Skyrim talk:Weapons

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Archive 1: Nov 2011 - Feb 2012

max smithing increase?[edit]

what is the max smithing increase in the displayed damage formula without the fortify restoration exploit? other looping is allowed. I just want to know for comparative purposes for the max damage in displayed damage = (11 for daedric dagger + smithing increase) * (1.5) * (1 + 1) * (1 + 0 from fortify 1 handed at the moment) — Unsigned comment by Waldinho10 (talkcontribs) at 20:09 on 2 March 2012

Assuming you're not doing any funny stuff with Vampire and the Necromage perk, smithing should improve the base damage of any tempered weapon by 46 -- provided you've got the necessary perks, equipment, and potions. Armor receives twice that. 83.145.238.115 14:43, 3 March 2012 (UTC)
how do you get 46? Waldinho10 18:42, 4 March 2012 (UTC)
Using the Vampirism + Necromage trick (totally legitimate in my opinion) and the Falmer Helmet + Circlet... um, loophole, your Fortify Smithing Enchantments will max out at around 132% (33%*4), and Fortify Smithing Potion will max out at 184%. In reality, when equipped (as a Vampire Necromage) the bonuses will be 165% from enchantments and 230% from the potion. ALSO, Ancient Knowledge doesn't work quite as described and instead of giving an experience boost, it increases magical fortify enchanting somewhat. Giving you- I screwed something up here, so I removed it till I get it sorted out. Sorry.--98.235.34.121 13:22, 21 March 2012 (UTC)
-And, for the record, max elemental enchantment on a weapon (Vampire Necromage, Falmer Helmet trick, Augmented Destruction and Enchantment perks) is 91 per element. You need to take two elements to get it though, giving a base of 181 elemental damage per strike. This is particularly useful for daggers (despite the fact that elemental damage is added after weapons and sneak modifiers) as daggers are exempt from Fortify One-Handed enchantments.--98.235.34.121 13:30, 22 March 2012 (UTC)

Nord Hero weapons[edit]

This page lists Nord Hero weapons as requiring the Steel Smithing perk to make. The Skyforge page says they require no perk. Anyone know which is correct? 75.92.217.27 20:43, 2 March 2012 (UTC)

I did just test it, the perk is not required. --Alfwyn 20:57, 2 March 2012 (UTC)

Need to add Forsworn weapons - here's why....[edit]

The Forsworn weapons aren't listed on this page, but they really should be.

  • it can be tempered at the grindstone and improved with Steel Ingot and improved twice as much with only 1 perk spent in smithing.
  • The result is a bow that does nearly as much damage as a tempered Glass or Ebony Bow (but without spending a lot a perks in smithing).

On Xbox (no console commands), by using the Vampire/Necromage perk combination to max alchemy enchantments and make 184% smithing potions which improve to 230% with vamp/necro, I was able to temper the bows for comparison:

  • Forsworn Bow improved to 99 damage, cost 1 perk
  • Elven to 100, cost 2 perks
  • Glass to 102, cost 3 perks
  • Ebony to 104, cost 4 perks

For me it's not worth spending 1 perk for every extra point of damage above 99. So I'd say Forsworn weapons are pretty good, at least the bow anyway.

Makes me wonder if the other Forsworn weapons (sword, axe, etc) benefit similarly from only requiring Steel to improve them twice as much.

We already know that we can hit the armor cap with steel/wolf armor, or even leather, without spending a lot of perks in smithing. Now I'm wondering why we'd want to spend points at all in smithing if forsworn weapons (at least true for bows anyway) are nearly just as good as their ebony/glass counterparts. Perhaps light armor skill factors into it, versus heavy armor. I have 100 light armor skill and only 15 heavy skill.

Has anyone else compared tempered Forsworn weapons to other types?

I'd update this page myself but I'm playing on Xbox and don't have all the data. Also makes me wonder about the other weapon types that aren't listed here, like Falmer weapons, etc. - just my 2 cents. --A Caveman 18:17, 9 March 2012‎

