Your comments
removing directSpecualr in the specular calculation and only using indirect Specular seems to remove the Black Areas. but still I don't think this is the right solution but maybe help fixing it.
Update:
Reducing Gloss to<1 fixes part of the Problem
There is not such a black Point in the reflection HDR CubeMap
And the Reflective area is also only a round Shape witch ends at about 70° (at Glass 0.99, lower gloss less black outer area) After that its again Black
Customer support service by UserEcho
I traced down the issue but am stuck right now
float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); -> causing the Black outer circle
float normTerm = GGXTerm(NdotH, roughness); -> causing the Black Dot
NdotL and NdotH are probably causing the problem. changing them to 0.5 removes the black areas.