Condition Damage
Condition Damage is a secondary attribute that improves the damage dealt by conditions your character inflicts. The boon Might increases Condition Damage.
A character's current Condition Damage value can be seen on the Hero panel.
Contents

Conditions[edit]
Condition  Factor  Base Damage at Level 80  Damage from +100 Condition Damage  Breakpoint^{[1]} 

Bleeding  0.06  22 per stack per second  +6 per stack per second  1133 
Burning  0.155  131 per stack per second  +15.5 per stack per second  655 
Poisoned  0.06  33.5 per stack per second  +6 per stack per second  942 
Confusion (over time)  0.0  10 per stack per second  +0 per stack per second   
Confusion (on players)  0.0975  49.5 per stack per skill use  +9.75 per stack per skill use  992 
Confusion (on NPCs)  0.195  95.5 per stack per skill use  +19.5 per stack per skill use  1010 
Fear^{[2]}  0.55  540 per second  +55 per second  518 
Torment (PvE)^{[3]}  0.06  22 per stack per second  +6 per stack per second  1133 
Torment (PvP and WvW)^{[4]}  0.045  15.9 per stack per second  +4.5 per stack per second  1146 
Torment (while moving)  0.09  31.8 per stack per second  +9 per stack per second  1146 
Actual damage per second/attack per stack = Base Damage + (Factor * Condition Damage).
 ^ The amount of Condition Damage at which the first point of Expertise will yield the same damage increase as one additional point of Condition Damage. See #Calculating breakpoints for a detailed description.
 ^ Only causes damage under the effects of Terror.
 ^ Deals 50% more damage per second while moving.
 ^ Deals two damage packets per second while moving.
Related skills[edit]
Skills that increase condition damage[edit]
Utility skills that increase condition damage[edit]
 Signet of Wrath — Signet
 Banner of Strength — Banner
 Conjure Flame Axe — Conjure
 Signet of Domination — Signet
Elite skills that increase condition damage[edit]
Skills that increase outgoing condition damage[edit]
Elite skills that increase outgoing condition damage[edit]
Profession mechanic skills that increase outgoing condition damage[edit]
Trait skills that increase outgoing condition damage[edit]
 Call of the Renegade (Song of the Mists) — Strike enemies around you, inflicting bleeding and gaining Kalla's Fervor. Gain additional fervor stacks for each foe you hit.
Skills that reduce incoming condition damage[edit]
Healing skills that reduce incoming condition damage[edit]
Utility skills that reduce incoming condition damage[edit]
 Signet of Judgment — Signet
 Vengeful Hammers — Legendary Dwarf Stance
 Spectrum Shield — Exceed
 Dolyak Stance — Stance
Trait skills that reduce incoming condition damage[edit]
 Rite of the Great Dwarf (Versed in Stone) — Legendary Dwarf. Channel the power of the Rite of the Great Dwarf to turn yourself and nearby allies to stone to reduce incoming damage.
Related traits[edit]
Traits that increase condition damage[edit]
 Imbued Haste (Firebrand) — Gain increased attributes while affected by quickness.
 Seething Malice (Corruption) — Your condition damage is increased.
 Deep Strikes (Arms) — Gain condition damage when you have fury.
 Blademaster (Arms) — Gain expertise. Gain condition damage while wielding a sword. Sword skills gain reduced recharge.
 Furious (Arms) — Critical hits grant bonus adrenaline and gain a stacking condition damage effect.
 Heat the Soul (Berserker) — Gain condition damage. Gain additional condition damage while wielding a torch. Torch skills gain reduced recharge.
 Fatal Frenzy (Berserker) — Berserk mode increases power and condition damage but reduces toughness.
 Chemical Rounds (Firearms) — Gain condition damage. Your pistol skills gain increased condition duration.
 Pinpoint Distribution (Firearms) — Grant increased condition damage to nearby allies.
 Ambidexterity (Wilderness Survival) — Gain condition damage. Gain additional condition damage while wielding a torch or dagger. Torch and dagger skills recharge faster.
 Pack Alpha (Beastmastery) — Your pet's attributes are improved and pet skills gain recharge reduction. Improved attributes are power, condition damage, precision, toughness, and vitality.
 Deadly Ambition (Deadly Arts) — Inflict poison when striking a foe with a dual wield attack. Gain increased condition damage. Applies poison once per attack use.
 Burning Rage (Fire) — Sunspot inflicts burning, and its radius is increased. Your condition damage is increased.
 Compounding Power (Illusions) — Creating an illusion increases your outgoing damage and gives increased condition damage for a short duration.