They're all documented at Specialty Gear, along with all the other enemy-specific weapons and armor. As with any weapon in the game, searching on its name takes you to the page where the weapon is documented -- e.g., Forsworn Axe, Forsworn Bow, etc. They don't belong on this page because they are not weapons that the player can make at a forge, and they are not base weapons from which dozens of Generic Magic Weapons are derived. As non-standard weapons, they also are not routinely sold by blacksmiths, found in generic chests, or found on generic enemies -- they are fundamentally more difficult to locate and obtain. There are hundreds of specialized weapons that meet the criteria of "can be tempered", but that doesn't mean that they are all base weapons that belong on this page. --NepheleTalk 18:49, 9 March 2012 (UTC)
ok, I see all that. That makes a ton of logical good sense. I didn't find forsworn bow specifically, because I was looking for a list of all bows, for comparison. I did a search for "bows" which took me straight to Bows, which certainly seems at first to be a list of all bows (The Long Bow cannot be created at Forges.... The Hunting Bow cannot be created at Forges.... The Nord Hero Bow cannot be tempered.... blah blah etc etc etc), only to realize that it's not actually a complete list. Anyway, no harm done. I wonder if a table of all bows (regardless of their source) in the game could be compared somewhere. Perhaps the archery page, or a stealth/archery guide somewhere on the Hints page would be a good place for such a table. I assume that the various types of weapons do not exist in any single side-by-side comparison anywhere, given the way it's been broken up.... It's probably not that important. I just got momentarily lulled into thinking that the Bows list was incomplete, which I guess technically it is. --A Caveman 19:28, 9 March 2012‎
For melee and heavy armor, steel is good enough. The scimitar, for instance, has one of the best weight to damage ratios of any sword in the game (equal to the Skyforge Steel Sword). Nordic Hero weapons are better still. Neither require anything more than Steel Smithing. As for light armor, leather working requires no perks, but it isn't really clear how the lack of perks effects tempering. I need to experiment a bit more. Anyways, the point of this comment is that it is important to note that better material bows actually perform better. While the damage difference with smithing, enchanting and perks at higher levels is negligible, a daedric bow will shoot farther and have less arc than any other bow in the game. This is covered in the discussion section of Skyrim:Archery.--98.235.34.121 15:16, 22 March 2012 (UTC)

Stagger[edit]

Someone should include the stagger value of the weapons on the main article.

It is tied to the weapon class (eg. Greatsword is 1.1, Sword is 0.75, higher number is better)

There is also a crit related stat which should probably be included. — Unsigned comment by 71.232.218.98 (talk) at 23:44 on 11 March 2012

I've added the stagger values. Not sure how the actual result is computed though. --Evil4Zerggin 03:47, 14 April 2012 (UTC)

Although... there are reports that Force Without Effort and Tower of Strength don't do anything. Is anybody able to determine if weapon stagger values affect anything? --Evil4Zerggin 17:11, 14 April 2012 (UTC)
According to the Creation Kit wiki, Stagger is the "amount of stagger applied on a hit. A 1.0 value plays the full stagger animation. Stagger can be reduced by a variety of factors, so a value above 1.0 does have meaning." So if this is true, it would seem that stagger duration is capped at "1.0" (however long that is), and stagger chance is always 100% unless an explicit GetRandomPercent condition is added. --Evil4Zerggin 01:26, 15 April 2012 (UTC)

WEAPON DAMAGE CAP[edit]

There i one but nobody knows it. Please, someone, find it. Deathsculler 20:23, 17 March 2012 (UTC)

I don't think there is one. At maximum difficulty and the restoration glitch, my weapons can one-hit kill every non-essential. The Silencer has spokenTalk 17:44, 12 May 2012 (UTC)

Hello. My name is Neil. There is a weapon damage cap, in skyrim on the PC. I don't know about other systems or if it used to be different. But, as of my testing June 2015, the weapon damage cap appears to be 1,000. I have tested it by stacking all crafting skills for max claymore damage. I used Daedric and Elven claymores. I tested using the base game with all 3 current expansions, no mods. I found that once my damage rating surpassed 1000, the game started counting over.

Weapon Pictures[edit]

Why are there no pictures of all the weapons, like on the weapons pages for Morrowind and Oblivion? Could somebody add some pictures please? The page looks pretty drab with them... Superkid1231 (not signed in) — Unsigned comment by 97.78.135.239 (talk) at 22:10 on 5 April 2012

I did offer to do this a while back but I think I lack the skill. If I knew how to use the Creation Kit, I'd assemble all the weapons there and screenshot them with a plain background, like rpeh's Oblivion weapon images. I'd also be happy to screenshot them in-game against any solid colour I can find, but I again lack the Photoshop skills (and program, for that matter). If anyone wants to get these images done but it feels like too big a task, I'm happy to provide the images to anyone who is up for editing them. The Invisible Chocobo 06:52, 6 April 2012 (UTC)
It's unfortunate that someone hasn't done this yet. The pages just don't feel complete without images of the weapons. Even if it was something as simple as a single image for each material type of the weapons all arranged on a table. Some effort would of course be needed to keep the order of the weapons the same for each material. There really should be images of the weapons for completeness. The Morrowind and Oblivion contributors did it. I'd provide the images if I had the PC version.--174.134.113.158 19:46, 31 August 2012 (UTC)

Who changed the base damage on weapons?[edit]

I may not be a member of this site, but I rely on it heavily for reliable information to maximize enjoyment and minimize frustration when I'm playing Oblivion or Skyrim. Especially since I play on Xbox 360. But to the point: I though Daedric Sword had a base damage of 14, which is why Chillrend's page said it was so unique since it can have a base damage above that. And I know that Skyforge Steel is almost definitely the equivalent of Elven, becuase I had one sword of each untempered at one point and they both had the same damage value. So, why has the page been modified so that Skyforge Steel and Nord Hero are below Elven in damage even though several other places and from what I've experienced thus far indicate that all three are actually equal? — Unsigned comment by 75.207.75.204 (talk) at 18:29 on 12 May 2012

