A-pure macc no potency mod
silence
petrify
sleep
BIND
B-potency from: Mnd & "Enfeeb Potency" gear
Addle
Paralyze
Slow
C-potency from: Int & "Enfeeb Potency" gear (see previous post)
Blind
D-potency from: Enfeeb Skill & "Enfeeb Potency" gear
Poison II
***(Poison I caps at 500 Enfeeb, thus can equip as cat F)
E-potency from: Enfeeb skill, Mnd, & "Enfeeb Potency" gear
Frazzle III
Distract III
***(tier's 1/2 have very low cap on enfeeb skill thus can equip as cat B)
F-potency from "Enfeebling potency" gear only
Gravity
Dia (dmg/tic not def-%)
unsure about Inundation (would have to test if neck&ammo bring higher than 1.2)
Nice sum.
I'd love to see which sets you use for groups from A to F if you don't mind sharing.
Pretty confident Inundation isn't affected by anything and sticks 100% of the time.
Some very very obvious notes but that might interest others reading.
1) Int and Skill can still be useful in some slots, depending on your other options. Even when they don't provide additional potency, they still provide additional Magic Accuracy (actually that's not necessarily true for INT/MND... but I was trying to simplify things lol)
2) Kishar ring conflicts with Stikini+1 in a ring slot. Sometimes duration is laughable because the target removes the debuffs way before its normal end. Some other times it can be useful, for instance on stuff like Dia and Inundation
3) In your last category you sticked together stuff like Inundation and Dia which require no macc, whereas GravityI/II afaik do require macc to stick.