I got some information from @Antrax Artek about the new bludgeon changes and it wasn't really matching up to what he expected after tests on the QA server. While the changes to specific skills seemed to be performing well and this is a welcome change, the difference in damage from Axes(High strength bonus) vs. Maces and Hammers(Very High Strength Bonus) does not seem to be effecting much. I will post some numbers that I took from tooltips with different builds, bearing in mind that the weapons I used were identical unenchanted un-masterworked Meteoric Iron with Rock Maple Handle 2 Handers. Also of note, these numbers are from full dps gear and buffs, meaning that I have basically zero damage mitigation outside of parry, zero resist and -6 avoidance without glancing blow active. Plus a ring of brittle brawn to make me have less HP than any mage worth their sulfurous ash. All of the setups were with this character 136 Bludgeon Combat 106 Crushing Blow (CB) 108 Knockback (KB) 101 Ground Pound (GP) 106 Crusher 90 Breaker 90 Bludgeon Specialization 100 Berserk (43.8% WD at 6 stack) First Build - 286 STR +43.8% Weapon Damage (Berserk) +21.6% WD (Gear) Mace Axe CB 101-168 100-166 KB 109-181 107-179 GP 84-147 83-145 Same Build with +15 STR Potion (299STR +43.8%WD +21.6%WD) Mace Axe CB 104-173 103-171 KB 112-187 110-184 GP 87-151 85-149 Same build, potion, no Berserk (299STR +26.1% WD) Mace Axe CB 94-156 92-154 KB 101-168 99-166 GP 78-137 77-135 267 Strength, No Weapon Damage Mace Axe CB 85-142 84-139 KB 91-152 90-150 GP 71-125 70-123 267 Strength, +43.8% WD (Berserk) Mace Axe CB 95-159 94-156 KB 103-171 101-168 GP 79-139 78-137 The first thing I noticed was that weapon damage is pretty bad. I kind of knew this before and this is one of the main problems with berserk being the big damage buff for bludgeon. In addition to it not being very effective (12.7% damage increase at a 6 stacked 100 skill level) it has a very short up-time, and is a very slow cast, and on top of that you take a significant hit to your avoidance while using it. None of the other melee trees have either the micromanagement, downtime dpsing, or the debuff while using their tree specific boosts. The second thing I noticed was that the difference between Maces and Axes was not very large. Yes, there was some difference, but the biggest difference was actually at a lower strength where you're getting 3 points of damage differential on the top end, and then you are visually losing some of your scaling as the strength goes up. This obviously could be due to how the numbers are being cut off, not really sure, but it does not seem like a very significant difference like @Chris seemed to expect (He said they should be scaling at about 3.75 vs. 4.0, I assume this is a number strength is divided by to get your bonus damage, or some derivative). Just wondering if maybe some math is messed up, and hoping that @Chris or some of the other devs can take a look at what is going on here, or at least shed some light on it working as intended. In addition to this, there was also some weird stuff going on with the dropped torcdawl weapons, where same stat hammers and axes were doing significantly more damage in the tooltips from the Axe than the Hammer, which was just weird. Not sure if this is related or not, but I thought I would give a heads up. Also as a caveat, some testing on live targets seemed to point towards less damage being done by melee in pvp in general. @Antrax Artek worked on this more, and I wasn't around for this testing, but he seemed pretty unhappy with it(weird right?).