PvE DPS Weapon Enchantment Testing Data
Table of Contents
I was going to compile just GF tests with an upcoming GF guide styled like the Grimoire of the Ordinary Black Magician, but, well… I’ll just let you read the story for yourself.
I originally did the GF’s tests because I was curious as to what the DPS GF’s best enchant was and I didn’t want to accept word of mouth as an answer, I wanted to see for myself what the best was. I asked Sharp how to do everything, ran my tests, and made my own conclusions. Then, my old man asked me to try out GWF, since he wanted fore-knowledge of what was good and bad and wanted to buy enchants accordingly. I originally wasn’t going to do the GWF tests, but WickedDuck’s failures at one-rounding Drufti while testing enchants frustrated me to the point where I wanted to spare myself anymore of his test runs and simply give him the damn data (that, and Duck’s a cool guy). Then, during another FBI run, Prozology asked me if I did tests on Paladin enchants (and I myself am looking at upping my Paladin’s DPS), so back to to testing I went. I remember reading a thread where the TRs were wondering on which weapon enchant to use, so, to help the TRs which helped me on my way, I asked Blur on which abilities TRs use, and back to the testing I went.
Eventually, @brick on the GF Guard Barracks asked if anyone ran DPS enchant comparisons, which I published my results, and it proved to be popular. At that point, @satralaflax asked me to post my GWF results, which also proved popular enough that Ruthless (@dmcwen) requested me to try HR. So, off to testing HR I went, under the guidance of @jaegernl. And then I decided, “screw it, let’s just test enchants for all classes”, to avoid ambushes by angry SWs.
The class missing from this comparison is DC and that is intentional.
Originally, I was going to do DC tests, but after a tip-off from Sharp, I got into contact with Sylux, who was kind enough to point me to his information and let me compare my preliminary notes to his. As I halfway through the DC tests, I realized I borrowed a lot of information from Sylux, such as the information that some abilities have the same procs as their Divinity version (I am NOT going to test that crap, SW nearly killed me). If I was going to release DC graphs which partially used Sylux’s data, then that would be little better than plagiarizing, as I never asked Sylux for his permission to use his data.
If Sylux is chill with me using his data, then I would do the graphs for DC. However, even if Sylux was okay with me using his stuff, I would need time to make the DC graphs. Thus, the DC graphs, if okay’d by Sylux, would not release in the initial version of this comparison, alongside “updates” to Sharp’s CW graphs.
Addendum for the Refinement Update on 8/30/17:
This comparison was started in February of 2017 and was mostly complete a month or two before the Unparalleled Weapon Enchant bombshells were announced. I might consider doing stuff on Unparalleled Enchants in the future, but for now, I’m going to stick with comparing Trans enchants.
We will look at the following enchants:
What this comparison will do:
What this comparison will NOT do:
As a generalist, I don’t feel qualified to explain or interpret which enchantments are good for the classes I don’t know (for me, I only know GF and arguably GWF). Thus, it is up to you to examine where boosts to your DPS will matter.
If you don’t understand what I mean, I created a tutorial that teaches you how to use my comparisons to see which enchant is the best for boosting your DPS.
For this testing scenario, we’re using the following characters and fight properties:
There are two main “types” of weapon enchants: the “buff” enchants and the “proc based” enchants.
The “buff” enchants are Vorpal, Dread, and Feytouched. Their main benefit is that they all, in a way, “buff” your base damage. The “proc based” enchants are Bilethorn, Flaming, Terror, Holy Avenger, and Lightning because their appeal is that they deal a hit worth (x)% of your Weapon Damage (the titular proc in the proc based enchants).
Generally, the proc enchants deal the % of weapon Weapon Damage that they say while you view the tooltip while your character is stripped down. However, some abilities have hidden “multipliers” to weapon enchant damage, as confirmed by one of the devs.
The effective comparison is generally going to be whether your gain more damage from getting a proc of an enchant versus buffing your ability’s damage via a buff enchant. As a general trend, if you’re playing a class whose abilities have good base damage or low procs, you will likely benefit most from a buff enchant. This is due to the procs of the proc enchants not adding as much DPS as simply buffing your base damage. Inversely, classes whose abilities have poor base damage or have multi-procs will benefit more from the proc-base enchants due to the enchant’s proc damage outweighing any buffs to the ability.
