each enchant works for it self. Like 30-50% chance to deal 1-3% of your current HP. With a perfect proc as non-GF you can deal 7x3% (21%) of your current HP as spike dmg. GF got up to 18% (therefore they got higher HP which equals the 7th slot). Not sure about CD, but ppl mentioned sth like 10sec and i personally think so as well. With a high HP build thats like 5k extra DMG which can not be mitigated though.
Its a very good enchantment and ye some may seem it to be unfair, I have came across a GF with 6 in at least and he killed me very quickly. They are expensive to buy on the AH especially if you want 6 or more. So not many will have it. Personally because its so expensive to put 6 or more in leave it as it is. Its kinda the same for players having a GREATER Vorpal enchantments slotted in there weapon slot it costs 5m AD minimum... again not many have that kinda cash except people that Pay to play like I do, but that's my choice. I don't think nerfing or reducing something that people are willing to pay for should be changed from people moaning ALOT about a very rare few players if you know what I mean.
Its a very good enchantment and ye some may seem it to be unfair, I have came across a GF with 6 in at least and he killed me very quickly. They are expensive to buy on the AH especially if you want 6 or more. So not many will have it. Personally because its so expensive to put 6 or more in leave it as it is. Its kinda the same for players having a GREATER Vorpal enchantments slotted in there weapon slot it costs 5m AD minimum... again not many have that kinda cash except people that Pay to play like I do, but that's my choice. I don't think nerfing or reducing something that people are willing to pay for should be changed from people moaning ALOT about a very rare few players if you know what I mean.
I have 6 Greater Tenebrous and Greater Vorpal. I didn't pay to win, nor exploit to win.
Don't assume everyone that is geared out is like you who buys hundreds of dollars' worth of in-game virtual goods.
Does not stack. Each Enchant functions independent and proc's on first hit and has a 5 second internal cooldown. So every 5 seconds will proc each enchant at once and why these enchants are so OP. Their DPS gain is unmatched by any other enchant.
I am a geared GF with 6 tene enchants and will tell you EXACTLY how they work.
There is about a 5 second cooldown on the proc currently. The proc is a very high percentage that CAN proc of DoTs (like the weapon plague fire enchant). What it does: when proc-ed your next attack deals necrotic damage (meaning pure damage with no defense mitigation) of 1-3% (depending on quality) of your HP. You can have 6-7 of these and they can proc often.
Problems: 1 of the major problems is that they are currently bugged and each tene enchant can proc multiple times... People have had screen shots of having 10+ procs on a single hit which adds (30k hp * .03 * 10 = 9000 damamge) meaning your 10k crit just because 19k for a 1 shot... That is a MAJOR issue that needs to be fixed.
If they DO fix those, they do NOT need to nerf the damage because for PVE purposes they are NOT as strong as armor pen enchants (at rank 7+) or other pure damage enchants. But they ARE overpowered in PVP because its all about unmitigated burst.
How to fix: Turn Tene damage procs into a DoT. Lesser = 1% of your HP over 2 seconds meaning at 30k HP its 150 damage a tick. The regular tene enchant would do 2% hp over 4 seconds meaning 150 damage a tick as well, and greater doing 3% over 6 seconds doing 150 a tick as well... Increase quality increases duration not damage per second. You will still stack 6 greaters which will tick for 900/second which is ALOT, but again... use a potion and youll be fine.
Some builds rely on super cheese (like rogues) and they can stay in stealth the entire time and spam attacks to proc tene on people. This needs to be fixed. They should fix what can proc tene as well so not EVERYTHING procs it... Maybe give it a higher proc rate, but DoTs or bleeds dont have a chance to proc (over time) just the initial hit can proc... Also any attack used in stealth (as a general rule) should take you out of stealth... but thats another issue.
Doesnt decrease DPS for PVE purposes but reduces the HUGE burst potential. It will still be VERY strong for PVP (as it should) but even a potion can mitigate a FULL 6 greater tene proc (for perspective). Potions are dirt cheap... buy them...
I have 6 Greater Tenebrous and Greater Vorpal. I didn't pay to win, nor exploit to win.
Don't assume everyone that is geared out is like you who buys hundreds of dollars' worth of in-game virtual goods.
Wasn't assuming dude, I said not many people have that kinda cash if you have then well done to you. I could of worded it slightly better by saying people that pay to play more than likely will have enough AD to buy those sort of enchantments. I pay money into the game because I like the game, but that's my choice not yours so don't criticise
I posted this last night in response to a similar thread in the Barracks. Reposting here for greater visibility.
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.
That's on a test dummy, run your combat parser during a pvp match and see the big difference.
You're chaining attacks on a dummy but tenebrous is all about burst. That is why it's the go to enchant in pvp because you stop and go. By the time you engage an enemy after they rezz or whatever, the 5 sec internal CD is already up and your first attack will always proc tenebrous.
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flaminghomerMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 9Arc User
I am a geared GF with 6 tene enchants and will tell you EXACTLY how they work.
There is about a 5 second cooldown on the proc currently. The proc is a very high percentage that CAN proc of DoTs (like the weapon plague fire enchant). What it does: when proc-ed your next attack deals necrotic damage (meaning pure damage with no defense mitigation) of 1-3% (depending on quality) of your HP. You can have 6-7 of these and they can proc often.