The flame icon shows the base damage, and shows them all to be equal. If they were changed, it was probably based on the weight (feather icon), to show that because of equal damage, it's better to have a lighter weapon. The Silencer has spokenTalk 17:39, 12 May 2012 (UTC)

Crossbows[edit]

I can see Crossbow has been put in with bow's. However there are 4 different types of crossbows (Crossbow, Crossbow Enhanced, Dwarven Crossbow and Dwarven Crossbow enhanced). Would it not be more suitable to give them their own category even if it is just a small one?--SamGhadiali 05:30, 29 June 2012 (UTC)

By now you may have seen, but in case you haven't, the page has been updated with information from game-data, and crossbows are now separated. ABCface 21:59, 17 July 2012 (UTC)

Dragonbone bow damage[edit]

The table says 104 - I would fix it to the actual 20 (base damage) but the page is semi-protected. Can anyone with the rights fix the table? --Skyhirider 10:04, 1 July 2012 (UTC)

Same goes for the Dragonbone dagger - the actual damage should be 12 NOT 18 --Skyhirider 10:07, 1 July 2012 (UTC)

So, the Dragonbone weapons are all just one damage more than Daedric? I'll change them all to save time. (Eddie The Head 10:08, 1 July 2012 (UTC))
Thanks. Not sure if ALL the weapons are like that, but the Dagger and Bow are as far as I know. And someone should look into the actual damage of the crossbows, I doubt the damage on the page is the ACTUAL base damage. --Skyhirider 11:46, 1 July 2012 (UTC)
It isn't, my only characters all have perks in the archery tree so I can't get the correct damage. (Eddie The Head 11:49, 1 July 2012 (UTC))
The page has now been updated with information from game-data, so it should now be correct. ABCface 05:51, 2 July 2012 (UTC)
How are you getting game data for Dawnguard?--DagmarH 18:52, 7 July 2012 (UTC)

() One of UESP's administrators has access to the game-data, and she's the one who has filled out most of these details for Dawnguard on the site. She has added the game-data to CSList, which isn't user-friendly but free to use for all editors. ABCface 18:36, 10 July 2012 (UTC)

Dawnguard data values[edit]

I am seeing speed values for the dragonbone bow, and crossbows. Since the addon isnt out yet for pc, Why are these even filled in? They would be rough estimates at best. May be wrong there could be a way to speed check. — Unsigned comment by 68.238.152.79 (talk) at 18:17 on 10 July 2012

One of UESP's administrators has access to the game-data, and she's the one who has filled out most of these details for Dawnguard on the site. She has added the game-data to CSList, which isn't user-friendly but free to use for all editors. ABCface 18:34, 10 July 2012 (UTC)
Thanks for that bit. I love being knowledgeable about my favorite games, knowing its right and not just thrown in there is reasuring. — Unsigned comment by 68.238.152.79 (talk) at 19:29 on 10 July 2012

Crossbows and the Dawnguard questline[edit]

The page says that any crossbow beyond "crossbow" cannot be obtained without siding. Why are the forgeable then according to the smithing pages? Can you only forge them after certain points in the questline? I really hope not, because I want to try them out without picking a side. I just got the add-on on my 360, so I'll find out shortly I guess.--Playerseekingbugs 03:35, 28 July 2012 (UTC)

Sorine Jurard will teach you to make them. But you only meet her if you side with the Dawnguard. — Kimi the Elf (talk | contribs) 03:42, 28 July 2012 (UTC)
Sorry I didn't get back to this sooner, but I found the quest page for it. I think a note need to be added on the ammunition page and the appropriate smithing pages linking to the quest and explaining that you cannot make crossbows or bolts without doing the quest. I would find out precisely when her quest becomes available and either ask someone to note it on the associated quest pages or do that as my first non-talk page edit, but Skyrim decided that Dawnguard did not exist, so I'll have to wait until Monday before I can get decent internet again to delete it, cross my fingers, and redownload. I swear this game goes out of its way to really infuriate me at least once a week ever since my first and only character passed level 40 or 50. It even mocked me when I made a new character to see if that would help Skyrim realize that there's a 520 MB add-on in its folder on my 360 hard drive. After actually taking the time to craft an appearance I liked, Alduin glitched and just circled the town while the executioner stared at me and was caught in a loop of hesitation. Every time I loaded the autosave after creating my character, it was that same story.--Playerseekingbugs 06:36, 29 July 2012 (UTC)
I've gone ahead and added notes to the pages where smithing information is listed for these items, with links to the quest page. As for when the quest becomes available, you definitely have to have at least completed A New Order. I believe you have to do one radiant quest for Gunmar before you can do the first Ancient Technology quest, though I'm not positive about that one. I can guarantee you do not have to complete the Prophet quest, as I completed the first Ancient Technology quest before completing that one. Also, there are actually six parts to the Ancient Technology quest, each appearing as a new and separate quest in your journal (though the name is identical). I did a few in a row, but I didn't check to see if you could do all of them in a row, so that may need to be checked. But, I'm getting off-topic. Any further discussion related to that quest should be discussed on that quest page. Have your concerns pertaining to this article been addressed? ABCface 20:37, 29 July 2012 (UTC)
Yes, thank you very much. And someone has figured out why Dawnguard doesn't like my system, and I'll fix that tomorrow (sorry for rambling on about that).--Playerseekingbugs 02:21, 30 July 2012 (UTC)

DPS Calculation[edit]

How does the "Speed" value impact damage per second (DPS)? For example, if a dagger has a Speed of 1.3, does that mean it can do 1.3 attacks in 1 second? Or is it an abstract value that has to be converted to calculate the actual DPS?