The procs of the proc weapon enchantments inherit the properties, buffs, debuffs, etc. of the ability which procs the enchant. My comparison will only look at the base damage values of the proc weapon enchantments, as if you apply a buff/debuff to one enchant, you need to do it to another. The proc based enchants’ tooltips will change to reflect the amount of buff scaling you have, but does not change the base damage value of the weapon enchant’s damage.
I would like to show and explain the “damage affecting” properties of the proc enchants, since there are “some” skeptics out there (who are, admittedly justified) in not believing “hand testing” and would like to see ACT logs as proof of evidence.
They ARE affected by damage increasing debuffs.
*The one exception to this rule is the GWF and GF WMS At-will debuff. It actually only buffs At-wills, not enchants…
See the effectiveness column?
The Bilethorn second hits benefitted from the marking effect debuff from Enforced Threat.
They even scale with their own debuffs.
Crushing Surge has no debuff, but Terror has a 6% one. You can see the later Terror hits benefitted from the Terror debuff.
They ARE affected by damage buffs only if the buff was applied prior to the weapon enchant hitting.
Base Lightning Damage: 265
Buff Used: Hidden Daggers Rank 4 (40%)
Lightning Damage After Buff is Active: 371
371/265 = 1.40
They scale with Power.
The Lightning procs at 2:36:40 are from the initial Lance of Faith. Then I use AA, which grants me a Power buff. After using AA, I use Lance of Faith again, and the damage of both Lightning and Lance is higher because of the AA Power-buff.
Note that I was using my stripped down test DC, so I only had 4000 initial Power via a preview legendary mount just so AA would add enough Power to be noticeable in the ACT logs.
The proc weapon enchantments do not count for the Wheel of Elements: Fire damage.
Wheel Fire Damage: Does 30% of your damage as an extra hit.
Griffon’s Hit: 4076.9
Wheel Fire Damage: 1223.07 (exact), or 1223.1 (rounded)
4076.9 * 0.3 = 1223.07
Wheel Fire damage didn’t count the Holy damage, otherwise, Wheel Fire damage would have hypothetically been 1321.37 because you would have done ((4076.9+329)*0.3).
Any other specific weapon enchant-class related trivia will be placed in their respective sections (ex: questions about weapon enchants and Shadow of Demise is in the TR section.)
I noticed my preliminary comparisons were tricking people into thinking Flaming is the be all, end all, which is not quite the case in some circumstances. I decided to write this section to give you some insight into the enchants and compare their pros, cons, and other weird quirks before checking out the DPS increases.
Flaming’s Weapon Damage is split between a mediocre initial hit and a slow ticking DoT effect. The initial Weapon Damage is barely better than the likes of Fey’s, but the DoT is where Flaming deal most of its DPS. The DoT stacks cap out at 3 stacks, which means it is possible to attack faster than the DoT effect can tick and “jam” the DoT stacks. This is bad, since after you hit the stack cap, your next hits do not apply another DoT stack and effectively only deal the initial Weapon Damage hit, which is only slightly better than Bilethorn’s initial hit (Bilethorn makes up for it by not jamming) and slightly better than Feytouch’s Weapon Damage (Fey makes up for its low Weapon Damage by having the 18% damage buff).
Thus, Flaming is a poor choice for classes which attack quickly (frequent / rapid attacks) and/or have multi-procs, in addition to being poor in fights where burst damage is key. Flaming shines on fights which will take a while or on classes/rotations which proc enchants somewhat slowly. Ideally, you’d want an attack speed of one attack per second, as confirmed by one of the devs.
There is a Fire Explosion for hitting an enemy which has 3x Flaming DoT stacks. However it has a long cooldown and is impossible to trigger at a precise moment, making it impossible to consider as a consistent part of Flaming’s DPS. The debuff on Flaming is so small and so erratic that it is not worth thinking about for DPS.
Bile’s Weapon Damage is only slightly weaker than Flaming’s Weapon Damage, but trades the extra damage and explosion for never jamming if you swing too fast. However, much like Flaming’s DoT, Bilethorn’s second hit procs somewhat slowly, so Bile may not be that great for quicker fights. In addition, Bilethorn has a really weird programming in that its second hit will sometimes refuse to Crit, depending on the ability, so this can screw with your DPS should you decide to use Bilethorn.
Bile is also one of the only two enchants which has an interesting interaction in AoE fights: although Bile’s first hit only affects targets hit by the initial ability hit(s), the second hit is AoE and can proc on targets in close proximity to targets hit by the initial hit. I personally don’t see Bilethorn as an AoE fight option, as by the time Bile’s second hit procs, everything is dead/close to dead.