 Nomad's Endurance (Mirage) — Shatter skills give vigor, and vigor grants condition damage.
 Lingering Curse (Curses) — Condition damage is increased while wielding a scepter. Conditions inflicted by scepter skills have longer durations, and Feast of Corruption becomes Devouring Darkness.
Traits that convert to condition damage[edit]
 Kindled Zeal (Zeal) — Gain condition damage based on your power.
 Strength of Stone (Earth) — Gain condition damage based on your toughness. Inflict bleeding when you immobilize a foe. Bleeding can only occur on the same target once per interval.
 Chaotic Transference (Chaos) — Gain condition damage based on your toughness. Gain expertise based on your concentration.
 Target the Weak (Curses) — Increases criticalhit chance for each condition on the foe.
Traits that benefit from condition damage[edit]
 Master's Fortitude (Weaver) — Gain increased vitality when wielding a sword. Gain bonus vitality based on a portion of your power and condition damage.
 Fell Beacon (Scourge) — Torch skills gain reduced recharge. Gain expertise based on your condition damage.
Traits that increase outgoing condition damage[edit]
 Amplified Wrath (Radiance) — Burning you inflict deals increased damage. Burning duration applied by the passive effect of Virtue skill 1 is increased.
 Acolyte of Torment (Corruption) — Torment deals increased damage.
 Ferocious Aggression (Invocation) — Deal increased damage and condition damage to targets while you have fury.
 Ambush Commander (Renegade) — When you critically strike, or attack your enemies from behind or their flanks, you'll inspire yourself with Kalla's fervor. Gain access to Citadel Order abilities.
 Ashen Demeanor (Renegade) — Disabling a foe cripples your enemy, which leaves them vulnerable and inspires you with Kalla's Fervor.
 Blood Fury (Renegade) — Fury increases the duration of bleeds you inflict. Gaining fury inspires you with Kalla's Fervor.
 WroughtIron Will (Renegade) — Evading an attack inspires you with Kalla's Fervor and grants boons to nearby allies.
 Heartpiercer (Renegade) — Your short bow skills now pierce. Bleeding you inflict deals more damage.
 Lasting Legacy (Renegade) — Kalla's Fervor you inspire lasts longer and is more potent. Heroic Command grants more might per stack of Kalla's Fervor.
 Thermal Vision (Firearms) — Gain expertise. Increase your outgoing condition damage when you inflict burning.
 Hidden Barbs (Skirmishing) — Bleeding you inflict is more dangerous.
 Poison Master (Wilderness Survival) — Upon using a Beast ability, your pet's next attack will inflict poison; your poison damage is increased.
 Twice as Vicious (Soulbeast) — Disabling a foe increases your damage and condition damage for a short duration.
 Potent Poison (Deadly Arts) — Poison you inflict has increased damage and duration. Other Deadly Arts traits apply additional stacks of poison.
 Lead Attacks (Trickery) — Increases damage and condition damage per initiative spent. Steal gains reduced recharge time.
 Lotus Training (Daredevil) — Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time when dodging.
 Transcendent Tempest (Tempest) — Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage.
 Weaver's Prowess (Weaver) — Gain increased condition damage and duration for a period of time after attuning to a different element.
 Demonic Lore (Scourge) — Torment you inflict deals increased damage and causes your foes to burn. This trait can only inflict burning on a particular target once every three seconds.
Traits that reduce incoming condition damage[edit]
 Justice is Blind (Radiance) — Gain a light aura and blind nearby foes when you activate Virtue skill 1.
 Versed in Stone (Retribution) — Rite of the Great Dwarf affects condition damage as well. When struck below the health threshold, cast the Rite of the Great Dwarf. Gain power based on your toughness.
 Righteous Rebel (Renegade) — Kalla's Fervor reduces the damage you receive from conditions. Orders from Above lasts longer and affects more targets and a larger area.
 Iron Blooded (Alchemy) — Reduce physical and condition damage for each boon you have.
 Adaptive Armor (Scrapper) — Barriers you receive are stronger. Reduce incoming condition damage while you have barrier.
 Second Skin (Soulbeast) — Conditions inflict less damage to you while you have protection.
 Unhindered Combatant (Daredevil) — Your dodge ability is replaced by a longrange dash that removes inhibiting conditions and grants swiftness and damage reduction. Removing conditions in this way temporarily reduces endurance gain.
 Dark Defiance (Death Magic) — If you are disabled, gain protection. Incoming condition damage is reduced while you have protection. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch.
