Anyone have this available? There was a few small topics, but I was wondering if this is still BIS in all slots (even at 1%), or if we should be stacking crit/arp/power. Nothing seems to be confirmed yet >.>
What I do is use the 2% in a ring slot. I only use one. It procs very often for around 300-400 damage. I'm not sure if they stack, not willing to give up a rank 7 rune to check it out.
I run 5 Greater Tenebrous Enchantments and it adds a lot of damage. I use Greater Plague Fire for my weapon enchant, and the fire DoT also can proc Tenebrous so I usually get a couple to several procs per hit. Additionally when you Threatening Rush with Plague Fire, anything marked gets affected by the fire DoT and that can trigger Tenebrous as well.
I run 5 Greater Tenebrous Enchantments and it adds a lot of damage. I use Greater Plague Fire for my weapon enchant, and the fire DoT also can proc Tenebrous so I usually get a couple to several procs per hit. Additionally when you Threatening Rush with Plague Fire, anything marked gets affected by the fire DoT and that can trigger Tenebrous as well.
6 greater enchantments already; like pissing away money
As for everyone... I know that they are good, and I know they are additive, and I know they proc often. I was just hoping someone actually did a direct mathematical comparison of them, compared to power/crit etc.
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forsakenlich1Banned Users, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
they are mutiplicative
the more you get the more you benefit
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gerok1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited May 2013
Tenebrous does not have a flat proc chance. it has a short internal cooldown. example if i walk up to dummy i hit once all 5 of mine go off wait about 6 sec hit again they all go off. however if you chain attack they do not proc every swing. i have parsed logs for this. i did a full dungeon run where i had 120,000 total htis from all things. 833 of those were tenebrous enchants. i have done some shorter tests also and can confirm it is an internal cooldown not a proc chance.
Tenebrous is bad. It has an ICD. You swing, tenebrous procs, now it can't proc again for 2-4 secs. It'll only end up doing 3% of your dmg.
Edit: Gerok beat me to it.
So essentially it looks really good initially, but doesn't pan out in terms of encounters lasting a few minutes. Any ideas on what amount of stats you would require to outdo this? Certain rank? Numbers on ICD, etc.
It seemed too good to be true given the proc rate.
So essentially it looks really good initially, but doesn't pan out in terms of encounters lasting a few minutes. Any ideas on what amount of stats you would require to outdo this? Certain rank? Numbers on ICD, etc.
It seemed too good to be true given the proc rate.
All I know is that Crity/Recovery > Power > Tenebrous on GWFs
Their scaling on abilities is horrible (so power isn't that great) and tenebrous is deceptively weak.
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forsakenlich1Banned Users, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
All I know is that Crity/Recovery > Power > Tenebrous on GWFs
Their scaling on abilities is horrible (so power isn't that great) and tenebrous is deceptively weak.
theorycraft all you want if i am getting 7-9 procs with 5 tenebrous enchants off a single WMS on a single target i am keeping it. way more damage than power would have given me
theorycraft all you want if i am getting 7-9 procs with 5 tenebrous enchants off a single WMS on a single target i am keeping it. way more damage than power would have given me
i have enough recovery at about 3.3k recovery
you're not reading what we're typing
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maligkn0Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
i only have 1 question where does the tenebrous enchantment and plague fire enchantment drops?
your saying it has a limit to how many times it can proc in a time frame. i am saying the timeframe isnt that big a deal as dots and bleeds proc it any way. I am saying that i dont care what gross numbers or software says, i read my logs in the trade of blades and I get 7-9 procs with wms on a single target with 5 enchants. thats more than enough damage for me to like it
your saying it has a limit to how many times it can proc in a time frame. i am saying the timeframe isnt that big a deal as dots and bleeds proc it any way. I am saying that i dont care what gross numbers or software says, i read my logs in the trade of blades and I get 7-9 procs with wms on a single target with 5 enchants. thats more than enough damage for me to like it
Actually they were saying that it does indeed proc off dots, however analyzing a 1 second combat log fragment does not tell you anything about actual proc rate or internal cooldown times.
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gerok1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited May 2013
I have parsed entire dungeon runs and have 5 tenebrous enchantments add up to a total of 4% of my damage. depending on how high your stats are tene can be good or bad. at low gear level you could get more than 5% dps increase in those slots at realy high dr values possibly not.
What would be a better option then for the offense slot then? If GWF doesn't scale well with power then would Recovery/Crit still be better in those slots?
What would be a better option then for the offense slot then? If GWF doesn't scale well with power then would Recovery/Crit still be better in those slots?
Actually, I would assume that in higher level dungeon runs, armor penetration would work better, if only because there's no such thing as unarmoured there. (I think)
securusMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
In general the only one who wants tenebrous is the tank for the initial agro grab, they actually have probably the worst actual increase, the difference is when you have 4 of them and plaguefire and they all proc off your threatening rush at will it gives GF's a huge boost in initial aoe agro when combined with the mark, thats why GF's use them not for the damage as much as they are great agro generators.
In general you would get much better stats from a rank 7 or higher regular enchantment.
