I think you may have misunderstood the thread. There is an equivalent stamina to weapon damage and it is about 10.5 to 1, but stam itself does not add to the actual weapon damage. iirc. have not actually looked in a long time.
It is merely that the formulas use both WD and stam to calculate a skills damage but at different weights.
EDIT: just check and it is still the case that stamina does not affect weapon damage.
Chilly-McFreeze wrote: »Better check it out on the UESP build editor first.
Chilly-McFreeze wrote: »Intersting. So on "meta-builds" it's not really worth it. Probably only really benefits some niché pelinals-builds then.
AEAltadoonPadhome wrote: »For Argonian tanks, infused potion cooldown reduction seems to be a thing. With 3 infused pot CD glyphs, you can use twice as many potions as without.
Especially since you can stack different pots, such as tri pots and lingering health+vitality, and you can keep both up 100% of the time.
. JEWELRY TRAITS
Here is the big deal for you. What trait to use? Should you go with Triune or Infused or Harmony or what? I already answered this in another discussion about this topic and will copy paste it here.
Here is the calculation for block cost if you use Infused jewelry with Shield Play enchants:
We have 574 Block Cost with 8 Sturdy, Fortress, 100 Shadow Ward and no Shield Play enchants.
325 is the Infused Shield Play enchant.
[ 1760 - ( 325 * 3 ) ] - ( 0.68 (8 sturdy) * 0.64 (Fortress) * 0.75 (100 Shadow Ward) ) = 256 Stamina per block (574-256 = 318 per second assuming you block once every second)
And this is the no-Infused calculation:
[ 1760 - ( 203 * 3 ) ] - ( 0.68 (8 Sturdy) * 0.64 (Fortress) * 0.75 (100 Shadow Ward) ) = 375 Stamina per block (574-375 = 199 per second assuming you block once every second)
So the difference is about 120 stamina per block. So yeah, it is quite decent .
Infused can also be used with Stamina Cost Reduction.
Assuming you use Pierce Armour and Heroic Slash every 10 seconds , here is the benefit of Stamina cost reduction)
1531 , 2673 , no enchant = 4204
1349 , 2491 , 1 enchant = 3840 > 364 stamina saved every 10 seconds, 36 per second
1166 , 2308 , 2 enchants = 3474 > 730 stamina saved every 10 seconds, 73 per second
983 , 2125 , 3 enchants = 3108 > 1096 stamina saved every 10 seconds, 110 per second
And here is the same thing with Infused jewelry:
1238 , 2380 , 1 enchant = 3618 > 586 Stamina saved every 10 seconds, 58.6 per second
945 , 2088 , 2 enchants = 3033 > 1171 Stamina saved every 10 seconds, 117.1 per second
653 , 1795 , 3 enchants = 2448 > 1756 Stamina saved every 10 seconds, 175.6 per second
Another sustain tool is Harmony.
You can get a shard/orb every 20 seconds, restoring 3960 Stamina.
No Harmony > 3960 / 20 = 198 Stamina per second.
1 Harmony > 5346 / 20 =267 Stamina per second. (69 Stamina per second)
2 Harmony > 6732 / 20 = 337 Stamina per second. (139 Stamina per second)
3 Harmony > 8118 / 20 = 406 stamina per second. (208 Stamina per second)
To sum it up, Shield-Play still rules at sustaining as long as you block once every second but not necessarily when combined with Infused. Using Harmony jewelry combined with Shield-Play will give you better sustain overall. Harmony jewelry added 208 Stamina per second while Infused added only 120. Keep in mind that this calculation assumes that you block once every second. If you block twice or more per second, Infused combined with Shield-Play will outperform everything. If there is no blocking at all, 3 Harmony + 3 Stamina Cost Reduction will give best results. It all depends on content you'll be getting into.
Depends on class, race, what skills you have on your bar etc. so there isn't a straight forward answer. All skills as well as basic attacks now scale with weapon power which is maximum stamina/10.5 + weapon damage. So you can say that 10.5 stamina is roughly equal to 1 weapon damage. Note that Templar skill Power of the Light will only scale on maximum stamina. Stamina builds generally have a higher multiplier for weapon damage than maximum stamina, but there are some where things are pretty close.
Stamina gets:
up to 20% from CP - capped at 100 CP invested in the Thief
up to 10% from racial bonuses - Redguard and Imperial have the highest
8% from slotting Bound Armaments on a stamina Sorcerer
up to 6% from Undaunted Mettle if you are using 1/5/1 setup
So between 1.22-1.44 depending on race, class, and gear
Weapon damage gets:
12% from Agility if you're using at least 5 pieces of Medium armor
8% from slotting Flawless Dawnbreaker and 3% more for each additional Fighters Guild skill slotted from Slayer passive
20% from Major Brutality from various sources
5% from Minor Brutality - if you have a DK in group casting an Earthen Heart skill every 20s for Eternal Mountain passive
6% if you are a Templar from Balanced Warrior passive or
2% for each Sorcerer skill slotted from Expert Mage passive (was bugged, giving only about 1%, not sure if fixed)
So between 1.40-1.51 depending on your class and group composition. PvP builds that use heavy armor and use DboS instead have an even lower multiplier, 1.23-1.28, meaning that for those builds robust is clearly better.