Lightning on single target functions as a similar inverse to Bilethorn: Lightning has a strong initial hit followed up by a weak second hit. Unlike Flaming or Bilethorn, Lightning is pretty quick in its procs, so it’s not bad for quicker fights. However, like Bilethorn, Lightning’s burst can sometimes not crit depending on the ability, which hampers Lightning’s DPS on single target fights.
Lightning shines on mob fights. When I mean “mob fights”, I really mean “lightning has ridiculous proc ability on multi-targets”. It only gets better as you hit more targets with the ability’s initial strike(s). Lightning will hit its initial target for its initial Weapon Damage, then arcs 3 times to 3 additional targets. So, if I am fighting 4 enemies and I used an ability which hit all 4 enemies, then I would hit all 4 enemies with the initial hit, then the arcs would chain to the other 3 targets, for a total of 16 Lightning hits (4 initial hits + 4 enemies hit * 3 arcs each).
Just watch the aggro, because you might get the first aggro threshold when you weren’t looking to aggro.
Transcendent Holy Avenger/Terror
Transcendent Holy Avenger/Terror
Holy Avenger and Terror are thematically opposite sides of a similar coin. They have similar Weapon Damage (barring buffs/debuffs, both hit for 30% of Weapon Damage), but both numerically don’t deal as much Weapon Damage as the combined hits of Bile or Flaming.
The key strength behind these two enchants is the fact that they deal all of their damage in a single strike. You don’t need to wait for any DoT or extra hit to make these deal extra DPS, you simply attack and go. This can be advantageous in quicker fights where speed is of the utmost importance to deal damage as enemy HP melts before any DoTs can apply their full damage.
Holy Avenger technically holds the edge over Terror at a BiS sweaty tryhard level due to its special damage buff, which is currently multiplicative and not subject to diminishing returns like Terror’s debuff. However, Holy Avenger’s special damage buff is only up for ~15 seconds, so if your fights last longer than 15 seconds, then Terror’s debuff will provide a more consistent damage boost. Terror trades raw damage for better versatility: it has slightly better team utility in the form of the damage debuff and damage increasing debuff, and also is decent in PvP (from what I hear).
Vorpal is the essence of simplicity. It gives you a 50% increase to Critical Severity, was not changed at all during the Mod11 enchant changes, and isn’t particularly flashy (visuals aside). However, it works with almost all abilities (doesn’t work with TR’s Path of the Blade), doesn’t require any specific setup or any special properties to get the most out of -- you attack and go.
That being said, Vorpal’s simple design has some noticeable shortcomings. An obvious weakness is that Vorpal suffers if you have low Crit chance, since you can’t benefit from the extra Crit Severity of Vorpal if you don’t score Crits. Another is that the relative DPS increase of Vorpal suffers if you have high amounts of Crit Severity and/or Combat Advantage bonuses from other sources. Finally, it can be out-specialized by other enchants in specific situations.
Dread is similar to Vorpal, except that Dread packs bigger punch (for Encounter powers only), has better offensive debuffing potential, and adds a little more chip damage in the form of the Dread DoT.
Dread still has its downsides. Like Vorpal, if your character has low Crit chance, then Dread will not be that good for your DPS. The other major issue with Dread is that Dread sucks if your class does most of their damage using At-Wills and/or Dailies, rather than from Encounters.
Please GWFs, I get that Dread is cool looking, but it sucks for buffing your DPS, don’t pick it. Terror is also cool looking and is twice as practical as Dread on GWF.
Fey is similar to the Severity enchants, and is in theory the game’s shining example of a jack of all stats enchants. Its Weapon Damage component is not as good as the likes of Terror or the split damage procs of Bilethorn, nor is Fey’s damage bonus quite as strong as Vorpal or Dread (on paper), and its offensive debuffing capability falls behind alternatives like Plaguefire or Pure/Trans Frost.
However, Fey can often end up being better than the proc enchants on classes which don’t proc abilities often and can also be better than Vorpal/Dread on characters with a low Critical chance or on characters that have large amounts of critical severity/Combat Advantage bonuses from other sources.
The latter occurs due to the DPS increase from Crit Severity/CA getting worse and worse the more Crit Severity/Combat Advantage Bonus you already have. If you want further information on that subject, you can check out @micky1p00’s website section on Crit Severity/CA, or @sirjimbofrancis’ blog about the “trap” of the Cambion Magus.
Fey also has the advantage of having a damage debuff, which can be useful on classes that want to mix in some defensive measures into their lineup.