How is the speed averaged for dual wielding weapons? --SDShannonS 00:55, 2 August 2012 (UTC)

Im curious about weapon speed and weapon weight. Do all daggers swing at the same speed? — Unsigned comment by 67.164.33.239 (talk) at 19:03 on 18 August 2012
The speed is fixed for all types of melee weapons, the weight only changes the stamina consumption for power attacks. While dual wielding, the speed of your attacks depends of your off-hand weapon, daggers swinging the fastest, and maces the slowest. As for the value, I'm pretty sure it's abstract. Swords do more than one attack per second. Elakyn 20:01, 19 August 2012 (UTC)
This is only mostly true, the 2h nord hero sword is a little faster than the rest of the 2h swords, and there is an artifact hammer that is speed 1. 71.158.169.48 00:43, 21 August 2013 (GMT)
To clarify the ancient nord and nord hero greatsword are 58 attacks per minute, whereas the rest of the 2h weapons are 54apm. Volendrung is 59apm. Nten (talk) 00:47, 21 August 2013 (GMT)

Ebony and Daedric War Axes[edit]

Can somebody that plays on the PC check to make sure that the damage for the ebony and daedric war axes are both 15, because it seems odd that they are both 15 and there is no war axe with a base damage of 14? Charlie1121 02:16, 11 August 2012 (UTC)

It's already been checked, but I do not know if the latest patch fixed it.--Br3admax 02:17, 11 August 2012 (UTC)
That information is accurate according to game-data, and the weapon records have not been modified at all. ABCface 05:57, 11 August 2012 (UTC)
Assuming any such people still edit, could someone with editing privileges please add a note to the mace and war axe charts that the damage and critical for the ebony weapons of each type is considered wrong and fixed by the Unofficial Skyrim Patch? I've already added a note to the ebony page about it. -Caraamon (talk) 14:17, 10 April 2018 (UTC)
Apart from changing the symbol, I copied the notes verbatim from the Ebony page. Also, this page is only semi-protected, so any user who isn't new can edit it. You'll be able to as well once you've been on the wiki for 4 days and have at least 10 edits. Robin Hood  (talk) 19:01, 10 April 2018 (UTC)
Good to know and thank you! -Caraamon (talk) 14:36, 11 April 2018 (UTC)

Stalhrim weapons[edit]

should we add these to the page as we did with the dragonbone weapons from dawnguard? or should we keep them strictly in the dragonborn namespace.JCsquared (talk) 20:01, 19 December 2012 (GMT)

The Dragonbone weapons introduced by DG are here. Makes sense for Nordic and Stalhrim weapons to be included as well. SonGoharotto (talk) 16:40, 20 December 2012 (GMT)
Just finished adding both Nordic and Stalhrim weapons. Soggybobcat (talk) 11:04, 24 February 2013 (GMT)
Aaaand they're gone again. To be honest, I have no issues with having the DLCs on a separate page; but can we at least be consistent? Either have *all* the crafted weapons,and note DG/DB or just stick with vanilla Skyrim on this page. It makes no sense to include the Dawnguard weaponry, but not the Dragonborn weapons. Digital Utopia (talk) 05:10, 25 January 2014 (GMT)
We seem to default to separating topics that are in different namespaces, then recombining them in the base-game namespace individually based on consensus (e.g. Skyrim:Dragon Shouts being transcluded to Skyrim:Dragon Shouts). If you think these 2 articles are a good candidate for this, feel free to propose it on Dragonborn_talk:Weapons. --Xyzzy Talk 08:31, 25 January 2014 (GMT)

Crossbow speed[edit]

I wish to add a note about crossbow speed, something along the lines of this: "despite having speed of 1, crossbows have different reload time formula and are much slower than bows or equal or less speed. crossbows shoots at about 1 bolt every 3 second" Dawn (talk) 07:56, 2 March 2013 (GMT)

I placed a note, can someone with CK check the reload speed formula and get us a more correct speed stat for the crossbows. Please and thank you. Lord Eydvar Talk|Contribs 08:39, 2 March 2013 (GMT)

Imperial Bow[edit]

Just wanted to mention that the Imperial Bow is missing. It cannot be crafted, but it drops from most Imperials. It has a weight 8, does 9 base damage, and has a base value of 90. It can be tempered using a Steel Ingot, but it does not use the Steel Smithing perk. --97.113.115.108 06:57, 29 March 2013 (GMT)

