Dec 072012
 

I wasn’t going to write more in this series but after a request for more information by Felladin, how could I say no. So here we go – Conditions in Guild Wars 2.

 

An overview

There are a total of 11 conditions that players can inflict in Guild Wars 2 and have a variety of effects and durations. When reapplied to a target with the same condition, some conditions will stack in duration or intensity and a couple don’t alter all. When a condition is removed by a skill, all of same condition is removed.

Bleeding – Does damage over time, where the damage applied per stack per second at level 80 can be calculated to be 42.5 + Condition Damage * 0.05. Multiple applications stack the condition up to a cap of 25. Your character may exclaim about bleeding when this is applied.

Burning – Does damage over time, where the damage applied per stack per second at level 80 can be calculated to be 328 + Condition Damage * 0.25. Stacks in duration. Your character may exclaim about being on fire when this is applied.

Blind – Causes target’s next attack to miss. Reapplication has no effect. Your character may exclaim that they can’t see when this is applied.

Chilled – Reduces movement speed and skill recharge of the target by 66%. Reapplication increases the duration of the condition. Your character may complain about being freezing when this condition is applied.

Crippling – Reduces the movement speed of the target by 50%. Stacks in duration. Your character may complain about their leg or feet when this is applied.

Confusion – Does damage when the target uses any skill (including auto attack), where the damage applied per stack at level 80 can be calculated to be 130 + Condition Damage * 0.15. Unlike all other conditions, damage from confusion is halved in sPvP. Multiple applications stack the condition up to a cap of 25. Your character may ask what is going on when this is applied.

Fear – Causes the target to move directly away from the caster or centre of the area causing the condition. Can’t be stacked.

Immobilized – The target can’t move or dodge. Stacks in duration. Some teleportation skills (such as the mesmer staff skill 2) still work.

Poison – Does damage over time, where the damage applied per stack per second at level 80 can be calculated to be 84 + Condition Damage * 0.1. Stacks in duration. Your character may exclaim about feeling unwell when this is applied.

Vulnerability – Increases the damage that the target takes by 1%. Multiple applications stack intensity by 1% per application up to a cap of 25. Your character may complain about feeling vulnerable when this is applied.

Weakness – Causes 50% of attacks to be glancing (which reduces the damage output of the attack) and reduced endurance regeneration by 50%. Stacks in duration.

 

 

Condition Damage

Condition Damage is one of the attributes that regularly appears on gear (both major and minor) and can also be increased through traits. However, it only affects 4 of the 11 conditions – Burning, Bleeding, Confusion and Poison. So if your preferred build doesn’t reliably generate lots of these particular conditions, stacking condition damage is going to be pointless for you.

For extra complications, every condition increases by a different amount in proportion to Condition Damage and level.

 

Condition Damage Bleeding Burning Poison Confusion Confusion sPvP

0

42.5

328

84

130

65

100

47.5

353

94

145

72.5

200

52.5

378

104

160

80

300

57.5

403

114

175

87.5

400

62.5

428

124

190

95

500

67.5

453

134

205

102.5

600

72.5

478

144

220

110

700

77.5

503

154

235

117.5

800

82.5

528

164

250

125

900

87.5

553

174

265

132.5

1000

92.5

578

184

280

140

1100

97.5

603

194

295

147.5

1200

102.5

628

204

310

155

1300

107.5

653

214

325

162.5

1400

112.5

678

224

340

170

This may seem really imbalanced, but the durations of the various conditions differs a lot.

 

Condition Duration

Condition duration is useful to everyone who can generate any type of condition, as it will apply to all of them. The game does not round the duration of conditions, but does round the number on the tooltip of the skill to the nearest 0.25s. Since the conditions that do damage per second (Burning, Bleeding and Poison) only do damage on the whole second mark there’s a possibility of being misled with how many pulses of damage you will get. Here’s a video I put together to explain.

(NB: In the video I say that the wiki is wrong. It isn’t. It’s just worded in a way that can be misleading)

So if the only conditions you have are ones that tick per second, there will be optimal steps of condition duration. Realistically there’s too many potential sources of conditions that may change at any time (due to game updates) to get into a meaningful discussion here, as it will be obsolete pretty quickly. What I have done however is note down the standard duration of each source of the big four by profession skills. A summary is below (click here for a condition duration by profession breakdown).

 

Note that not every condition made as a result of a trait is affected by Condition Duration. It is not clear if this is a bug or intended.

Currently the only common sources of increasing overall condition duration besides food are in Traits and Runes. It would be possible to raise Condition Duration to 54% using both of these. After that, it’s possible to increase the duration of a particular type of condition through Traits and Sigils (although there are some bugs in this area). These numbers add up; ie. +30% Condition Duration +20% burning duration = 50% longer burns.