However, Feytouched does have its issues.
First, and in my opinion, the most important: you can only proc the damage buff from Encounters which strike the enemy. As the damage buff is one of the biggest appeals of Feytouched, the buff proc properties could be a non-issue on some classes (ex: TR could use Wicked Reminder to constantly refresh the buff) or be a major disadvantage on classes which need to methodically make their Encounters count (ex: GF needs to make their KC and Griffons charges count).
You also have to deal with a hell of a lot of bugs as Feytouched is THE Buggiest Enchantment in the Game. Most notably, using the entity powers (ones which create an object in the world that attacks things. Ex: Pillar of Power, Icy Terrain, Thorn Ward, etc.) will flat out glitch the buff and cause the buff to go into a long cooldown. Get excited, because in addition to that bug, the “10% of Weapon Damage” never procs on any daily attack, which, isn’t a dealbreaker, but is a shame that it doesn’t work on the dailies with multi-procs (ex: CW dailies or Crescendo). Finally, while this isn’t a bug, the damage buff uptime isn’t amazing unless you have a Transcendent Feytouched, which means you need to learn to time your attacks to the buff, or shell out enough money for a Trans to not worry about it.
By the way, there is a long standing rumor that if two players with Feytouched hit the same target, that only one player gets the buff.
This rumor is completely false, as per my tests. I know Sharp and Michela (and Natsu??) reported it as a false rumor long ago, but I would prefer to confirm it for myself. The tests debunking this rumor are below, otherwise, you can click this link (DPS Increase Formulas) to proceed to the next section.
Testing Characters: Preview server patch was NW.85.20170808A.3. Both characters were using the 1000 fixed damage weapons and had applied a respec token. None of the characters had any sources of Power, all characters had equipped a Rank 9 Stable ArmorPen boon (gives ~61.1% Resistance Ignored) to account for all enemy DR values in the stronghold. All tests were done in the Bladerunner’s Preview Stronghold.
Abilities Used: Indomitable Battle Strike and first hit of Sure Strike (GWF), single hit of Griffons and first hit of Crushing Surge (GF).
Test on dummies: Done to get a “control” group, or damage numbers at base.
Ignore the IBS Crits. The focus is on the GF’s damage, specifically, the Crushing Surge hit. In the tests, the GWF attacked first to get Feytouched buff, then the GF attacked the same target after the GWF.
Okay, the GWF definitely received the Feytouched buff. Compare the initial hit of Sure Strike (494.9) with the one after IBS (584.0). Since ACT likes to round things… here’s the exact numbers in ACT.
Exact Numbers of GWF Test:
Sure Strike before IBS: 494.937
Sure Strike after IBS: 584.026
That’s pretty much 1.18, or the Fey damage buff. The GWF definitely received the Fey damage buff.
Now, what about the GF?
The GF definitely applied the Feytouched buff thanks to a hit of Griffons. Thanks to the Rank 9 ArmPen boon, the GF had more than enough Resistance Ignored to deal full damage to mobs.
The GF’s hit with the Feytouched buff was 2360.8.
If we look at the initial test on dummies, the GF’s “control” damage to the dummies without the Feytouched slotted in was 2000.7.
If we compare the damage on the dummies to the one on the mobs...
2360.8/2000.7 = 1.799870.
Given that ACT likes to round numbers, the GF’s damage bonus is definitely 1.18, or the value of the Feytouched damage buff.
How is this relevant?
Notice the time. The GF attacked after the GWF attacked, but as you saw, both players received the benefit of the Feytouched damage buff.
The rumor of “stealing the Feytouched damage buff” isn’t a thing.
Overall Weapon Enchant DPS Increase Formula
Original formula derived by the CW Enchant Team (@thefabricant, @d66723225, @greyjay1, @falkon84). Picture credit @dupeks.
Picture credit @dupeks.
If the math hasn’t caused you to fall asleep, you might be wondering “where are the Buffs? Where are the Power scaling options?”, or, more bluntly, “how the hell did the original CW Enchant test team pull the Enchant DPS Increase formula out of the overall damage formula?”
The Weapon Enchant DPS Increase Formula deals with all of those questions, and while the CW team are wizards, they still are mathematicians. If you’re incredulous, I’ll show you in this math heavy section. Even if deriving formulas is unimportant to you, I highly recommend you stick around for the later sections to clear up some common misconceptions.
Okay, let’s derive.
To calculate your DPS Increase, you compare your New Damage (after equipping a Weapon Enchant) to your Old Damage (damage without any Weapon Enchant equipped).
