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Also bear in mind that drain effects refund your target as they expire - you might consider moving Drain Health to a touch spell instead, as it only matters at the end of a combo.
Melee is kind of zonked in this game. A weapon with two weakness effects and a strong destruction spell is OP though.
This question concerns enchantments, which work differently.
Not as far as weakness "enchantments" go. It's a spell effect once it hits the target. Again, test this if you don't believe me. It's extremely easy to do. The effect of weakness has to be applied before elemental damage is applied (not at the same time) or it doesn't do anything.
Here is the UESP wiki saying the same thing I am. https://en.uesp.net/wiki/Oblivion:Useful_Enchantments#Custom_Weapons
I'm going to do some testing with both of your ideas. I'll try 3 different daggers, each with an individual elemental enchant/weakness and combine that with a brutal drain health on touch spell.
Ah - you'd said "Weakness spells have to be applied BEFORE magic damage to have any effect". In terms of the effect list, they need to go last or they won't work at all.
Setting a duration of 1s won't break them either, as that sort of swing rate isn't too difficult to pull off (especially if you ragdoll each of your opponents before attempting to injure them - I tend to start out with some fatigue-draining touch spells if I think they'll otherwise block too often).