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Warden axe/dagger or dagger/dagger

Kvøthe
Kvøthe
Hi,

With the new changes to warden coming in Murkmire we should be getting more dps. Maxing out at 40k but Alcast posted a video getting much more. He was using dagger dagger whereas previously he has used axe dagger. I’m using axe dagger currently is there much dps difference to using either set up never had the chance to test dagger dagger as only one AY dagger so far?

Thanks

On a side note I’ve always been vampire as sometimes I switch to tanking on the fly. Is vampire optimal for stam dps or should I just not use any morph?
  • Asmael
    Asmael
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    Long story short: Whichever is best doesn't have a definite answer in all cases and you can use any with pretty much no difference.

    Long story as is: test performed on previous PTS as stamblade on 6m dummy, Selene / Relequen / Advancing Yokeda - all weapon combos.

    eef7ba892b.PNG

    Things to keep in mind: daggers buff pretty much everything you has, axes are hard to proc in AoE situations on all targets.
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Asmael wrote: »
    Long story short: Whichever is best doesn't have a definite answer in all cases and you can use any with pretty much no difference.

    Long story as is: test performed on previous PTS as stamblade on 6m dummy, Selene / Relequen / Advancing Yokeda - all weapon combos.

    eef7ba892b.PNG

    Things to keep in mind: daggers buff pretty much everything you has, axes are hard to proc in AoE situations on all targets.

    Cps in piercing and the lover do not impact maces. They are a personal buff, not a debuff on the mob.
    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



    Combat metrics is bugged when it comes to mace pen. It adds 10 or 20% on YOUR physical mitigation to the penetration part of it. See here- https://forums.elderscrollsonline.com/en/discussion/comment/5393129/#Comment_5393129, so dont use CM as a way to tell the pen you get, use math.

    So on live, with just major fracture the target, a mace would give you 1282 pen (((18200-(100+5280))*10%)/500. Which is a ~2.5% increase to damage.

    Though, I am interested in your pts parses with maces against live ones, the only thing zos has stated about pen is that the base 100 everyone has, is getting removed. What makes you think anything else has changed?
    Edited by Lightspeedflashb14_ESO on October 14, 2018 9:02AM
  • Asmael
    Asmael
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    Asmael wrote: »
    Long story short: Whichever is best doesn't have a definite answer in all cases and you can use any with pretty much no difference.

    Long story as is: test performed on previous PTS as stamblade on 6m dummy, Selene / Relequen / Advancing Yokeda - all weapon combos.

    eef7ba892b.PNG

    Things to keep in mind: daggers buff pretty much everything you has, axes are hard to proc in AoE situations on all targets.

    Cps in piercing and the lover do not impact maces. They are a personal buff, not a debuff on the mob.
    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



    Combat metrics is bugged when it comes to mace pen. It adds 10 or 20% on YOUR physical mitigation to the penetration part of it. See here- https://forums.elderscrollsonline.com/en/discussion/comment/5393129/#Comment_5393129, so dont use CM as a way to tell the pen you get, use math.

    So on live, with just major fracture the target, a mace would give you 1282 pen (((18200-(100+5280))*10%)/500. Which is a ~2.5% increase to damage.

    Though, I am interested in your pts parses with maces against live ones, the only thing zos has stated about pen is that the base 100 everyone has, is getting removed. What makes you think anything else has changed?

    About the PTS, it was the Wolfhunter one, not the Murkmire one, I didn't retest since then. There should only be the 100 pen difference between current PTS and live, but Zos has a track record for having several differences between their last PTS version and live (hello the 200 bugs that gets fixed on PTS but make it to live).

    Maces were a PITA to test, because when I asked someone with the same version of CM to test those on the live server, the reported penetration was the expected one (that is, with mob-specific armor after debuff, then 10/20 percent of the remaining) but the WH PTS damage was significantly higher than swords, which should wield a very similar increase.

    I didn't bother too much with it once I realized it, since Maces have pretty much no use in PvE since targets need to be massively debuffed already and a target dummy self-buffed is favorable for soloplay already, and I didn't feel like redoing yet more parses after doing at least 80 of those (lazyyyyyy).

    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    .Maces were a PITA to test, because when I asked someone with the same version of CM to test those on the live server, the reported penetration was the expected one (that is, with mob-specific armor after debuff, then 10/20 percent of the remaining) but the WH PTS damage was significantly higher than swords, which should wield a very similar increase.

    Seems like maces would be easy to test. Take the skill points out. Then parse. Swords percentage amps are diluted by other percentage amps. The more you have, the less you get from them, most end game players will only get 1-2% increase per sword. In my opinion, swords are always the worst.

    Again, combat metrics is bugged, through no fault of the developer, the game doesn't give you the value for maces, so any version of combat metrics will be wrong when it comes to maces and mauls, at least the displayed penetration values. You have to do the math yourself. If is pretty easy. Debuffs then percentage of the armor left after debuffs then self penetration buffs.
    . I didn't bother too much with it once I realized it, since Maces have pretty much no use in PvE since targets need to be massively debuffed already and a target dummy self-buffed is favorable for soloplay already, and I didn't feel like redoing yet more parses after doing at least 80 of those (lazyyyyyy).

    The best you can get is 12,351 debuffed, leaving 5,849 armor, and that is will gold alkosh and and infused TP crusher. Nither of these are up all the time. A single mace will still give you 585 pen after that. Still a more then 1% DPS increase. Lover is 4,196, that would still leave 1067 armor. I mean that is not as much as a sword or axe, single target but in aoe, maces and mauls are by far the best. Most of the time, unless you are in the top 3% of the game which can keep these debuffs up, which remember, 97% percent of people are not, maces and mauls are great and relevant.
    Edited by Lightspeedflashb14_ESO on October 14, 2018 10:01AM
  • John_Falstaff
    John_Falstaff
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    As an aside, there's a danger that after Murkmire, axes will further fall behind, because Twin Blade and Blunt is proc'd by melee attacks - which Relequen will have stopped doing. So bleed will be even harder to proc than on live.
  • Supernatural
    Supernatural
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    Just stick with two daggers. The extra crit applies on pretty much everything, whereas Axe procs are mostly meant for single target. Apart from that though, axes really unreliable and full of RNG. Even with one axe equipped, it is still possible to refresh the bleed, and lose quite a bit of damage in the process. And as mentioned above, with Relequen being fixed, axes will see even less use.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Kvøthe
    Kvøthe
    Thanks guys. Got another axe after 3 runs yesterday guess I’m going to have to keep running hr until I get that second dagger :)
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