This page is weapons that can be crafted. The Imperial Bow is on the Specialty Gear page. — Kimi the Elf (talk | contribs) 07:23, 29 March 2013 (GMT)

All the Other Weapons?![edit]

I may just be brainless, but where are all the other weapons. I came to this page because I couldn't remember the name of my favorite weapon. I didn't craft it.. I think a fugitive gave it to me at level 6. Are there no magic weapons on the page? I know mine has frost damage.. but it came like that.. — Unsigned comment by Anastasia0812 (talkcontribs) at 21:47 on 11 July 2013

There's a list of weapon categories near the top of the page. I think you're looking for the Generic Magic Weapons page. — ABCface 21:50, 11 July 2013 (GMT)
I already checked there and on the Specialty Gear page
anastasia0812 (talk) 21:52, 11 July 2013 (GMT)
If it's not in this section (which is very long), can you be more specific as to the type? I know you don't remember the name, but was it a dagger, mace, war axe, etc? And how sure are you that it came from a fugitive? If that's the case, it should be on the page I linked. — ABCface 21:56, 11 July 2013 (GMT)

Forging Crossbow bolts[edit]

In the article it says " Crafting crossbows and bolts is only possible at Gunmar's forge in Fort Dawnguard." this isn't quite true. Crossbows, yes, you need to be at Gumnar's forge. The bolts, however, I have been able to make at any forge. Tested at Warmaiden's in Whiterun (can't remember if I've rested it elsewhere). I don't want to go changing the article until someone else has confirmed. If someone does, I'll go ahead and alter it. AyaHawkeye (talk) 23:30, 28 July 2013 (GMT)

True. I was able to make bolts in the cellar forge at Lakeview Manor. I'll correct the article. Thanks for the catch! --Xyzzy Talk 02:54, 30 July 2013 (GMT)

Cant' calculate displayed damage for daedric artifacts[edit]

Hi guys, was wondering if anyone could help me with the calculation of displayed damage values for two daedric weapons: dawnbreaker and the mace of molag bal.

From the formula on the website,

displayed damage = (base damage + smithing increase) * (1 + 0.5 * skill/100) * (1 + perk effects) * (1 + item effects) Perk Effects = .2 * Barbarian/Armsman/Overdraw rank level

My relevant stats are as follows:

One handed skill 100 Armsman 5/5 no item effects I've tested this formula on my pale blade which i just got at lvl 37 (base damage 11, which works out to damage 33 matching value in game - (11 + 0) * (1+0.5 *100/100) * (1 + 0.2*5)* (1+0)) As well as a generic glass dagger (base damage 9 - which works out to damage 27 matching value in game - ((9 + 0) * (1+0.5 *100/100) * (1 + 0.2*5) * (1+0)) However, this just doesnt seem to work with dawnbreaker or the mace of molag bal!

For dawnbreaker:

(12+0) * (1+0.5 *100/100) * (1 + 0.2*5) * (1+0) = 36 - game displays damage as 75

Mace of molag bal:

(16+0) * (1+0.5*100/100) * (1 + 0.2*5) * (1+0) = 48 - game displays damage as 84

I have not attempted to upgrade the weapons in any way (no smithing / enchanting effects) Appreciate if anyone would know the reason why, if only for the curiosity's sake - this is driving me crazy! — Unsigned comment by 220.255.2.132 (talk) at 18:49 on 5 August 2013

Pickaxes.[edit]

I've just opened a discussion at Dragonborn talk:Weapons#Categorization of ancient nordic pickaxe. which is relevant to this page. --Morrolan (talk) 01:55, 1 September 2013 (GMT)

Crossbow enchantments[edit]

I think it should be noted somewhere, somehow, that any enchantments done to an enhanced crossbow, either regular or dwarven, will not be displayed. The description of the weapon will only show the built-in "Ignores 50% of armor" ability. This also occurs when creating the enchantment in the first place. When placing an enchantment, the slider is there like normal (for selecting how powerful the enchantment is), but there is no text display other than the aforementioned built-in ability. Apologies if this has been addressed elsewhere and I missed it. MadBiker Wolf (talk) 01:39, 23 September 2013 (GMT)

To clarify, the both the regular and dwarven crossbow descriptions should contain a note similar to what is found with silver weapons: "This effect is not considered an enchantment, so enhanced crossbows can be enchanted like any normal unenchanted weapon, though they will always display the text "Ignores 50% of armor.""
I do this myself, but I don't have faith in my HTML skills and don't want to deface the page accidentally. — Unsigned comment by MadBiker Wolf (talkcontribs) at 02:02 on 7 October 2013‎

Displayed damage calculation[edit]