We can rearrange this formula a bit to make it more manageable:
And simplify it again to get the following reduced formula:
Notice that if New Damage = Old Damage, then our DPS Increase goes to 0. Makes sense.So, what is our New Damage and our Old Damage in this case?
Our Old Damage is usually just Ability Damage (scaled with Power, Buffs, Debuffs, etc.). For the purposes of simplicity, we are assuming that you are not using something like Wheel of Fire, which deals another hit we’d have to keep track of.
Our “New” Damage can come from two places: either an increase to our Ability Damage (as with Enchants that increase our Crit Severity, or those that apply Buffs or Debuffs) or from a new Weapon Damage component that is added as a hit when the Enchant procs (additive as opposed to multiplicative).
Let’s plug Old Damage and New Damage into our DPS Increase formula
And expanding it yields:
In the case of most proc based Enchants (except for Feytouched and the Debuffing enchants), the New Ability Damage will be the same as the Old Ability Damage. That means that New Ability Damage / Ability Damage will be equal to 1.
For most proc based Enchants, our DPS Increase formula is simply:
So now, all we need to do is substitute “Ability Damage” and “Enhancement Damage” in relation to the original damage formula.
Here is the original damage formula, abridged for clarity:
In our Properties of Comparison, we assume that our attacking character has enough Resist Ignored to counter enemy DR, has Combat Advantage, and has some degree of Critical Chance (our Crit chance assumed to be anywhere from the base 5% Crit Chance to 100%). From here on out, we will usually omit the Enemy DR vs. Your Resistance Ignored elements of all formulas (since this component of the formula resolves to 1 when you have enough Resistance Ignored to counter enemy DR). To suit our needs, we can modify our formula for Ability Damage to:
Now, we just need to find the part of the formula which cover Enchant Damage.
Enchant Damage is pretty much like the ability damage. Most enchants can Crit (excluding the Dread DoT and Lightning burst/Bilethorn 2nd hit on some abilities), scale with Combat Advantage, scale with Buffs (excluding Dread DoT), scale with Debuffs, and scale with Power (excluding Dread DoT). We just need to include these factors into our Enchant Damage formula.
And again simplified assuming we have enough Resistance Ignored to counter all Enemy DR:
Now, we just need to substitute Enchant Damage and Ability Damage into our original DPS increase formula conception.
Assuming your Resistance Ignored accounts for all Enemy DR (which, it should), we can simplify the formula.
Although it’s rather long, that is the full formula which accounts for everything (assuming enough Resistance Ignored to counter all enemy DR): Buffs/Debuffs/CA/Power/etc. Now, you might be wondering why the formula displayed in the “DPS Increase Formulas” section is noticeably shorter. This is due to the fact that we can simplify the formula by factoring out or “ignoring” some components, depending on the enchant…
Power is a good example of a factor that is never considered in the original formula from the CW team. But, mathematically speaking, there’s no need to incorporate a section for Power, as the way math works, the Power scaling already takes care of itself. All we need to do is look at the portion of the formula which accounts for Power.
What portion of the formula accounts for Power?
That portion. Go ahead and insert in any amount of Power you want, but make sure the amount of Power is the exact same on both the top (numerator) and bottom (denominator). Or, don’t, if you notice something about the formula.
If you did the math right or are decent enough at simplifying fractions, your final result should always be (Enchant Damage/Ability Damage), as long as you got the math right. The same amount of Power is being multiplied to the numerator and denominator, which means that you DPS Increase by 1/1, or 1. Multiplying our DPS increase by 1 does nothing to change your DPS increase. So we can factor out the Power, or “ignore” it when calculating our DPS increase.
Intuitively, this means that Power increases the damage of the Weapon Enchantment and the Ability equally, and that adding more power will increase both damages but won’t change their ratio. In other words, Adding more Power will add more DPS overall, but won’t change the proportional DPS increase we get from our Weapon Enchant.
Now before you say “but I had higher Power with [x] Enchant, therefore, [x] is better”: why are you comparing two Enchants at different levels of Power? You will obviously hit harder at 100,000 Power when compared to 5,000 Power. Comparing Enchants at differing levels of Power only skews the comparison in the favor of the Enchant with higher Power, which is why the same amount of Power is assumed in all comparisons of Enchants.
Another section which is seemingly “not” accounted for is Buff and Debuff scaling. Most Abilities and Enchants scale with Buffs and Debuffs, meaning that in our formula we would need to multiply both numerator and denominator by the same product of Buffs and Sum of debuffs.