Problems: 1 of the major problems is that they are currently bugged and each tene enchant can proc multiple times... People have had screen shots of having 10+ procs on a single hit which adds (30k hp * .03 * 10 = 9000 damamge) meaning your 10k crit just because 19k for a 1 shot... That is a MAJOR issue that needs to be fixed.
If they DO fix those, they do NOT need to nerf the damage because for PVE purposes they are NOT as strong as armor pen enchants (at rank 7+) or other pure damage enchants. But they ARE overpowered in PVP because its all about unmitigated burst.
How to fix: Turn Tene damage procs into a DoT. Lesser = 1% of your HP over 2 seconds meaning at 30k HP its 150 damage a tick. The regular tene enchant would do 2% hp over 4 seconds meaning 150 damage a tick as well, and greater doing 3% over 6 seconds doing 150 a tick as well... Increase quality increases duration not damage per second. You will still stack 6 greaters which will tick for 900/second which is ALOT, but again... use a potion and youll be fine.
Some builds rely on super cheese (like rogues) and they can stay in stealth the entire time and spam attacks to proc tene on people. This needs to be fixed. They should fix what can proc tene as well so not EVERYTHING procs it... Maybe give it a higher proc rate, but DoTs or bleeds dont have a chance to proc (over time) just the initial hit can proc... Also any attack used in stealth (as a general rule) should take you out of stealth... but thats another issue.
Doesnt decrease DPS for PVE purposes but reduces the HUGE burst potential. It will still be VERY strong for PVP (as it should) but even a potion can mitigate a FULL 6 greater tene proc (for perspective). Potions are dirt cheap... buy them...
Well I think Tene should be a weapon enchant only. I don't think it was intended to be stacked. Simple fix. You can only wear 1 tene! next. Its the only right thing to do I can see. You get 1 plaguefire, 1soulforge, 1 tene maybe in 1 offensive slot. Now since you can only wear 1. Buff it to 3-5% dmg make it a dot. Bam fixed. Everyone is happy. It adds a nice dot to PvE and you are still socketing arm pen. In PvP adds a nice Dot and you have to have a brain and stack another enchant. The I hit you first with my Tene is pretty nub. There is a lot of nubbing going on lately.
Comments
I have 6 Greater Tenebrous and Greater Vorpal. I didn't pay to win, nor exploit to win.
Don't assume everyone that is geared out is like you who buys hundreds of dollars' worth of in-game virtual goods.
PAY TO WIN
There is about a 5 second cooldown on the proc currently. The proc is a very high percentage that CAN proc of DoTs (like the weapon plague fire enchant). What it does: when proc-ed your next attack deals necrotic damage (meaning pure damage with no defense mitigation) of 1-3% (depending on quality) of your HP. You can have 6-7 of these and they can proc often.
Problems: 1 of the major problems is that they are currently bugged and each tene enchant can proc multiple times... People have had screen shots of having 10+ procs on a single hit which adds (30k hp * .03 * 10 = 9000 damamge) meaning your 10k crit just because 19k for a 1 shot... That is a MAJOR issue that needs to be fixed.
If they DO fix those, they do NOT need to nerf the damage because for PVE purposes they are NOT as strong as armor pen enchants (at rank 7+) or other pure damage enchants. But they ARE overpowered in PVP because its all about unmitigated burst.
How to fix: Turn Tene damage procs into a DoT. Lesser = 1% of your HP over 2 seconds meaning at 30k HP its 150 damage a tick. The regular tene enchant would do 2% hp over 4 seconds meaning 150 damage a tick as well, and greater doing 3% over 6 seconds doing 150 a tick as well... Increase quality increases duration not damage per second. You will still stack 6 greaters which will tick for 900/second which is ALOT, but again... use a potion and youll be fine.
Some builds rely on super cheese (like rogues) and they can stay in stealth the entire time and spam attacks to proc tene on people. This needs to be fixed. They should fix what can proc tene as well so not EVERYTHING procs it... Maybe give it a higher proc rate, but DoTs or bleeds dont have a chance to proc (over time) just the initial hit can proc... Also any attack used in stealth (as a general rule) should take you out of stealth... but thats another issue.
Doesnt decrease DPS for PVE purposes but reduces the HUGE burst potential. It will still be VERY strong for PVP (as it should) but even a potion can mitigate a FULL 6 greater tene proc (for perspective). Potions are dirt cheap... buy them...
Wasn't assuming dude, I said not many people have that kinda cash if you have then well done to you. I could of worded it slightly better by saying people that pay to play more than likely will have enough AD to buy those sort of enchantments. I pay money into the game because I like the game, but that's my choice not yours so don't criticise
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.
Here are my Char and Comp Sheets for reference:
You're chaining attacks on a dummy but tenebrous is all about burst. That is why it's the go to enchant in pvp because you stop and go. By the time you engage an enemy after they rezz or whatever, the 5 sec internal CD is already up and your first attack will always proc tenebrous.
Very good summary !
Developers should listen to you !
Hear Hear!