Can we talk about axes real quick?

Jman100582
Jman100582
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Ok so for WHATEVER REASON 2h axes give 12% increase crit dmg. Great, awesome. BUT 1h axes give a MEASLY 4% crit dmg per. So only a maximum of 8% crit chance. Why is there this discrepancy when theres no difference between 2h greatsword vs dw swords and 2h maul vs dw maces. Really irritates me to no end
  • Jman100582
    Jman100582
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    I have no clue how to edit but I meant 1h axes give 4% crit DMG per not crit chance per
  • gariondavey
    gariondavey
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    There is a gear icon near the top
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Tra_Lalan
    Tra_Lalan
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    They were supposed to be changed to 12% as well. It was even stated in Patch notes few patches ago as a thing already changed:
    Patch notes from udpate 30:
    "Twin Blade and Blunt: This passive now increases your Critical Damage done with axes by 3/6% per axe rather than Critical Percent by 2/4%."

    However DW axes still give only 8% crit damage.
  • MashmalloMan
    MashmalloMan
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    It's just a visual tooltip bug. They give 6% each as of the patch it was changed in. You can check your character sheet.

    I think a better question is, why do they not effect Critical Healing?
    • Swords are better in almost every situation, unless you have guaranteed crits from something like NB or Stampede.
    • Daggers are direct counter parts to axes in that they provide crit chance.

    Both of which effect healing.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    To highlight the disparity between axes and daggers more, we can look at Mundus Stones. As it stands, most dps parse vids recommend switching from Thief to Shadow if you have around 65% crit chance or higher. Even then, the similarity is so close, that getting better RNG with Thief rather than higher highs and lower lows with Shadow is recommended. Furthermore, not many builds will consider Axes or Shadow given the fact that the cap can be reached fairly easily using other means.

    Mundus Stones:
    • Shadow 11%
    • Thief 6.08%
    • 11/6.06 = 1.81

    Now look at twin blade and blunt:
    • Axes 6%
    • Daggers 3.7%
    • 6/3.7 =1.62

    If we assume for a moment that the balance between Shadow and Thief is equal (even though I'd argue it's still in favour of Thief slightly).. then going from Daggers to Axes is a mathematical nerf. There isn't any real reason to use them.

    If Axes were balanced like Mundus Stones:
    • 3.7 * 1.81 = 6.7% Per Axe.
    • Axes now increase Critical Damage AND Healing.
    • If they're forced to round to whole numbers, than Axes should be 7%, not 6% as the ratio would only be slightly higher at 1.89 vs the standard of 1.81. This is much more neglible than the difference between 1.81 and 1.62 on live.

    Edited by MashmalloMan on September 25, 2021 6:35AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • RaptorRodeoGod
    RaptorRodeoGod
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    To highlight the disparity between axes and daggers more, we can look at Mundus Stones. As it stands, most dps parse vids recommend switching from Thief to Shadow if you have around 65% crit chance or higher. Even then, the similarity is so close, that getting better RNG with Thief rather than higher highs and lower lows with Shadow is recommended. Furthermore, not many builds will consider Axes or Shadow given the fact that the cap can be reached fairly easily using other means.

    Mundus Stones:
    • Shadow 11%
    • Thief 6.08%
    • 11/6.06 = 1.81

    Now look at twin blade and blunt:
    • Axes 6%
    • Daggers 3.7%
    • 6/3.7 =1.62

    If we assume for a moment that the balance between Shadow and Thief is equal (even though I'd argue it's still in favour of Thief slightly).. then going from Daggers to Axes is a mathematical nerf. There isn't any real reason to use them.

    If Axes were balanced like Mundus Stones:
    • 3.7 * 1.81 = 6.7% Per Axe.
    • Axes now increase Critical Damage AND Healing.
    • If they're forced to round to whole numbers, than Axes should be 7%, not 6% as the ratio would only be slightly higher at 1.89 vs the standard of 1.81. This is much more neglible than the difference between 1.81 and 1.62 on live.

    You could reference the armor passives too. Using those, it's a 2 to 1 ratio.
    Add a Scribing skill that works like Arcanist beam.
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  • MashmalloMan
    MashmalloMan
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    To highlight the disparity between axes and daggers more, we can look at Mundus Stones. As it stands, most dps parse vids recommend switching from Thief to Shadow if you have around 65% crit chance or higher. Even then, the similarity is so close, that getting better RNG with Thief rather than higher highs and lower lows with Shadow is recommended. Furthermore, not many builds will consider Axes or Shadow given the fact that the cap can be reached fairly easily using other means.

    Mundus Stones:
    • Shadow 11%
    • Thief 6.08%
    • 11/6.06 = 1.81

    Now look at twin blade and blunt:
    • Axes 6%
    • Daggers 3.7%
    • 6/3.7 =1.62

    If we assume for a moment that the balance between Shadow and Thief is equal (even though I'd argue it's still in favour of Thief slightly).. then going from Daggers to Axes is a mathematical nerf. There isn't any real reason to use them.

    If Axes were balanced like Mundus Stones:
    • 3.7 * 1.81 = 6.7% Per Axe.
    • Axes now increase Critical Damage AND Healing.
    • If they're forced to round to whole numbers, than Axes should be 7%, not 6% as the ratio would only be slightly higher at 1.89 vs the standard of 1.81. This is much more neglible than the difference between 1.81 and 1.62 on live.

    You could reference the armor passives too. Using those, it's a 2 to 1 ratio.

    The reason I avoided that comparison is because they shouldn't be compared 1:1, even though they seem to be parallels of each other. You would need to consider so much more.. Light Armor gives less armor than Medium, Penetration on Light Armor is more statistically dense than the 2% Damage Medium gives. Light Armor has con's/pro's while Medium has only pro's, but they're much weaker in value.

    The list goes on and on. Mundus and Weapon type are easily swapped out 1:1 making their comparisons much easier to make.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
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