 Beyond the Veil (Death Magic) — Take reduced condition damage while at or above the threshold of carapace stacks.
Related effects[edit]
Effects that reduce condition damage[edit]
 Light Aura — When struck, you gain retaliation. Incoming condition damage is reduced by 10%. (Cooldown: 1s)
 Dark Aura  Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1second cooldown per attacker).
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 attribute combinations.
 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]
 Amber Pebble +3 Condition Damage.
 Chrysocola Shard +11 Condition Damage.
 Chrysocola Crystal +14 Condition Damage.
 Ornate Chrysocola Jewel +14 Condition Damage.
 Embellished Ornate Chrysocola Jewel +16 Condition Damage.
 Brilliant Chrysocola Jewel +18 Condition Damage.
 Chrysocola Orb +20 Condition Damage.
 Embellished Brilliant Chrysocola Jewel +21 Condition Damage.
 Exquisite Chrysocola Jewel +25 Condition Damage.
 Coral Chunk +8 Condition Damage.
 Ornate Coral Jewel +9 Condition Damage.
 Coral Tentacle +10 Condition Damage.
 Embellished Ornate Coral Jewel +10 Condition Damage.
 Brilliant Coral Jewel +12 Condition Damage.
 Embellished Brilliant Coral Jewel +13 Condition Damage.
 Coral Orb +14 Condition Damage.
 Exquisite Coral Jewel +15 Condition Damage.
 Topaz Nugget +5 Condition Damage.
 Topaz Lump +7 Condition Damage.
 Intricate Topaz Jewel +7 Condition Damage.
 Embellished Intricate Topaz Jewel +8 Condition Damage.
 Gilded Topaz Jewel +9 Condition Damage.
 Embellished Gilded Topaz Jewel +10 Condition Damage.
Other[edit]
 Adorned Amber Jewel +4 Condition Damage.
 Passion Flower +10 Condition Damage.
 Exquisite Charged Quartz Jewel +12 Condition Damage.
 Brilliant Passion Flower +12 Condition Damage.
 Embellished Brilliant Passion Flower +13 Condition Damage.
 Exquisite Passion Flower +15 Condition Damage.
 Maguuma Lily +17 Condition Damage.
 Black Diamond +17 Condition Damage.
 Exquisite Black Diamond Jewel +20 Condition Damage.
 Exquisite Lily Blossom +20 Condition Damage.
 Exquisite Charged Ambrite Jewel +25 Condition Damage.
Marks[edit]
 Mark of Potency +2 Condition Damage.
 Mark of Lingering +5 Condition Damage.
Talismans[edit]
 Talisman of Potency +5 Condition Damage.
 Talisman of Lingering +7 Condition Damage.
Seals[edit]
 Seal of the Rabid +11 Condition Damage.
Medallions[edit]
 Medallion of the Rabid +14 Condition Damage.
Crests[edit]
 Crest of the Rabid +20 Condition Damage.
Runes[edit]
 Superior Rune of the Adventurer +175 Condition Damage.
 Superior Rune of the Afflicted +175 Condition Damage.
 Superior Rune of Antitoxin +175 Condition Damage.
 Superior Rune of the Aristocracy +175 Condition Damage.
 Superior Rune of Balthazar +175 Condition Damage.
 Superior Rune of the Berserker +175 Condition Damage; +5% Condition Damage.
 Superior Rune of the Elementalist +225 Condition Damage.
 Superior Rune of the Engineer +225 Condition Damage.
 Superior Rune of the Firebrand +175 Condition Damage; +15% Boon Duration; +20% Quickness Duration.
 Superior Rune of Grenth +175 Condition Damage.
 Superior Rune of the Krait +175 Condition Damage.
 Superior Rune of the Mirage +175 Condition Damage.
 Superior Rune of the Necromancer +300 Condition Damage.
 Superior Rune of the Nightmare +175 Condition Damage; +20% Condition Duration; +10% Fear.
 Superior Rune of Orr +175 Condition Damage.
 Superior Rune of Perplexity +175 Condition Damage.
 Superior Rune of the Renegade +175 Condition Damage; +7% Condition Damage.
 Superior Rune of Scavenging +175 Condition Damage; +7% of Vitality as Condition Damage.
 Superior Rune of the Scourge +100 Condition Damage
 Superior Rune of the Soulbeast +175 Condition Damage; (w/ pet) +7% of Power as Condition Damage, (w/o pet) +7% of Condition Damage as Toughness.
 Superior Rune of the Sunless +175 Condition Damage.
 Superior Rune of Thorns +300 Condition Damage.
