Condition Damage

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Condition Damage.png Condition Damage is a secondary attribute that improves the damage dealt by conditions your character inflicts. The boon Might 40px.png Might increases condition damage.

A character's current condition damage value can be seen on the Hero panel.

Conditions[edit]

Condition Factor Base Damage at Level 80 Damage from +100 Condition Damage
Bleeding 40px.png Bleeding 0.06 22 per stack per second +6 per stack per second
Burning 40px.png Burning 0.155 131 per stack per second +15.5 per stack per second
Poison 40px.png Poison 0.06 33.5 per stack per second +6 per stack per second
Confusion 40px.png Confusion 0.035 10 per stack per second +3.5 per stack per second
Confusion 40px.png Confusion 0.0625 49.5 per stack per skill use +6.25 per stack per skill use
Fear 40px.png Fear[1] 0.4 444 per second +40 per second
Torment 40px.png Torment[2] 0.045 15.9 per stack per second +4.5 per stack per second

Actual damage per second/attack per stack = Base Damage + (Factor * Condition Damage).

  1. ^ Only causes damage under the effects of Terror. Deals 33% less damage if the target has no other conditions.
  2. ^ Deals two damage packets per second while moving.

Related skills[edit]

Utility skills that increase condition damage[edit]

Elite skills that increase condition damage[edit]

Related traits[edit]

Traits that increase condition damage[edit]

Traits that benefit from condition damage[edit]

Related equipment[edit]

Equipment prefixes that increase condition damage[edit]

This table lists triple and quadruple attribute prefixes that have condition damage as their major attribute. For other prefixes that affect condition damage, see the full listing at item nomenclature.

Prefix Major attribute(s) Minor attribute(s)
Sinister Condition Damage.png Condition Damage Power.png Power
Precision.png Precision
Carrion Condition Damage.png Condition Damage Power.png Power
Vitality.png Vitality
Rabid Condition Damage.png Condition Damage Precision.png Precision
Toughness.png Toughness
Dire Condition Damage.png Condition Damage Toughness.png Toughness
Vitality.png Vitality
Viper Power.png Power
Condition Damage.png Condition Damage
Precision.png Precision
Condition Duration.png Expertise
Trailblazer Toughness.png Toughness
Condition Damage.png Condition Damage
Vitality.png Vitality
Condition Duration.png Expertise
Seraph Precision.png Precision
Condition Damage.png Condition Damage
Healing Power.png Healing Power
Boon Duration.png Concentration
  • For trinkets and jewels, Carrion is equivalent to Chrysocola, and Sinister is equivalent to Charged Ambrite. Viper is equivalent to Black Diamond, and Trailblazer is equivalent to Maguuma Lily.

Upgrade components that increase condition damage[edit]

Gemstones[edit]

Chrysocola[edit]
Coral[edit]
Topaz[edit]

Other[edit]

Marks[edit]

Talismans[edit]

Seals[edit]

Medallions[edit]

Crests[edit]

Runes[edit]

Sigils[edit]

Related consumables[edit]

Consumables that increase condition damage[edit]

  • Foods (too numerous to list here)


Utility items that increase Condition Damage[edit]

Item +Condition Damage Other Effects Duration
Apprentice Tuning Crystal.png Apprentice Tuning Crystal Gain Condition Damage equal to 1% of your Toughness +10% Experience from kills. 30 minutes
Journeyman Tuning Crystal.png Journeyman Tuning Crystal Gain Condition Damage equal to 2% of your Toughness +10% Experience from kills. 30 minutes
Standard Tuning Crystal.png Standard Tuning Crystal Gain Condition Damage equal to 3% of your Toughness Gain Condition Damage equal to 1% of your Vitality
+10% Experience from kills.
30 minutes
Artisan Tuning Crystal.png Artisan Tuning Crystal Gain Condition Damage equal to 4% of your Toughness Gain Condition Damage equal to 2% of your Vitality
+10% Experience from kills.
30 minutes
Quality Tuning Crystal.png Quality Tuning Crystal Gain Condition Damage equal to 5% of your Toughness Gain Condition Damage equal to 3% of your Vitality
+10% Experience from kills.
30 minutes
Master Tuning Crystal.png Master Tuning Crystal Gain Condition Damage equal to 6% of your Toughness Gain Condition Damage equal to 4% of your Vitality
+10% Experience from kills.
30 minutes
Master Tuning Crystal.png Potent Master Tuning Crystal Gain Condition Damage equal to 6% of your Toughness Gain Condition Damage equal to 4% of your Vitality
+10% Experience from kills.
60 minutes
Tuning Icicle.png Tuning Icicle Gain Condition Damage equal to 6% of your Toughness Gain Condition Damage equal to 4% of your Vitality
+10% Experience from kills.
30 minutes
Master Tuning Crystal.png Krait Tuning Crystal Gain Condition Damage equal to 6% of your Toughness Gain Condition Damage equal to 4% of your Vitality
+10% Experience from kills.
45 minutes
Master Tuning Crystal.png Bountiful Tuning Crystal +100 Condition Damage 10% Boon Duration
+10% Experience from kills.
30 minutes
Toxic Focusing Crystal.png Toxic Focusing Crystal +100 Condition Damage 10% Condition Duration
+10% Experience from kills.
30 minutes
Lump of Crystallized Nougat.png Lump of Crystallized Nougat +100 Condition Damage on reviving an ally +100 Toughness, Precision
+10% Experience from kills.
30 minutes
Sharpening Skull.png Sharpening Skull +75 Condition Damage on reviving an ally +75 Toughness, Precision, Vitality, Healing Power, Ferocity, and Power
+10% Experience from kills.
30 minutes
Writ of Basic Malice.png Writ of Basic Malice Gain 40 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Malice.png Writ of Malice Gain 60 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Studied Malice.png Writ of Studied Malice Gain 100 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Calculated Malice.png Writ of Calculated Malice Gain 120 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Learned Malice.png Writ of Learned Malice Gain 160 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Masterful Malice.png Writ of Masterful Malice Gain 200 Condition Damage when health above 90% +10% Experience from kills. 30 minutes

Notes[edit]

  • Any condition damage from the source character that is currently affecting a target, will update per tick according to the source character's stats. For example, an engineer may inflict bleed with an Elixir Gun weapon kit and then swap to a pair of +condition damage pistols in order to increase the damage over time, even if no further conditions are inflicted.

Trivia[edit]

  • During beta, condition damage was named Malice.
  • The diamond-shaped icon for this attribute (and for condition duration) is a relic of early development, when all conditions had diamond-shaped icons in different colors, instead of the uniform red icons they have now.
  • Fear's base damage and damage modifier may be in reference to Chinese (Mandarin) language and culture where, due to the two words sounding similar, the number 4 is often related to death.

See also[edit]