*Originally posted this in a Dread Enchantment discussion on the general forums*So I ran a more ACT experiments with our guild combat dummies, three were affected.
Description of ACT runs so far,
Two Conditions and 3 enchantment "states":
Full AoE with at-wills/encounters/dailies for 10 min and I tried to stay consistent by alternating chilling cloud with a quick storm pillar: CoI(tab)/ST/Dis/IT, CC/SP at-wills
Single target loadout, encounters only for 5 min each, very easy to keep up and very consistent castings: CoI(tab)/IR/Dis/RoE
Enchantments: Transcendent Dread, Transcendent Vorpal, and No Echantment
Image files:
Dread Full AoE: [IMG]
http://i66.tinypic.com/25u0g3s.png[/IMG]Dread Single target: [IMG]
http://i67.tinypic.com/30dklk0.png[/IMG]Vorp Full AoE: [IMG]
http://i64.tinypic.com/28uixc9.png[/IMG]Vorp Single target: [IMG]
http://i67.tinypic.com/33es8cp.png[/IMG]No Enchant Full AoE: [IMG]
http://i65.tinypic.com/2mg9pw6.png[/IMG]No Enchant target: [IMG]
http://i64.tinypic.com/34he845.png[/IMG]Summary:
Dread enchantment seemed to slightly beat vorpal 50 mil to 47 mil total, although I would say that's within the margin of error for my castings.
Single target loadout showed the same oddly enough.
One odd thing (I mentioned b4) is that the atwills stack a terror-like icon on the target and any damage keeps the stacks at around 3 or 4.
*note: the image pages are a little glitchy and may need reloading.
Comments
I think some others will be testing this enchantment in the near future also.
I also think results will change a lot if you factor in party buffs, because the dread enchantment's hit for 25% of weapon damage isn't effected by buffs and at the moment in that image is making up 5% of your dps, With buffs, it will drop to less than 1%. That is the terror icon you are seeing, btw. Also, I managed to get that to stack up to 12 times.
The enchant would also be a lot better if the 40% defense reduction translated into a 4% debuff as well, but then there would be 8% effectiveness and not 4% effectiveness.
When I can get the trans dread back again from a friend, I will retest with a lower weapon damage weapon, so I am unable to kill dummies.
What do they look like when they die? Fade away and back in?
Edit: so elol damage with dread set triggered by encounters +75% crit severity but at will and daily not?
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As for my results:
With 57% crit chance:
No Weapon Enchant:
Trans Dread:
Trans Fey:
Trans Vorp:
The difference between vorp and dread can pretty much all be accounted for by the dread hit for 25% of weapon damage, without that, dread and vorp would be equal, which means in dungeons with buff groups, vorp and dread will perform roughly equally. The tests are roughly 10 minutes long for each of them, but not exactly the same length, so I advise you refer to the dps column rather than the damage column.
Does it add crit severity to rimefire ?
This tests are unstable because you dont make runs with same groups, and every run is different. But since I am using Dread, my damage is much closer to GWFs in every group instance than before.
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As @kolatmaster would say...
Also damage resistance debuff has only 0.1s duration.
I'd understand that you are using F. Wizardry, but did you question what happens when you fully charge a Rene feat with Steal Time in a buffed-up party, everything frozen and charged? Then followed by a Sudden Storm?
Or do you think that Assailant, that doesn't crit, or Storm Spell feature, that doesn't crit, will do you anything good with those Enchs? : /
When using those enchs you[b]have to[/b] make two of the hardest hitting AOE spells count, and those are Steal Time and Sudden Storm. What do you think happens when you crit a lot with a big AOE in combination to the Lostmauth's set? What's better, 30k Steal Time or 100k+ steal time?
Try going a bit Renegade with those. Actually, try going full renegade, only adding 5/5 into oppressor where it counts.
My point is that +50% crit severity on a 3K crit is a travesty.
My other point is that Steal Time properly buffed, hits for over 100K, and then extra +50% crit severity comes into play.
And then, Lostmauth gets benefits, too.
So I suggest doing a test as a pure Rene with 5 points spent in the Oppressor feat which increases dmg vs chilly-willy targets.
Once again, regards.
However, it's nice to have options and a bit more additional CC as a jack of all trades.
Entangling Force on Tab, Icy Terrain, stacks of arcane, stacks of chill, extra Steal time damage{+reset] + eventual OF = 4-6 sec max battle time, next target. And this with a lightning ench also procs Abyss of Chaos for extra 20-30% damage.
The good thing is that both CoI and Entanglng F are available as soon as you enter power tree.
If new mods taught me anything it is that weapon damage will only increase and Lightning ench will be more and more viable.
If you respec to MoF, then you can stop using steal time.
Replace steal time with Fanning the Flame.
Why would you want to not use steal time?
because conduit of ice (tab) + ray of enfeeblement + disintegrate + fanning the flame = 100% ranged
I can literally stand at max range and safely dps bosses in CN and e-demog and dragon fights.
Once you stop using steal time, you won't want to go back.
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Example: Assume you did 100 damage and the DoT did 7% of that.
93% of your damage was not the DoT and is buffed by 300%, becoming 279 damage.
(286/279-1)*100 = 2.508960573%
And so as a fraction of your damage, it is doing less.