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2h maul, vs sword vs axe pvp

  • Parobro
    Parobro
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    Kanar wrote: »
    In CP, Mauls are pretty much always better than swords unless you apply major fracture and fight a lot of light armor targets.

    Given that majority of targets are running 20k+ res, yeah mauls are better.

    Axes are of course good too but different style.
    Swords are bad.

    i disagree, since u can apply in CP campaign piercing points, so if u put a decent amount into it, u kill the passive of your maul by yourself.
    also by running lover mundus.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Parobro wrote: »
    Kanar wrote: »
    In CP, Mauls are pretty much always better than swords unless you apply major fracture and fight a lot of light armor targets.

    Given that majority of targets are running 20k+ res, yeah mauls are better.

    Axes are of course good too but different style.
    Swords are bad.

    i disagree, since u can apply in CP campaign piercing points, so if u put a decent amount into it, u kill the passive of your maul by yourself.
    also by running lover mundus.

    the lover and the cp node are after the mauls pen bonus, not sure not that would "kill" the mauls passive.
  • olsborg
    olsborg
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    glavius wrote: »
    Axes do far more damage to high armor targets than mauls do.

    Just another reason to nerf bleeds somewhat.

    PC EU
    PvP only
  • Parobro
    Parobro
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    Parobro wrote: »
    Kanar wrote: »
    In CP, Mauls are pretty much always better than swords unless you apply major fracture and fight a lot of light armor targets.

    Given that majority of targets are running 20k+ res, yeah mauls are better.

    Axes are of course good too but different style.
    Swords are bad.

    i disagree, since u can apply in CP campaign piercing points, so if u put a decent amount into it, u kill the passive of your maul by yourself.
    also by running lover mundus.

    the lover and the cp node are after the mauls pen bonus, not sure not that would "kill" the mauls passive.

    afaik its all before, and then the maul.
  • Kanar
    Kanar
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    Parobro wrote: »
    Kanar wrote: »
    In CP, Mauls are pretty much always better than swords unless you apply major fracture and fight a lot of light armor targets.

    Given that majority of targets are running 20k+ res, yeah mauls are better.

    Axes are of course good too but different style.
    Swords are bad.

    i disagree, since u can apply in CP campaign piercing points, so if u put a decent amount into it, u kill the passive of your maul by yourself.
    also by running lover mundus.

    The only thing that decreases maul's benefit is debuffs on the enemy - major/minor fracture. CP + mundus apply after maul penetration is calculated.

    If you do not apply major fracture, then maul is pretty much always going to be better. Who cares about a few shielded targets. Against a 25k res target, maul gives +7.5% damage.

    Soft targets are already easy to kill; what you want is something that helps you take down the hard targets. Even against light armor w/o fracture maul is the same as sword after diminishing returns of +dam buffs is taken into account.
  • TheGreatBlackBear
    TheGreatBlackBear
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    Are 2h worth it in PVE? I mostly see dw and bow backbarred. Just curious.
  • Kanar
    Kanar
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    Are 2h worth it in PVE? I mostly see dw and bow backbarred. Just curious.

    Yes 2h is fine in almost all PvE content. There's some trials or extended single target fights where you may want to swap to DW.

    This thread is about PvP though. In PvE you will always want axe. Maul would be worst option in PvE, given the amount of armor debuffs involved.
  • TheGreatBlackBear
    TheGreatBlackBear
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    I know it's PVP. Its just that the conversation had me thinking about 2h more than I usually would.
  • DTStormfox
    DTStormfox
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    Axe > Sword > Maul (in my opinion)

    Axe: Bleed, more chance to proc Implosion and ignores resistance. Which deals with both low health and high resistance targets in one go.
    Sword: 5% damage increase, which is just great overall. Timing it well with high weapon damage and max stats from e.g. proc sets like the Ravager set, will increase your burst potential.
    Maul: Extra penetration, which is very depending on how much resistance your target has. If your target already has very low resistance, you cannot push penetration to make the target's resistance level less than 0.
    Only responds to constructive replies/mentions

    Immortal-Legends Guild Master
    Veteran PvP player


  • mr_wazzabi
    mr_wazzabi
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    Cavedog wrote: »
    b4nn3d7337 wrote: »
    Who needs penetration when axe bleed bypasses resistance? I think maul is the weakest of the 3 but thats just my opinion

    It's not just your opinion. These things ebb and flow a bit, depending on the update, but right now as of Summerset release, nobody should be using mauls or maces. At this time, you want swords for pve, and axes for pvp.

    pve=swords
    pvp=axes


    ...then use daggers if you a crit build, for both pvp and pve.....