I know displayed damage is calculated = (base damage + smithing increase) * (1 + 0.5 * skill/100) * (1 + perk effects) * (1 + item effects). But, what does "smithing increase" mean here? How to calculate that one? I have seen few damage calculation examples and those had 0 for smithing increase. I have an Orc buid with following values: level 27, two handed 76 (Barbarian perk 4/5) , smithing 66 (with Elven Perk), no gear/alchemy/enchantment buffs. When I craft a new Elven Battleaxe, the displayed damage is 52. Formula gives the same, but only when I use 0 for smithing increase. — Unsigned comment by 131.207.242.128 (talk) at 12:10 on 9 October 2013‎

Smithing increase is the amount that the weapon's damage increases from improving the weapon at a grindstone. That's why your calculated value matches your in-game value, because you hadn't improved it. --Xyzzy Talk 13:57, 9 October 2013 (GMT)
Ok. Thanks for the explanation. — Unsigned comment by 84.250.90.84 (talk) at 14:16 on 9 October 2013‎
After recently doing a large spreadsheet to be able to calculate my best weapon and spending way too much time trying to find out why my predicted values didn't match the actual game values, I discovered that in this equation, "smithing increase" is not the displayed rounded value, but the raw value from [3.6 * Quality level - 1.6] (or half that where applicable) as discussed on the Smithing page. If you round the damage or armor increase before plugging it into this pages equation, it comes out wrong. It might be worth including that note in the explanation, if someone with editing privileges has the time. Oh and the final number has to be rounded to match the display amount. If anyone wants proof or is just curious, I can easily provide it.-Caraamon (talk) 15:34, 10 April 2018 (UTC)

Dragonborn weapons?[edit]

There are dawnguard ones, so...— Unsigned comment by 67.6.13.14 (talk) at 02:48 on 23 October 2013

Right here. ThuumofReason (talk) 03:05, 23 October 2013 (GMT)

Damage formula[edit]

Original damage formula:

displayed damage = (base damage + smithing increase) * (1 + 0.5 * skill/100) * (1 + perk effects) * (1 + item effects)
Perk Effects = .2 * Barbarian/Armsman/Overdraw rank level
Damage = 
((Right Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)
+ ((Left Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)
Power Attack Bonus = 1 if power attacking
Dual Power Attack Bonus = 0.125 if power attacking with dual weapons
Power Attack Perk = 0.25 if power attacking and you have Savage Strike or Devastating Blow
Dual Power Attack Perk = 0.5 if power attacking with two weapons and you have Dual Savagery
Dual Power Attack Mod is 2/3 for the right and 1/3 for the left hand

Here is two questions. 1. Game shows rounded "displayed damage", but does Damage count for rounded or original value? 2. Its unclear, if Power Attack Bonus is mutually exclusive with Dual Power Attack Bonus or applied together with Dual Power Attack Bonus.

PS: I simplify formula:

displayed damage = (base damage + smithing increase) * (1 + skill/200) * (1 + perk effects) * (1 + item effects)
Damage = (Right Hand displayed damage * 2 + Left Hand displayed damage) / 3 * power attack * dual power attack
perk effects = 0.2 * Barbarian/Armsman/Overdraw perk level
power attack = 1 if no power attacking
                2 if power attacking
                2.5 if power attacking and you have Savage Strike or Devastating Blow (25% bonus damage)
dual power attack = 1 if no power attacking with dual weapons
                    1.125 if power attacking with dual weapons
                    1.6875 if power attacking with two weapons and you have Dual Savagery (50% bonus damage)

but can't simplify it more without knowledge how PA and DPA relate. 89.31.93.151 17:59, 20 February 2014 (GMT)

DLC Axes[edit]

The axe weapons added by Dawnguard and Dragonborn do not cause bleeding damage even if you have the relevant perks. I've tested this extensively enough to confirm it. — Unsigned comment by 211.30.37.216 (talk) at 04:21 on 23 March 2014‎

Looking at the game data seems to confirm this. The bleeding perks work by testing material type. Dawnguard adds a test for DLC1WeapMaterialDragonbone to work like Daedric Axes. But Dragonborn overwrites the perks again, omitting the Dragonbone material. It does add a check to make followers immune to the bleeding, but doesn't add checks for DLC2WeaponMaterialNordic or DLC2WeaponMaterialStalhrim. So if only DG, but not DB is installed (or DG is after DB in the load order), the perks should work like expected for Dawnguard axes, otherwise not. I guess the right place to document this is One-handed and Two-handed at the perks section. --Alfwyn (talk) 17:57, 23 March 2014 (GMT)
can confirm that the Unofficial Dawnguard Patch does NOT fix this — Unsigned comment by 110.22.166.2 (talk) at 11:17 on 19 October 2014

Cost Error[edit]

Looks like the price of the Dwarven Sword is incorrect? All other sources say it should be 135. 76.185.59.21 01:49, 18 May 2014 (GMT)

Dragonborn Weapons for chart[edit]

Shouldn't these be added to the tables so people don't have to flip through multiple pages to compare them? 24.254.152.20 21:02, 28 May 2014 (GMT)

Though we generally keep things separate, they probably should be added to the comparison charts. Silence is GoldenBreak the Silence 21:13, 28 May 2014 (GMT)
I see. I noticed I could only view the source while looking at the page earlier though. Do you have to have an account or is access to the page mod/sysop only? 24.254.152.20 07:01, 30 May 2014 (GMT)