Most of the proc based Enchants do not pack a Buff (Holy Avenger’s special property only increases % of wpn dmg dealt, it’s not a buff like Into the Fray). Since both your Ability and Enchant scale with any Buffs, your Buff total for both Ability and Enchant is the same, which would be the exact same as multiplying the DPS increase 1/1, which changes nothing about your DPS increase. The same principle applies to Debuffs, as well as to Ability Scores (such as STR on GF). Same as we did with Power, we can factor out or “ignore” these components when comparing most proc based Enchants.
The only Enchant which packs a damage Buff is Feytouched. Feytouch packs a “% proc of Weapon Damage”, in addition to sporting an 18% damage Buff. For the reasons listed above, you could theoretically ignore the Feytouched damage buff. However, Feytouch’s 18% damage buff is relevant to its identity as an Enchant, so it would be a disservice to not factor in the Fey damage Buff. Factoring in the Buff, Feytouch’s DPS increase would look like:
To understand how we calculate the Feytouched Enchant DPS Increase, let’s go back to the expanded DPS Increase formula:
Things are about to get complex because unlike before, we can’t simplify away one of the components as easily. So what actually happen when you equip Feytouch and get it to proc? Your Ability Damage gets buffed by 18%, and you get a Weapon Enchantment Damage hit (that is also getting buffed by the Feytouch buff)
We can simplify this a little bit, by pulling out the Feytouched Buff component that is present in both Ability and Weapon Enchant Damage parts of the equation.
Finally, we can reduce Ability Damage / Ability Damage to 1, so we’re left with this “simple” form of the DPS increase formula:
Assuming an 18% Feytouched buff and subbing in the Weapon Enchantment Damage and Ability Damage components from before, we get:
The Fey DPS Increase formula is significantly more complex because it takes into account a damage buff as well as a not insignificant Weapon Damage component.We have to write it in a funky way to account for both of those benefits. When looking at the formula above, you can see that Feytouched will always be at least an 18% DPS increase due to the 18% Buff. Then, we just need to account for the % of Weapon Damage Procs to get our DPS Increase for Fey.
As with Buffs, many of the Enchants do not have a relevant Debuff. Since your Enchants and Ability both scale with Debuffs, you are multiplying your DPS increase by the same Debuff total. That would be the same as multiplying your DPS increase by 1/1, which changes nothing.
If your enchant packs a relevant Debuff (Terror, Dread, ymmv on Vorpal), you can account for it by simply “adding” the Debuff in the Debuff section of the formula.
Now, why do we keep Critical Severity and Combat Advantage in our overall formula, if most enchants don’t modify Combat Advantage or Crit Severity?
Dread and Vorpal both have Critical Severity increases. Critical Severity modifies Combat Advantage damage (and vice versa) due to the fact that the two categories are additive to each other. If they were multiplicative separate properties, then you could safely ignore Combat Advantage.
Going back to the expanded DPS Increase Formula, let’s think about how it would work for Vorpal and Dread.
In the case of Vorpal, there is no Weapon Enchantment Damage at all. And in the case of Dread, the Weapon Enchantment Damage component is really small and bad, but ignoring it greatly simplifies the math (account for the debuffs in addition to Weapon Enchantment Damage would result in a formula even more complex than Feytouched.See at the end of this section for a note with details as to why the proc is so bad, and maybe agree it’s justifiable to omit it). So assuming Weapon Enchantment Damage = 0, we get:
Next we’ll hone in on the components of the Ability Damage formula that change when you equip a Vorpal or Dread enchantment. Primarily, that means taking a look at how Crit Severity and Debuffs affect the Ability Damage formula.
Let’s start with Crit Severity and Combat Advantage, which are additive and so need to always be looked at together.
Both Dread and Vorpal have a Debuff component to them. So let’s take those into account as well. .
Since Ability Damage except for Crit, CA, and Debuffs will be the same with and without the enchant, you can effectively “ignore” or factor out this Ability Damage component for the same reasons as you can “ignore” Power .
Thus, we can effectively reduce Dread and Vorpal’s DPS Increase Formula down to:
Dread has a proc component to it. However, the proc is so ridiculously poor for dealing damage (it doesn’t scale with buffs/CA/can’t crit) that it’s mathematically simpler to just not account for it. Even on the most Encounter heavy classes, Dread’s DoT won’t do much for increasing your damage.
