Hello Hello Hello! I've been reading these series of threads now for a little while, and finally decided to ask a question! My question is about the armor cap and weapons. Firstly, What would be the point of say, 2 perks to reach Wolf Armor, when your weapon would be lacking from trying to save the perk points? I fully understand that it weighs less, but in the end you are still spending roughly the same amount of perk points as you would going for Deadric.. assuming you are going to be using a Deadric Weapon to maximize your damage dealt. I'm just wondering if besides the reduction in carrying capacity (and looks), Is there really any other reason to wear Wolf Armor over Deadric? Which brings me to my next question! What would the damage difference be between lets say a Deadric Mace and an Elven Mace? This was the only way I could think of to actually save perk points this way... Is that the Elven Mace would be close to the Daedric Mace without much of a difference to damage dealt. You just plug in enough perk points for Elven, and then increase the given stats of the weapon and apparel, Does this make much sense? Or am i completely going in the wrong direction with all of this?
Welcome to the thread, my friend!

To answer your question about maces and materials, etc.:
ANY weapon type can do incredible, ridiculous OP damage if you maximize your crafting potential -- even without using cheats. We have been in the process of "reining in" damage for the sake of sanity and fun gameplay as a result. Basically, you will pwn even master difficulty if you get a weapon that does around 300ish damage, and this can be accomplished with just about any weapon in any material except for the daggers, as they do not benefit from the Fortify one-handed enchantment.
To give you a sense of just how potent the crafting template is, the daedric weapons go for around 500-600 damage, depending on if they are 1H or 2H... elven equipment is only
10% or so less. This is because smithing improvements are equal across the board, regardless of material type -- so crafting out an elven sword will do far more damage than you really need... even on master difficulty. And this is not even counting elemental enchants that you can put on your weapons... dual wielding can give you an extra four enchantment slots for this.
With the template, damage is not an issue.

Domilasa made a theorycraft build for a character on master using the template and the "damage cap" ruling that we went by using only 21 perks (IIRC) that let her hit the armor cap, blocking cap, magic resist cap, and elemental resist cap. The only thing she didn't slot for was Spell Absorb, which she could have hit with another couple of levels and trading out the Lord stone for the Atronach stone. She used all elven gear to accomplish this -- it can be argued that elven is the most versatile and awesome of all the available materials... and it weighs next to nothing.

-Loth