    I use axes for pve and pvp. Pve dps is all about dots and the extra bleed dot is very welcome.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • HankTwo
    HankTwo
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    With the upcoming changes to shields swords will be pretty useless.

    Axe > Maul >> Sword
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Parobro wrote: »
    Parobro wrote: »
    Kanar wrote: »
    In CP, Mauls are pretty much always better than swords unless you apply major fracture and fight a lot of light armor targets.

    Given that majority of targets are running 20k+ res, yeah mauls are better.

    Axes are of course good too but different style.
    Swords are bad.

    i disagree, since u can apply in CP campaign piercing points, so if u put a decent amount into it, u kill the passive of your maul by yourself.
    also by running lover mundus.

    the lover and the cp node are after the mauls pen bonus, not sure not that would "kill" the mauls passive.

    afaik its all before, and then the maul.

    do you have a source? becuase @Masel92 has this to say--
    4. Armor Penetration and Mitigation

    This is probably the most complex part of damage calculation, simply because the formula is a bit unintuitive. In ESO, every enemy (may it be a NPC or a player) has a resistance value. You can circumvent that resistance by using items and passives that let you "pierce" through the armor and deal higher damage to the target. So in general, you want to circumvent all armor the enemy has to deal "true" damage. This can either be achieved through own penetration, meaning all sets, buffs etc that increase your own armor penetration rating, or through debuffing the enemy, and thus reducing resistances. There are % amps and flat stats for penetration, and I will go through it in detail

    The formula looks like this:

    Armor Mitigation =1-((((Target Resistance - Target Debuffs)*(1 - % Penetration ) - Penetration)/(Target.EffectiveLevel * 1000))))

    So we start with 1. We start with one because the "true" damage let's us do the full damage. If we manage to achieve the full penetration, we simply do not deduct anything from 1, and therefore do the full unmitigated damage.

    Then we have the target's resistance, which is 18200 in PvE for all veteran content mobs and target dummies. In PvP, it depends on how much spell or physical resitance your target has. Then we deduct all the debuffs the target has on it. There are multiple debuffs that apply to this category, such as major and minor fracture or breach (5280 and 1320, respectively), the 5- piece of roar of alkosh (3010) and the crusher weapon enchantment (which is amplifiable with torug's pact and infused and yields 1622, 2108 and 2741, respectively).

    Afterwards we deduct % penetration amps, such as the Maul + Mace bonuses that ignore up to 20% of the target's resistance. The key takeaway here is that these %- amps are applied after debuffs, but not after your own penetration. This means that major and minor fracture reduce the effectiveness of mauls and maces, but sets like spriggan, twice-fanged serpent, penetration cps etc do NOT. So be aware which debuffs you have available, because if there are only few debuffs, you might even be better off with a mace over a dagger. The Break-even point between amces and daggers lies somewhere around 5000 & 6000 of penetration debuffs (which is often achieved in trials, but less in four man and solo content). I can provide statistics on this upon request.

    After that, your own penetration value is deducted, so here's where most of the sets and the lover mundus belong. You might notice how penetration is mostly shown as a flat value, such as 5280 and 1320 for the major and minor debuffs. This needs to be converted into a % value so we can multiply it with the rest. That's what the denominator of the above formula is for:

    The effectiveness of penetration depends on the level of the target. In PvE, enemies are considered as level 50 because they don't have CPs, so the denominator in these cases is 50000, while in PvP it is mostly 66000.

    NOTE: There are some types of damage that ignore armor resistance either way, notably bleeds and oblivion damage. Both of these cannot be mitigated, so skills that indicate that they let enemies "bleed" or deal oblivion damage will always inflict their true damage value. This is mostly irrelevant for PvE, but in PvP, this is often an effective strategy against targets with high resistances.

    from here- https://forums.elderscrollsonline.com/en/discussion/422268/a-comprehensive-guide-on-damage-dealing-in-elder-scrolls-online/p1

    he is the most knowledgeable person on the forums when it comes to this stuff.

  • Jameliel
    Jameliel
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    Daggers for the win, just because o:)
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