This isn’t a build guide per se, but it is a guide to Shadow Daggers. It was also going to showcase how much better a staff would be for it, but, erm, no. DW Blade of the Forgotten Knight & the Amulet is awesome, much higher attack speed, lots of damage & since you’re dual wielding you get much better support from the Bladedancer passive tree. If you want to go balls-to-the-wall on added damage for Shadow Daggers, it’ll be DW Blade of the Forgotten Knight (+53 melee phys damage, +15-25 melee void damage & +35-50 spell void damage) and 2 Ballista’s Cursed rings (11-13 throwing phys damage & 14-17 throwing fire damage at t5).
How Shadow Daggers works -
Shadow Daggers is (I think) an ailment that triggers a secondary effect. When you hit a mob with 100% chance to apply Shadow Dagger, you apply 1 stack of an ailment called Shadow Daggers. When you reach 4 stacks they trigger a damaging effect (not an ailment) for base phys damage plus any added melee, throwing attack & spell damage @ 100% added damage effectiveness. So if you want as much damage as possible then you need to stack as much of those added damage as possible. They are equivalent, so 1 added melee damage = 1 added throwing attack damage = 1 added spell damage (either adaptive or any element).
Shadow Daggers has a whopping 300% added damage effectiveness.
Tags - Physical, Melee, Throwing and Spell
Damage doesn’t appear to be converted, so the base damage of the skill (60) is multiplied by any physical damage modifiers, but any added damage doesn’t get converted & is multiplied by it’s own element modifiers (eg, the % increased void damage on Blade of the Forgotten Knight).
The damage appears to be based on the hit that procs the dagger damage (ie, the 4th hit if you don’t have any shadow dagger effect), I hit the dummy 3 times with my DW Forgotten Knight swords then removed them & hit it unarmed & did tiny damage, compared to hittting it 3 times unarmed & then the 4th time with DW Forgotten Knight swords.
Increased Shadow Dagger effect appears to both reduce the amount of hits required to get them to do damage as well as increase the damage that the Shadow Daggers do. So while the “Shadow Dagger effect” effect that reduces the number of hits required for damage does have breakpoints, even if you’re inbetween them, you still get the benefit of increased damage.
Shadow Dagger Effectiveness breakpoints -
0% (4 stacks)
50% (3 stacks)
150% (2 stacks)
250% (1 stack), this is what I suspect is going to be the breakpoint for 1 stack, which is achievable but requires t6 or t7 helm/chest affixes (with max rolls you can get 4x 27% on idols, 50% on a T5 helm affix & 75% on a T5 chest affix for a total of 233% increased effect. So you’d need probably 2x average roll t6 affixes to hit this.
Skills - Shift (Hidden Blades, 2 points), Puncture (Death’s Imprint, 4 points), Smoke Bomb (Knives in the Dark, 1 point but also Swirling Fog for +25% increased frequency per point, 4 points), Shadow Cascade (Shadow Elegance, 1 point), Synchronised Strike (Umbral Assassination, 1 point), Dancing Strikes (Dark Blades, 1 point)
Edit: It also looks like it scales with % increased melee, throwing & spell damage, but not % hit damage from the skill that procs it.