Crossbow Loss Of Enchantment Bug[edit]

During the Dawnguard quest 'Bolstering the Ranks' in the Nordic Ruin/Excavation Site Ruunvald, there is a trap hallway with pressure plates that trigger armed crossbows at the end of the hall. You can 'activate' these traps and take the crossbow, then activate them again and place one. As I had my enchanted crossbow equipped at the time (Not sure if they work like weapon racks)it was mounted and armed on the trap. After taking it back, the 'Crossbow of Immobilizing (Legendary)' in my favorites became 'Crossbow (3)' as I had others in my inventory. I'm not sure if the enchantment was lost on placement, or on taking it back, as I wasn't keen on getting shot with a legendary paralysing crossbow. --173.191.27.87 00:59, 30 June 2014 (GMT)

Bleeding Damage Stats for other weapons?[edit]

I came across an informative article regarding the Bleed Damage for smith-able war axes. Unfortunately, it does not contain information about other war axes like Falmer, Nord Hero and other miscellaneous types. Due to not owning a PC version of Skyrim, I have no means of accurately calculating the damage for them. If anybody has the time to test those out, I would most appreciate it. Below is a link to said article.

http://theskyrimblog.ning.com/group/glitches/forum/topics/how-bleeding-damage-works-in-skyrim?xg_source=activity

I've just added the info to both Skyrim:One-handed and Skyrim:Two-handed. I felt it made more sense to add it to those pages than here. I made some minor changes to the information on that page based on my own research. Some of the material types aren't necessarily obvious, as you say, but when I started going through them, there were way too many specialty items to reasonably list on the table, so I just used the materials listed in the CK. To answer your specific question, Nord Hero items are considered to be the same as Ancient Nord. Robin Hood  (talk) 20:27, 28 September 2014 (GMT)

Speed[edit]

What do these numbers stand for? Does that mean Long Bow is the fastest and Daedric one is the slowest? Why shouldn't just state the time taken to full-draw a bow? That much better than these obscures. 37.21.23.168 00:54, 19 February 2015 (GMT)

It seems that the number provided is simply a multiplier to the draw time. Thus, a longbow has 100% draw time, and a Daedric bow has 50% draw time. What the base draw time is, I don't know. It's just a relative comparison. —Proton[talk] 04:42, 19 February 2015 (GMT)
Maybe game data knows? So if Daedric bow takes just half-time, this one is the fastest? You've got my mind muddled! And why do you consider that greatswords and battleaxes swing the same time, while one of the loading screens points to the opposite? 37.21.60.49 02:56, 24 February 2015 (GMT)
It's just my best guess. It also wouldn't be the first time that something Bethesda wrote in Skyrim wasn't actually the case. —Proton[talk] 03:01, 24 February 2015 (GMT)
The numbers are taken directly from the Creation Kit data. A speed of 1 is the equivalent of 100% speed of the animation. If that's 0.7 for instance, the animation will be played slower, and as such, will take longer. The battle-axes and warhammers have the same animation, while greatswords have their own animation so it seems. I'm going to guess the greatsword animation is simply faster on its own, regardless of weapon speed, so that must be why greatswords and battleaxes have the same value. I can tell you for sure that battleaxes swing slower than greatswords either way ~ Dwarfmp (talk) 05:20, 24 February 2015 (GMT)

Inconsistent Damage Formula[edit]

There are two mistakes here: First of all the weapon damage formula suggests a 1.125 multiplier for each slash of the dual power attack while the respective formula on the combat page mentions a 1.5 multiplier(which is correct by the way), secondly the offhand weapon hits twice so the 2/3 and 1/3 have to be swapped. Also this formula already includes all multipliers and adds the damage of both hands together so it is pointless to leave out the 3x multiplier on the dual power attack. If this formula is supposed to display average damage and the amount of hits for each situation must be multiplied afterwards it must be written differently. Harkon's Demise (talk) 00:38, 26 March 2015 (GMT)

Well I edited the formula myself. I crossed out the 1.125 multiplier and set the dualpowerattackmod to the correct values. Anyone can confirm this by testing with the console. When power attacking with both hands simultaneously the damage is 1.5xright hand from one blow and 3xleft hand from two blows. Harkon's Demise (talk) 20:37, 26 March 2015 (GMT)

Dwarven Crossbow bug for follower[edit]

Followers can't use Dwarven Crossbow, normal or enhanced due to bug on idle animation, however to fix this follower bug, you can remove the WeapDwarvenCrossbow keyword from the weapon manually on Creation Kit. not sure if you can remove the keyword via console commands though. Mudcrabrider (talk) 07:56, 20 October 2017 (UTC)

Edit request[edit]

If someone would just add this line right under the speed for greatswords:

Thank you. --95.222.31.193 03:17, 13 November 2017 (UTC)

I altered it slightly, but otherwise did as you requested. Robin Hood  (talk) 04:05, 13 November 2017 (UTC)

Arrow trajectory failures[edit]

(Ver1.5.50.0.8 - PS4) Has anyone noticed, since one of the latest patches, that arrows frequently (random 1 through 25) fail on their flight path falling far short of the target (literally, just a few lengths from you)? Player level 127 Archery=100, Overdraw=5, Eagle Eye, Steady Hand=2.

