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Online:Twin Blade and Blunt

< Elder Scrolls Online: Skills: Dual Wield
ON-icon-skill-Dual Wield-Twin Blade and Blunt.png Twin Blade and Blunt
Line Dual Wield
Skill Rank Line Rank
Rank I 1 41
Rank II 2 50
Twin Blade and Blunt I(WHILE DUAL WIELDING) Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 3%. Each mace increases your Offensive Penetration by 743. Each sword increases your Weapon and Spell Damage by 64. Each dagger increases your Critical Chance rating by 328.
Twin Blade and Blunt II(WHILE DUAL WIELDING) Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.

Twin Blade and Blunt gives you a variety of benefits depending on the type of weapons you have equipped:

  • Axes increase your Critical Damage.
  • Maces will ignore some of your targets' armor.
  • Swords will have increased damage.
  • Daggers will have increased Critical rating.

These bonuses apply for each weapon, so if you have two of the same weapon type, you will get that bonus doubled.

NotesEdit

Prior to Update 29, this passive gave Axes a chance to apply a Bleed Damage over time.

Patch NotesEdit

  • This passive ability now scales based on weapon damage instead of spell damage.
  • The axe bleed now deals damage over 6 seconds instead of 10.
  • Increased the damage per tick, though total damage done remains the same.
  • The mace bonus now causes you to ignore up to 20% of your target's armor.
  • Siege Weapon damage no longer gains benefits from the Dual Wield Twin Blade and Blunt passive.
  • Twin Blade and Blunt: Fixed an issue where swords were not benefitting from this passive and increasing the damage of weapon attacks.
  • Reduced the bleed applied from the Axe version of this passive by approximately 12%.
  • Increased the increased damage bonus from the Sword version of this passive to 3% per sword equipped.
    • Developer Comment: The axe version of both Twin Blade and Heavy Weapons were previously over budgeted and provided more total damage to your target than the other weapon types. Additionally, the bleeds applied from these weapons were performing well against all armor types, rather than focusing on being better against only targets with high Physical Resistance. We are still closely monitoring the bleed from these passives, and investigating ways to better distinguish the play patterns that Axes and Maces provide.
The sword version of both of these passives were also under budgeted since their bonuses were additive. We've increased this to 6% in the meantime to fix some truncation issues with Dual Wield, and will continue to investigate ways to ensure swords remain a viable choice of weapon type.
  • The axe bleed from this passive now ticks every second instead of every 2 seconds.
  • Increased the total damage by approximately 24%.
  • Fixed an issue where the bleed from this passive was not consistent with its proc condition.
  • Reworked this passive to grant the following bonuses:
    • Axes now increases your Critical Damage and Healing Done by 2/4% per axe, rather than having a chance to apply a Bleed.
    • Daggers now grant 1.7/3.4% Critical Chance per dagger, rather than 2.5/5% Weapon Critical Chance.
    • Maces now grant 825/1650 Armor Penetration per mace, rather than ignoring 5/10% of the target’s Physical Resistance.
    • Swords now grant 71/142 Weapon Damage per sword, rather than increasing Damage Done by 3/6%.
    • Developer Comment: Previously, this passive was too binary in terms of which was viewed as the best, so we’ve made some adjustments to make it more clear as well as more universally helpful. We’ve opted to remove the passive Bleed chance as it was the only effect that could carry over after activating, making it an almost guaranteed pick. Maces also felt too punishing and awkward as they became weaker the more you reduced your target’s Resistances, so we moved to a flat bonus instead. Swords often didn’t scale the way they appeared and seemed stronger than they were, so we moved to a more easily discernable power increase. Additionally, all of these effects now apply to any attack rather than only Martial based attacks to assist hybrid builds and general accessibility.
  • This passive now increases your Critical Damage done with axes by 3/6% per axe rather than Critical Percent by 2/4%.