feareater /sovereign nightmares dmg is horribad

peng

Well-known member
After some testing, it seems the dmg proc on feareater is ~112 on a vorpal if the target is over 5k hp or is otherwise immune to the instakill (possibly also on a save?). That means it adds an average of ~5.6 dmg per swing. That's less than disintegration (~9.15), a lvl 4 elemental dmg augment (7), meteoric star ruby on a lvl 34 weapon (~9.52), or even the dmg from regular nightmares (22.5)!
The only reason I could see to slot this is for the instakill vs trash on high skulls. If you have even somewhat decent dps and don't run above r4, I would avoid this purple raid augment and rather slot eye of dolurrh (10d6 evil dmg and ghost touch), deconstructor, disintegration, a regular elemental dmg augment (can trade for 8 or 9d6 from randall), or even a spellpower augment.
 

Blerkington

Well-known member
My own admittedly limited testing of those was really disappointing too. I've actually given up on using damaging augments on my main and concentrated on DR breaking instead, because I was noticing in high skull MD particularly not breaking DR and not having enough fort bypass initially had dumped my DPS deep into the toilet on certain enemies.
 

Mechgraber

Well-known member
Eye of Mabar isn't bad either. Vamprism 5 (5d2 healing per strike) and 15 temp hp on monster kill. Not going to be a game changer especially in r10s but it does make a noticeable difference against trash, especially if you have a lot of PRR and aren't getting hit for huge chunks of damage and/or have other temp HP procs as well, which stack.

And yea, the basic 9d6 elemental augs are still very competitive.
 

PaleFox

Well-known member
Normally a burst effect on an augment would indicate it can damage multiple targets at the same time like Meteor can.
Not so sure about this one.

Does it have a cool animation though?
 

Ying

5000+ hours played
Feareater is decent for the instakill effect if you're doing R10 content. You don't slot it for the damage it does. If you want to slot an aug for damage, Eye of Shavarath + Fury of the Wild Fear My Vengeance is the way to go because that 3 damage scales with PRR debuffs (which every melee is running), melee power and crit hit multipliers.
And yea, the basic 9d6 elemental augs are still very competitive.
They're garbage in high skulls because they don't scale with melee or ranged power. Their damage only scales with -MRR debuffs like Ash or Ooze, or Vuln. You don't need them in low skulls because mobs die so quickly. You're better off slotting Deconstructor or DR bypass augs to do more damage.
 

Mechgraber

Well-known member
Hmmm let's say with a 16-20/x5, that's ~6 damage per swing, and average melee is probably around 300 MP, so maybe 24 damage before debuffs. Could be a bit more on some builds especially 19-20.

9d6 is 31.5 per swing, though PRR has a lot more debuffs than MRR so the Eye might come out ahead situationally, at the cost of 3 points, and perhaps waiting for a crit to apply the shaken debuff. Still would say the 9d6 is "competitive" at the very least.

I tend to run with an arti on an alt account so have many bypasses covered, though I run with deconstructor.
 

l_remmie

Well-known member
Pretty much all the damage augments are neglectable. They do a little bit which you dont really need.
Bypassing DR does a LOT when you do need it. And that happens a lot too.
All my weapons have adamantine and good. And silver if they can.
 
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