The way I compare things only goes Ability by Ability, but it won’t tell you much about your overall DPS. Here’s how you can use my Enchant comparison to check which one would be best for boosting your DPS.
Step 1: Figure out where your DPS comes from.
If you’re an advanced player, you already know/can get a feel as to which abilities/procs are the biggest and best sources of your DPS. If not, you can always ACT some of your runs to get a feel for your DPS.
If you run ACT to check your DPS sources, you would ideally want to not equip no enchant to get the most accurate comparison for knowing where your DPS is.
Here’s a small example case involving my Trapper HR buddy @jaegernl. I asked him just to run his rotation for a few minutes without an enchant. Let’s take a look.
This is not representative of “all” Trapper DPS, just an example that features Trapper DPS.
What comprises most of Aurelius’ DPS?
Plant Growth, Thorned Roots, followed by Gushing Wound, and Aura of Courage.
Step 2: Analyze Graphs of the Abilities which make up most of your DPS.
In our example, we would need to find the graphs of all our best DPS abilities, and then find what raises their DPS the best.
Plant Growth Graph (Link)
In the case of Plant Growth, the clear winner here is Dread. But is it the winner for everything else we’re considering? Let’s look at Gushing Wound.
Gushing Wound Graph (Link)
Again, with Gushing Wound, the clear winner here is Dread. So, 2 for 2, Dread is the superior option. What about for Thorned Roots and Aura of Courage?
Erm… no graphs for those two, since neither of them proc any of the proc based enchants. But, our principle still applies: take a look at those two and find which enchant influences their damage the greatest.
Thorned Roots Properties
The key is the last part. Thorned Roots benefits from any Critical Severity sources. Since we want the most damage, therefore, between Vorpal and Dread, we want the one which gives the biggest Crit Severity. As Dread Crit Severity (75%) is larger than Vorpal’s (50%), Dread is once again our victor in terms of DPS increase. What about Aura of Courage?
Aura of Courage Properties
Well, the no Crit thing means that Vorpal and Dread are dead, in addition to the proc based enchants being dead. So, in this case, Feytouched would win… but remember the distribution of damage?
Plant Growth was the biggest source at 46%, followed by Thorned Root’s 23%, Gushing Wound’s 8%, and Aura of Courage’s 6%. Although Feytouched is beneficial to Aura of Courage, our big hitters, Thorned Roots and Plant Growth, would benefit most from Dread. Given that Dread is also beneficial on Gushing Wound and the other Encounter powers, in our example, @jaegernl would best benefit from using a Dread.
That wraps up our example. Although the example features an HR, the same principles of picking an enchant will apply to all classes. Remember to consider the enchants’ external properties when selecting an enchant.
Examples of considering external properties:
Abilities Looked At:
GF Weapon Master’s Strike
Anvil of DooM
GF Indomitable Strength
GWF Weapon Master’s Strike
Indomitable Battle Strike
GWF Indomitable Strength
SoD: 50% of damage dealt done as a hit of piercing damage.
Damage done by SoD: 5669.6
5669.6 * 2 =11339.2 = All Damage “counted” for SoD
Damage of Lashing Blade = 11069.3
11339.2-11069.3 = 269.9
It’s off by a few decimals here and there, but Bilethorn’s 2nd hit which procc’d during SoD, counted for the SoD damage.
Here’s another example with Flaming:
SoD Damage: 6061.5
6061.5 * 2 = 12123 = Damage counting towards SoD
11180.0 = Lashing Blade damage
12123-11180.0 = 943
943/3 = 314.33
314.4 = a single Flaming DoT damage
The game rounded up the damage of the Flaming DoT effects, but otherwise, they counted for SoD damage.
Duelist’s Flurry With Duelist’s Flurry Bleed
Cloud of Steel
Path of the Blade
Whirlwind of Blades
I don’t play HR, so I am bound to be missing some abilities that are useful for DPS. Please let me know if I am missing anything useful. But please don’t trick me into testing everything for the HR, as I will ask the expert HRs I know of if whatever you guys request is useful or not.
Anyways, here are some weird properties on the Bug Hunter Ranger:
Edit: Apparently, the HR community calls this the “AoE proc” bug.
Clear the Ground
Cordon of Arrows
No offense SW mains, but… you guys are going to be full of disappointment. Actually, you guys probably already know what’s good for your class anyways, but… here’s my data in the event you somehow are bored/want confirmation.
