise.
- Test set three: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons all sharpened.
- Test set four: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons non traited
- Test set five: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons precise
- Test set six: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons sharpened
- Test set seven: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons non traited
- Test set eight: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons all precise
- Test set nine: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons all sharpened.
- Test set ten: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons non traited
- Test set eleven: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons precise
- Test set twelve: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons sharpened
- Test set thirteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons non traited
- Test set fourteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons precise
- Test set fifteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons sharpened

I will bow eternal to you if you do. I think PTS would be better choice, otherwise it would take a lot of resources to provide all the required equipment.A test should be made on PTS. The base for the test should be two player characters at identical VR, both naked with all skill points and champion points reset. The following damage numbers are needed for each test and at least ten such numbers should be noted down by both, tester & testee. Both should use different combat log addons to preclude addon errors.I would propose the following test regimes:
- Make a test with two maces, two axes and two swords. Note damage.
- Make a test with one mace & one axe and one mace & one sword. Note damage.
- Make a test with mace & shield, axe & shield, sword & shield. Note damage.
I agree that this is probably several hours of work. If you include mitigation champion perks, this could easily double the time. In order to get to the bottom of the involved mechanics, I do not think that this could be reduced.
- Test set one: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons non traited.
- Test set two: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons all precise.
- Test set three: No skill points distributed, no CP distributed, both characters (tester & testee) naked, weapons all sharpened.
- Test set four: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons non traited
- Test set five: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons precise
- Test set six: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, no CP, no Skillpoints, all weapons sharpened
- Test set seven: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons non traited
- Test set eight: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons all precise
- Test set nine: Target naked, no skill points, no CP. Tester naked, full skill points in DW, no CP, weapons all sharpened.
- Test set ten: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons non traited
- Test set eleven: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons precise
- Test set twelve: Target naked, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons sharpened
- Test set thirteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons non traited
- Test set fourteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons precise
- Test set fifteen: Target in full heavy armor with target to achieve 32000k armor rating for maximum mitigation, no skill points, no CP. Tester naked, full skill points in DW, 100 points in Piercing, all weapons sharpened
I will do this.
You want this done on PTS not Live?
I only ask because PTS might change in the next week or so. I can do it though.
What is broken, imho, is that a full 7 heavy reinforced armor set is countered by 2 pieces of weapons. And please remind there is still the surprise attack ability. (Somebody said nightblade?)
Plenty of abilities provide Major Fracture.
I haven't seen anyone verify that someone using a single or dual maces is penetrating 32K Armor. This is the testing that needs done. Testing on mobs is pointless.
I can guarantee you I only hit my highest crits with wrecking blow on Sorcs wearing light armor not DKs in plate. I'm still seeing a significant reduction in the damage to players wearing plate.