Does this axe really only do 10 additional points to vampires? Or is there a compounding factor? I smithed one of mine to 91 damage, so will it only do 101 to vampires? I'm thinking my 735 point bow/arrows are going to be a lot more effective and keep me away from the vampires' life-sucking power. TodKarlson (talk) 05:40, August 23, 2012 (UTC)
Are you applying sneak bonuses? Because where in the hell did you get 735? Yes, 10 extra damage means 10 extra damage. However it does not simply raise your axe to 101 damage. The 91 damage you have for the axe is factored into a damage equation when hitting an enemy. That damage is then reduced somewhat by the targets armor rating. Thus your actually damage to an enemy is less than 91. The bonus points are independent of this equation. That means that you will always get 10 extra damage against vampires, reguardless of how powerful their armor (and subsequently their armor skill) is. Personally, I think it might be easier to go for a bow if only for the reason that it will save you alot of cure disease potions.
- What is it with Bethesda and vague, unhelpful enchantment descriptions? Anyway, I'm looking in the CK and the perk shows only 5 extra damage, not 10. Seems like a silver sword would be far more useful than one of these axes. --Rooker75 (talk) 02:05, January 25, 2013 (UTC)
Dawnguard War Axe BugEdit
Following bug needs confirmation:
- - If 2 Dawnguard War Axes are in Dragonborn's inventory with one equippped in their left hand and another one-handed weapon (not the second Dawnguard war axe) is in right hand, the dawnguard axe will appear to be equipped and sheated after their armor is changed, player character will appear to have 2 one handed weapons equipped, one on each hip. The bug will go away if an item of clothing other than body armor is removed or when the weapon in left hand is unequipped. It is possible to switch the weapon in right hand to a bow and back again without losing the glitch.