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Anyone crack the code now for stam dps?

Azyle1
Azyle1
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With the changes to enchants, people have been figuring out what is king again.

Also, perhaps deadly Strike will be good now?

Either way, I seemed to have the most success with a nirnhoned dagger MH, precise dagger OH and double dot poisons.

Then weapon damage vMA bow, infused.

This was a stamblade of course.
  • Czekoludek
    Czekoludek
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    Just roll mag as devs want :(
  • Azyle1
    Azyle1
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    Czekoludek wrote: »
    Just roll mag as devs want :(

    While I think the nerf is silly, I do not think it eliminates stam from being competitive. I am hoping they let us put the same enchant on two one handers to get the normal effect though.
  • John_Falstaff
    John_Falstaff
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    By the way, as a slight offtopic... to those who dug into it - they did mention that damage of the swords was bumped to avoid truncation issues; I assume it's the infamous rounding problem that truncates the decimals from all percentage values (and which is the cause of "jump points" in champion system). I wonder if precise 1H (which is 3.5%) would be suffering from same issues, providing only 3% when equipped without another hand also being precise.
  • Azyle1
    Azyle1
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    By the way, as a slight offtopic... to those who dug into it - they did mention that damage of the swords was bumped to avoid truncation issues; I assume it's the infamous rounding problem that truncates the decimals from all percentage values (and which is the cause of "jump points" in champion system). I wonder if precise 1H (which is 3.5%) would be suffering from same issues, providing only 3% when equipped without another hand also being precise.

    Ooooh, that is a good point.

    Hmmm.. so I wonder what they would mean the solution is... double precise?
  • Cadbury
    Cadbury
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    Azyle1 wrote: »
    By the way, as a slight offtopic... to those who dug into it - they did mention that damage of the swords was bumped to avoid truncation issues; I assume it's the infamous rounding problem that truncates the decimals from all percentage values (and which is the cause of "jump points" in champion system). I wonder if precise 1H (which is 3.5%) would be suffering from same issues, providing only 3% when equipped without another hand also being precise.

    Ooooh, that is a good point.

    Hmmm.. so I wonder what they would mean the solution is... double precise?

    Double Nirn...oh wait.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • John_Falstaff
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    @Azyle1 , here's hoping folks might have tested if the bug even concerns precise 1H, which I hope it doesn't - though who knows. Double precise should give 7%, but 3.5% crit shouldn't outweigh 200 buffable weapon damage. I was thinking sharpened off hand, but that would almost surely overpenetrate on a well-debuffed boss.

    @Cadbury , training, totally. ^^
  • Bladerunner1
    Bladerunner1
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    Could go sharpened offhand, 3800 piercing, kragh since it offers better single target DPS most the time, warrior mundus.
  • John_Falstaff
    John_Falstaff
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    As a follow-up, I wonder if anyone tested the good old nirnhoned main (poison) + infused off hand (weapon damage), and how far it is behind nirnhoned, precise and double dot poisons? I'd imagine that would almost make up for loss of full infused weapon damage (~225 from nerfed berserker + 200 from nirnhoned), and the loss would boil down to losing most damage from main hand's poison enchant. It sure would be suboptimal, but I just wonder how far behind it is - as a way to soften the fall and avoid transmuting off hand right away, at least. ^^

    (Geez, sounds like we're already in damage control mode. Time to compensate for the loss by moving to magblade. Or at least betraying the main stamDK and finally joining the ranks of ZOS-beloved stamblades to compensate for the damage drop.)
  • MassTerror23
    As a follow-up, I wonder if anyone tested the good old nirnhoned main (poison) + infused off hand (weapon damage), and how far it is behind nirnhoned, precise and double dot poisons? I'd imagine that would almost make up for loss of full infused weapon damage (~225 from nerfed berserker + 200 from nirnhoned), and the loss would boil down to losing most damage from main hand's poison enchant. It sure would be suboptimal, but I just wonder how far behind it is - as a way to soften the fall and avoid transmuting off hand right away, at least. ^^

    (Geez, sounds like we're already in damage control mode. Time to compensate for the loss by moving to magblade. Or at least betraying the main stamDK and finally joining the ranks of ZOS-beloved stamblades to compensate for the damage drop.)

    The weapon damage is best on an infused back bar. And I feel you I’m a sdk main too we gets no love people don’t really want us because we don’t bring anything helpful to the group :(. I might roll to a stamden
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