Let’s look at how these durations change

With respect to Bleeding, it is only worth increasing Condition Duration if it results in at least one extra whole second, giving an extra pulse of damage. It is highly unlikely that it’s worth trying to increase your condition duration if most of your condition skills apply durations of 1s. Similarly for 2s and 3s conditions, trying to make 50% and 34% condition duration may just be too much when considering the sacrifices required to other attributes such as Power or Toughness. At 4s, things become a lot easier. An increase of 25% duration is achievable by raising the first trait line to 25, and will result in one extra pulse of damage. Of course this is a balancing act if you’ve gone Precision.

The reason it’s different for Burning and Poison is that they stack in duration. If you apply a 3.5s burn and then apply another 3.5s burn before it ends, the durations will add up to a 7s burn with 7 pulses of damage (even if the burns come from different people). If you wait for the first burn to end before applying the second, you’ll only get 6 pulses of damage. If you have lots of sources of these types of conditions, you may be able to get more pulses than you should by applying them fairly quickly. Of course, if you only have one source, or it’s really short, you may be out of luck.

It’s not all about these 3 though. The other 8 conditions will all be of use to you if they last a little bit longer. An extra .25 duration on Vulnerability may allow you to get a good hit on an enemy, or with Crippled allow you to catch up to them to snare again. Confusion is an odd one because on the one hand it looks like you get no benefit until the person with it attacks. But if you force an enemy to not do anything for 5s because you put Confusion on them, that’s 5s you can pummel them to your heart’s content. And if they do fight back, they get a slap in the face!

 

What happens at 25 stacks?

Conditions that stack (Bleeds, Confusion and Vulnerability) will stack up to a maximum of 25 applications. Any more that are applied are ignored until one of the existing applications ends.

When you have conditions applied to you from multiple sources they go into the same stack dependent on type. The same thing happens on enemies. So if you and someone else in your team can both apply 25 stacks of bleeding and try to, one of you is wasting potential damage from your conditions. This is why it may not always be a great idea to try to build a bar that can push so many of one type out. Having a bit of variety helps you work better in a team. Bleeding is the usual one where people clash.

It will also help if condition removal is used as most only remove certain conditions or a certain number of types.

 

What happens when players with different amounts of condition damage attack the same target?

Short answer: pretty much what you expect.

If you and someone else with different amounts of Condition Damage both apply a condition that stacks in duration on the same target, the durations will add and the ticks from the first source will all fire before the ticks from the second source do. Where durations go over the top of the second (ie 6.5s + 6.5s = 13s = 13 pulses) the Condition Damage of the source that made it go over the top of the second counts (the second person in this example).

For conditions that stack, each application acts independently and times out as expected.

 

What about compared with other attributes?

Damage from conditions is an unstable source because it can be removed. Many condition removals will remove the entirety of one type of condition, so if you’re fighting someone who uses it just after you’ve applied all your bleeds you’ll lose that damage source until your skills recharge. You can help mitigate the effect of a condition removal skill by not focusing on one type of condition.

Of course, you’ve still got the use of your weapons and other attacks while the conditions are working their magic, so Power and Precision are useful even in a condition heavy bar!

 

So which should I prioritise between the two?

This is a rough and ready step through the decision making process. There will be exceptions to the steps below, but this should give you some guidance.

1. Count your condition types and their raw durations using this table below (remember to take off armor, traits etc. You may find it useful to go into the PvP lobby).

Duration (s) Bleeding, Burning, Confusion and Poison Other Conditions

1

2

3

4

5

6

7

8

9

10

11

12

20

30

2. If you have less than 3 sources of conditions, either tweak your build or stop here. Conditions won’t have enough of an effect on your build to be worth dedicating gear decisions to.

3. Look at the number and duration of sources of Bleeding, Burning, Confusion and Poison you have. If around 60% of them are under 4s in duration score a point for Condition Damage. If around 60% of them are over 4s in duration, score a point for Condition Duration. If you’re roughly equal, score a point for both.

4. If you have more than 3 sources of other conditions, score a point for Condition Duration.

5. You should now have a tally that will give you an idea if Condition Damage or Condition Duration is more important to you. If you’re tied, they’re both useful!

 

In conclusion

Conditions are a very useful part of any build and their proper use can increase the overall damage output of a team. To get the most out of them, you’ll need to give some thought to the sources you have in your build. Don’t always trust the tooltips!

 

Sources

To make this, I used the ever useful Guild Wars 2 Wiki, this reddit thread, A guide to Bleeding by Boons and Conditions and the game itself. There was lots of testing – for science!

Thank you to my guild mate fafq for being a guinea pig for some experiments, and to Lissahkins for proof reading this article.

 

Feedback

As always if you have any comments, please leave them down below. Please also let me know if you found this article useful!

  3 Responses to “Conditions in Guild Wars 2”

  1. “At 4s, things become a lot easier. An increase of 20%…”

  2. Woops.. thank you!

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