I tried removing all of my boost items but that made no difference. Here's the list though: Gauntlets=48%, Hunter Backpack=10%, Necklace=40%, Ring=40%.

I have several MODS downloaded but not active on this play-through other than Bethesda's CC "Adventurer Backpack" & "Tundra Homestead".

Occurs on all arrows & bows, base and enchanted, including Mystic Bow/Arrows. Can occur multiple times in a row.

Anyone else seeing this? (Philbert)72.131.11.225 09:47, 16 September 2018 (UTC)

I almost always play a stealth/sniper type character, and the only time I have an arrow flop to the ground in front of me is if I just tap the fire button rather than holding it to draw the bow fully. Is there a chance you're having an issue with you mouse/controller? --Xyzzy Talk 19:15, 16 September 2018 (UTC)
I'll check that with a different controller. However, it happens if I've been "stealth burden drawn bow walking" to gain a bit of travel speed and fire at an enemy by releasing the arrow hold. Also, it happens after zooming to slow motion, tracking to target, and releasing. I thought the same thing at first, that it was "user error", but I don't think so. I always wait for the full draw before releasing. But, my controllers getting a bit "long in the tooth" so I'll grab a new one and see if that helps. Thanks! (Philbert) 72.131.11.225 04:01, 22 September 2018 (UTC)

Bug[edit]

So there's this bug were 2 weapons instead of, so like, two ancient nord axes will spawn instead of one. — Unsigned comment by 76.64.247.90 (talk) at 15:39 on 2 January 2021

Bug[edit]

Sometimes, my bow stops working and wont fire arrows in the correct direction, although this only happened in that dungeon with the afflicted — Unsigned comment by 76.64.247.90 (talk) at 15:42 on 2 January 2021

Question[edit]

Is there any way to name a weapon without enchanting it?--76.64.247.90 14:42, 3 January 2021 (UTC)

I looked through the various console commands and there doesn't appear to be, no. Robin Hood(talk) 20:44, 3 January 2021 (UTC)

Question[edit]

Why is the Dawnguard War Axe missing from this page? I'd add it myself but the page is protected. — Unsigned comment by Nukken (talkcontribs) at 21:45 on 17 January 2021 (UTC)

It's a little confusing, but the Dawnguard War Axe and other faction equipment are located on the Skyrim:Specialty Gear page. --Oriwa Talk 21:51, 17 January 2021 (UTC)
That's not really any reason they can't be in both places. — Unsigned comment by Nukken (talkcontribs) at 02:42 on 13 January 2023 (UTC)

Question re: silver weapons[edit]

Does the +20 damage vs. undead et al count toward the base damage of the weapon in terms of how much xp per swing is gained in one handed/two handed skill or does the extra damage act like magic damage. — Unsigned comment by 73.90.66.146 (talk) at 23:24 on 18 February 2021 (UTC)

Creation Club weapons[edit]

I had been adding the craftable weapons you can get from Saints & Seducers, Redguard Elite Armaments, etc. They can be crafted after doing quests, much like the Nord Hero weapons. If Nord Hero weapons are on here despite not being sold by merchants or having generic enchanted versions in loot (the two criteria I see for excluding Forsworn weapons in another section), other quest-unlockable craftable weapons surely belong here too, right?

Jaekelopterus3 (talk) 14:56, 22 September 2022 (UTC)

Hello, Jaekelopterus3. Thanks for adding them.
I see that you've added Madness Sword but Madness War Axe and Madness Mace are still missing. Would you kindly add them? I'm afraid the page is locked and I can't do anything. 84.239.49.225 20:29, 10 October 2022 (UTC)
I got it. Adding all other craftables as I can too. Black Devil (talk) 15:55, 19 December 2023 (UTC)

Fishing Rods and Skyforge Steel[edit]

Hey, while I was doing my little updating of the Weapons page, I noticed that, by it's rules (specifically, being commonly found and being craftable) Fishing Rods would qualify as being on this page. I'd add them, but I just wanted confirmation first before I added a whole new weapon type to the page. Although, I'm still unsure if I should give them their own table or cram em into the Sword table, since they use the One-handed sword perks and animations.

Also, a browsing of the rules revealed that Skyforge Steel weapons do NOT qualify for this page, as they are not craftable, and only available from Eorlund or the Companions, which would make them Faction-Specific, so they'd go on Specialty Gear. But I want a second opinion before I pull the trigger on that, since I'm just a lowly editor and this place is the ONLY page covering Skyforge Steel weapons as far as I can find (May be worth adding to the Steel page, like how some of the uncraftable Imperial armors are on there, but that's just my two cents).Black Devil (talk) 16:07, 30 December 2023 (UTC)