Dark Spiral Aura
Hand of Blight (Ranged)
Hand of Blight (Melee)
Blades of Vanquished Armies (Normal)
Blades of Vanquished Armies (Curse Synergy)
Arms of Hadar
Hadar’s Grasp (Normal)
Hadar’s Grasp (Curse Synergy)
Pillar of Power
Brood of Hadar
Gates of Hell
I don’t have a graph for you this time because I can’t mathematically predict how much damage your links are going to be doing.
Instead, I have info for you guys.
The TC links do not proc weapon enchants, but the initial TC “hit” does.
Here’s my proof, which was done at the two adjacent dummies at Caer Konig:
Okay. I used Hand of Blight 6 times. The Rank 3 TC had 7 hits. Terror had 7 hits. Before you jump to conclusions...
I cast Hand of Blight on the dummy once, to establish that Hand of Blight Ranged procs Terror once per hit. (Terror hit 1)
I then cast TC, which procs Terror (Terror hit 2).
I cast Hand of Blight on TC’d target, I get a Terror proc from Hand of Blight (Terror hit 3).
The TC link hits, but under it, there’s no Terror proc under it.
Then I cast Hand of Blight another time, getting another Terror proc (Terror hits 4).
TC link hits an additional target, but there’s no Terror proc under it.
Repeat this process 3 more times afterwards for Terror procs 5, 6, and 7, which come from Hand of Blight.
If TC links procc’d enchants, you’d see 13 hits of Terror, not just six from Hand and one from the initial TC cast.
I’ll repeat this test with Lightning itself.
Okay, R3 TC used again.
Hand of Blight was cast 5 times, TC had 6 hits, and the Lightning Arcs and Lightning initial hits both procc’d 6 times.
Okay, first Hand cast is to establish that one Hand cast will proc the Lightning initial hit once, then arc to the other dummy. (Lightning initial proc 1 & arc 1).
The next cast is TC. It procc’d a Lightning initial hit and an arc (Lightning Initial Proc 1 & Arc 1).
Then I cast Hand again. We get our Lightning Initial Proc 3 & Arc 3, and our TC link. Like before, notice how there is no Lightning proc under the TC link.
I cast hand again, and then we get our 4th Lightning Initial weapon hit and 4th Arc, in addition to our next TC link. But, again, there is no Lightning proc under the TC link.
Repeat the hand casts two more times, and you’ll get the 5th and 6th Lightning initial hits + arcs.
TC count(s?) weapon enchant procs for its damage link.
In theory … a Rank 4 TC has damage links worth 30% of your initial damage.
Not quite exactly what I got when I tested.
Rounded ACT version:
First TC Link Damage: 110.4
TC Initial Hit: 1526.3
110.4/1526.3 =0.0723, or 7.23%
I don’t think the TCIf the TC link was based off the initial TC link, as 7.2% seems too small to be the expected 30% Link. Let’s look at Terror.
First TC Link Damage: 110.4
Terror Hit from TC Initial Hit: 400.1
110.4/400.1 =0.2759, or 27.59%
Not quite up to 30%. But, what other value would I take for that particular TC cast? I can’t use the base Terror damage, since there is a difference between the Terror proc which benefitted from TC, and the Terror procs which didn’t. Let’s look at later TC links.
Other TC Links Damage: 93.0
Other Terror procs damage: 337.1
93/337.1 = 0.2759, or 27.59%
The 93 damage the link is way too low to be based off the Hand of Blight proc. It’s also close to 110.4, which was our TC Link from the first cast (which was based off the Terror proc).
Mysteriously, we got a link worth 27.59% of the Terror proc.
I have no clue why TC R4 doesn’t match up to 30%. Good luck figuring this out, I can’t.
Sharp already explained everything here, complete with the original formulae and graphs.
I was considering remaking his CW graphs, but I’ll leave that for another day, since his comparisons at the moment are more than good enough for now.
With the exception of GF and arguably GWF, I don’t know enough about the other classes that I can give a “TL;DR which do I pick” answer. Not that I think most people should be looking for that particular answer, as I believe understanding how enchants work is best for increasing your DPS.
But, then again, I doubt many people are as dumb as I am for doing a lot of work only to figure out what is probably widely known. Either way, I hope that this comparison has helped you.
I’d like to give special thanks for the following people for helping me out with the making or proofreading of this comparison:
Finally, I’d like to thank all my friends, whether I mentioned you or not, because I was thinking about you guys when I was making this. I might not be the best GF or DC in existence, but I’d like to at least pay you guys back for all the knowledge you imparted onto me while bettering myself.