As far as what increases damage in general recover until 3k then after that its power>crit>anything else. There is an exception for rogues who have a vorpal enchant though, for them its actually crit>recovery>power because they actually get more than 100% damage bonus on crits.
Armor pen is actually kinda worthless because it has so little value against low armor targets and the same amount of power would do the same as armor pen against an armored target. Its not that having some armor pen isnt bad, its just that its weighted the same as power and critical strike so there is no reason to get it when power has the same increase as AP but AP only helps on high armor targets.
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maligkn0Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Did anyone work out what's really going on with Tenebrous enchants?
Under my testing (GWF) I am only seeing maximum number of procs as number of enchants I have equipped (currenlty 3x) and there is an internal CD of 3-4 secs before they go off again.
However, having spoken to a TR and CW I know, they are not seeing any internal CDs. In fact they are seeing more Tenebrous procs off one attack than actual Tenebrous enchants equipped.
So either there is some class mechanic impacting this, or a bugged way in equipped or combination of skills. Or, maybe the ones I have equipped are bugged in some way and not performing as intended ;p
Did anyone work out what's really going on with Tenebrous enchants?
Under my testing (GWF) I am only seeing maximum number of procs as number of enchants I have equipped (currenlty 3x) and there is an internal CD of 3-4 secs before they go off again.
However, having spoken to a TR and CW I know, they are not seeing any internal CDs. In fact they are seeing more Tenebrous procs off one attack than actual Tenebrous enchants equipped.
So either there is some class mechanic impacting this, or a bugged way in equipped or combination of skills. Or, maybe the ones I have equipped are bugged in some way and not performing as intended ;p
I now have the exact same pattern with TR. (4x Tenebrous, Plaguefire): the four tenebrous enchantments go off and deal ~ 500 damage each, around 5% of the time. They almost always go off at the same time and they have a cool down. They went off 547 times over the course of a little over 10.000 Sly Flourishs, dealing roughly 6% of total damage, Plaguefire dealt 4%, in other words, they trigger after every 16-20 Sly Flourishs. If you wait roughly seven seconds between strikes, they trigger immediately on first strike. They no longer trigger from Plague Fire.
I did some testing with my CW using 3 x 2% Tenebrous enchants with the practice dummies and loaded the Combat Log for the session with the practice dummies into Excel. Just prior to the test session, I cleared out the existing Combat Log, so the calculations are based solely on the Combat Log output of the test session.
Here's the damage summary:
As you can see, the total damage provided by the Tenebrous enchants, after applying target dummy defense (or whatever is causing the net damage applied to the dummies to be less than the gross damage), is exactly zero. Gross damage might as well be zero as well.
My practice dummy session was conducted over about two minutes on the center dummy in a row of three (so I was damaging all three with the Encounter spells and only the center dummy with At Will). I used Steal Time, Icy Terrain, and Entangling Force as soon as they completed CD and used Magic Missile the rest of the time.
I'm hoping someone can point out what I did wrong since, in this test at least, Tenebrous added nothing to my damage.
In general the only one who wants tenebrous is the tank for the initial agro grab, they actually have probably the worst actual increase, the difference is when you have 4 of them and plaguefire and they all proc off your threatening rush at will it gives GF's a huge boost in initial aoe agro when combined with the mark, thats why GF's use them not for the damage as much as they are great agro generators.
In general you would get much better stats from a rank 7 or higher regular enchantment.
As far as what increases damage in general recover until 3k then after that its power>crit>anything else. There is an exception for rogues who have a vorpal enchant though, for them its actually crit>recovery>power because they actually get more than 100% damage bonus on crits.
Armor pen is actually kinda worthless because it has so little value against low armor targets and the same amount of power would do the same as armor pen against an armored target. Its not that having some armor pen isnt bad, its just that its weighted the same as power and critical strike so there is no reason to get it when power has the same increase as AP but AP only helps on high armor targets.
ArP is the most valuable stat, by far, until you get 24%. 1/(1-ArP%*.01) = Increase in dmg from ArP. For example, 24% ArP gives you a 31.6% damage increase. Most CN mobs have between 15-22% DR and bosses are at 24%.
You're correct that AFTER ArP comes recovery to roughly 3k and crit to roughly 2k. If you get 100% more crit multiplier then crit goes up to roughly 3k. For DPS GFs, because of doubled power, it's ArP>Recovery to 1800>Crit to 200>Power.
GFs don't get tenebrous because they want to aggro, that's some BS thing you invented. GFs aggro just fine, not to mention, GFs aren't brought to parties because of their "tankability" they are brought because of their insane dps.
ON TOPIC: Tenebrous are ****. They butcher your AoE dps damage and don't give you any increase in single target either. Think about it like this: You do 400 dps with Tenebrous. Now you put on normal enchants and do 400 dps per target hit. That's pretty much how it goes.
The reason why they are so insane in PvP, along with crit and crit multiplier, is because PvP is ALL about burst.
Comments
stacks multiplicatively from what i remember. 5 enchants gives me an average of 7 procs/wms with a plaguefire weapon
6 greater enchantments already; like pissing away money
As for everyone... I know that they are good, and I know they are additive, and I know they proc often. I was just hoping someone actually did a direct mathematical comparison of them, compared to power/crit etc.
the more you get the more you benefit
Edit: Gerok beat me to it.
