MurderMostFoul wrote: »Unless your going for some kind of support /debuff build, go nirnhoned + disease. You still can proc defile, but everything else will be more powerful.
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
I do not know how to edit previous posts... I wanted to indicate that quality of weapon (legendary epic etc) affects cooldown. So at the highest end you get 100% debut uptime
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Lightspeedflashb14_ESO wrote: »
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Damage enchantments, like the disease one you speak of, have a 4 second cool down at base, 2 with infused.
Lightspeedflashb14_ESO wrote: »
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Damage enchantments, like the disease one you speak of, have a 4 second cool down at base, 2 with infused.
I'll take the L, i had no clue. Or the W depending how you look at it, i did learn something new.
Just tested charged/disease enchantment on a dummy, and the uptime was 89% over two minutes. How come everybody isn't running this? I know i will from now on.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Damage enchantments, like the disease one you speak of, have a 4 second cool down at base, 2 with infused.
I'll take the L, i had no clue. Or the W depending how you look at it, i did learn something new.
Just tested charged/disease enchantment on a dummy, and the uptime was 89% over two minutes. How come everybody isn't running this? I know i will from now on.
because you trading 2572 pen or 200+ weapon damage, that would impact all your skills and targets, where you can only proc diseased on one target at a time, or the enchant itself doing twice as much damage etc etc.
MurderMostFoul wrote: »
Lightspeedflashb14_ESO wrote: »
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Damage enchantments, like the disease one you speak of, have a 4 second cool down at base, 2 with infused.
I'll take the L, i had no clue. Or the W depending how you look at it, i did learn something new.
Just tested charged/disease enchantment on a dummy, and the uptime was 89% over two minutes. How come everybody isn't running this? I know i will from now on.
Lightspeedflashb14_ESO wrote: »
The diseased status effect(major defile) last 4 seconds, and enchantments have a 10 second cooldown.
I'm talking about charged, not infused. Infused reduces the cooldown of enchantments to 5 seconds, but the chance to proc the status effect is just 20%.
Yes but you said Charged guarantees a 40% uptime on major defile.
It would seem that Charged guarantees a near 100% uptime on major defile.
Infused, is around 75% up time.
The chance to proc may be 20% but you're definitely attacking/weaving a lot. So the chance to proc isn't synonymous with up time. I believe this also goes up when weaving weapon-attack skills as they have a chance to proc too.
Enchantments have cooldowns. Once an enchantment goes off, it can't do so again for 10 seconds.
Damage enchantments, like the disease one you speak of, have a 4 second cool down at base, 2 with infused.
I'll take the L, i had no clue. Or the W depending how you look at it, i did learn something new.
Just tested charged/disease enchantment on a dummy, and the uptime was 89% over two minutes. How come everybody isn't running this? I know i will from now on.
I know the answer and i think many others too!