A single Weapon masters strike gives me up to 7 procs of this enchant with 5 enchants on a plaguefire weapon
So essentially it looks really good initially, but doesn't pan out in terms of encounters lasting a few minutes. Any ideas on what amount of stats you would require to outdo this? Certain rank? Numbers on ICD, etc.
It seemed too good to be true given the proc rate.
No because the dots aren't proccing it. Like I said, it has an ICD. You proc it 7x once then you don't proc anything for a while.
All I know is that Crity/Recovery > Power > Tenebrous on GWFs
Their scaling on abilities is horrible (so power isn't that great) and tenebrous is deceptively weak.
no. dots do proc it
i hit wms i get 5 procs. then after a bunch of plaguefire procs and no direct damage i get another 2-4 procs
theorycraft all you want if i am getting 7-9 procs with 5 tenebrous enchants off a single WMS on a single target i am keeping it. way more damage than power would have given me
i have enough recovery at about 3.3k recovery
you're not reading what we're typing
your saying it doesnt proc off dots. it does
your saying it has a limit to how many times it can proc in a time frame. i am saying the timeframe isnt that big a deal as dots and bleeds proc it any way. I am saying that i dont care what gross numbers or software says, i read my logs in the trade of blades and I get 7-9 procs with wms on a single target with 5 enchants. thats more than enough damage for me to like it
Actually they were saying that it does indeed proc off dots, however analyzing a 1 second combat log fragment does not tell you anything about actual proc rate or internal cooldown times.
Actually, I would assume that in higher level dungeon runs, armor penetration would work better, if only because there's no such thing as unarmoured there. (I think)
This is an open beta. Start treating it like one.
In general you would get much better stats from a rank 7 or higher regular enchantment.
As far as what increases damage in general recover until 3k then after that its power>crit>anything else. There is an exception for rogues who have a vorpal enchant though, for them its actually crit>recovery>power because they actually get more than 100% damage bonus on crits.
Armor pen is actually kinda worthless because it has so little value against low armor targets and the same amount of power would do the same as armor pen against an armored target. Its not that having some armor pen isnt bad, its just that its weighted the same as power and critical strike so there is no reason to get it when power has the same increase as AP but AP only helps on high armor targets.
Under my testing (GWF) I am only seeing maximum number of procs as number of enchants I have equipped (currenlty 3x) and there is an internal CD of 3-4 secs before they go off again.
However, having spoken to a TR and CW I know, they are not seeing any internal CDs. In fact they are seeing more Tenebrous procs off one attack than actual Tenebrous enchants equipped.
So either there is some class mechanic impacting this, or a bugged way in equipped or combination of skills. Or, maybe the ones I have equipped are bugged in some way and not performing as intended ;p
I now have the exact same pattern with TR. (4x Tenebrous, Plaguefire): the four tenebrous enchantments go off and deal ~ 500 damage each, around 5% of the time. They almost always go off at the same time and they have a cool down. They went off 547 times over the course of a little over 10.000 Sly Flourishs, dealing roughly 6% of total damage, Plaguefire dealt 4%, in other words, they trigger after every 16-20 Sly Flourishs. If you wait roughly seven seconds between strikes, they trigger immediately on first strike. They no longer trigger from Plague Fire.
Here's the damage summary:
As you can see, the total damage provided by the Tenebrous enchants, after applying target dummy defense (or whatever is causing the net damage applied to the dummies to be less than the gross damage), is exactly zero. Gross damage might as well be zero as well.
My practice dummy session was conducted over about two minutes on the center dummy in a row of three (so I was damaging all three with the Encounter spells and only the center dummy with At Will). I used Steal Time, Icy Terrain, and Entangling Force as soon as they completed CD and used Magic Missile the rest of the time.
I'm hoping someone can point out what I did wrong since, in this test at least, Tenebrous added nothing to my damage.
Here are my Char and Comp Sheets for reference:
In your wallet.
ArP is the most valuable stat, by far, until you get 24%. 1/(1-ArP%*.01) = Increase in dmg from ArP. For example, 24% ArP gives you a 31.6% damage increase. Most CN mobs have between 15-22% DR and bosses are at 24%.
You're correct that AFTER ArP comes recovery to roughly 3k and crit to roughly 2k. If you get 100% more crit multiplier then crit goes up to roughly 3k. For DPS GFs, because of doubled power, it's ArP>Recovery to 1800>Crit to 200>Power.
GFs don't get tenebrous because they want to aggro, that's some BS thing you invented. GFs aggro just fine, not to mention, GFs aren't brought to parties because of their "tankability" they are brought because of their insane dps.
ON TOPIC: Tenebrous are ****. They butcher your AoE dps damage and don't give you any increase in single target either. Think about it like this: You do 400 dps with Tenebrous. Now you put on normal enchants and do 400 dps per target hit. That's pretty much how it goes.
The reason why they are so insane in PvP, along with crit and crit multiplier, is because PvP is ALL about burst.