 Superior Rune of Tormenting +175 Condition Damage.
 Superior Rune of the Trapper +175 Condition Damage.
 Superior Rune of the Undead +175 Condition Damage; +7% of Toughness as Condition Damage.
 Superior Rune of the Thief +100 Condition Damage.
Sigils[edit]
 Superior Sigil of Corruption +10 Condition Damage for kill/+50 per player kill. Caps at +250
 Superior Sigil of Bursting +5% Condition Damage.
Upgrade components that decrease incoming Condition Damage[edit]
Runes[edit]
 Superior Rune of the Stars 10% incoming Condition Damage.
 Superior Rune of Hoelbrak 10% incoming Condition Damage.
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  Gain Condition Damage equal to 1% of your Precision  +10% Experience from kills.  30 minutes 
Journeyman Tuning Crystal  Gain Condition Damage equal to 2% of your Precision  +10% Experience from kills.  30 minutes 
Standard Tuning Crystal  Gain Condition Damage equal to 1% of your Precision  Gain Condition Damage equal to 3% of your Expertise +10% Experience from kills. 
30 minutes 
Artisan Tuning Crystal  Gain Condition Damage equal to 2% of your Precision  Gain Condition Damage equal to 3% of your Expertise +10% Experience from kills. 
30 minutes 
Quality Tuning Crystal  Gain Condition Damage equal to 2% of your Precision  Gain Condition Damage equal to 5% of your Expertise +10% Experience from kills. 
30 minutes 
Master Tuning Crystal  Gain Condition Damage equal to 2% of your Precision  Gain Condition Damage equal to 8% of your Expertise +10% Experience from kills. 
30 minutes 
Potent Master Tuning Crystal  Gain Condition Damage equal to 3% of your Precision  Gain Condition Damage equal to 8% of your Expertise +10% Experience from kills. 
60 minutes 
Krait Tuning Crystal  Gain Condition Damage equal to 3% of your Precision  Gain Condition Damage equal to 8% of your Expertise +10% Experience from kills. 
45 minutes 
Tuning Icicle  Gain Condition Damage Equal to 3% of Your Precision  Gain Condition Damage Equal to 8% of Your Expertise +10% Experience from kills +10% Karma Bonus. 
30 minutes 
Bountiful Tuning Crystal  Gain Condition Damage Equal to 6% of Your Healing Power  Gain Condition Damage Equal to 8% of Your Concentration  30 minutes 
Toxic Focusing Crystal  Gain Condition Damage Equal to 3% of Your Power  Gain Condition Damage Equal to 3% of Your Precision +10% Experience from kills. 
30 minutes 
Lump of Crystallized Nougat  +100 Condition Damage on reviving an ally  +100 Toughness, Precision +10% Experience from kills. 
30 minutes 
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  Gain 40 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Writ of Malice  Gain 60 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Writ of Studied Malice  Gain 100 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Writ of Calculated Malice  Gain 120 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Writ of Learned Malice  Gain 160 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Writ of Masterful Malice  Gain 200 Condition Damage when health above 90%  +10% Experience from kills.  30 minutes 
Calculating breakpoints[edit]
A breakpoint is the point at which there will be the same amount of change when adding one point of a particular stat. This is particularly useful for figuring out whether adding 100 points of Condition Damage will give more total damage than 100 Expertise or viceversa.
Beginning with the conclusion: If you have less Condition Damage than the breakpoint, adding Condition Damage will result in higher total damage than if you were to add Expertise. Upon reaching the breakpoint, alternate between adding Condition Damage and Expertise until the Condition Duration cap of 100%.
The formula for the total damage any condition will deal is as follows. Bonus Duration is the total % duration increase of a specific condition from runes, sigils and traits.
(Base Damage + Condition Damage * Scaling Factor) * Duration * (1 + Bonus Duration + Expertise / 1500)
Taking the derivative of this formula with respect to Condition Damage will yield the damage increase from adding one point of Condition Damage.
ΔDamage = Scaling Factor * Duration * (1 + Bonus Duration + Expertise / 1500)
Taking the derivative with respect to Expertise will yield the damage increase when adding one point of Expertise. Note: If the duration for the specific condition exceeds 100% (i.e. if (Bonus Duration + Expertise / 1500) > 1) then the following formula should equal 0.
ΔDamage = Duration * (Base Damage + Condition Damage * Scaling Factor) / 1500
Setting these two formulas equal to each other will allow you to calculate the breakpoints for where the damage increase from Condition Damage and Expertise are equal. The following is the simplified result:
Condition Damage  Expertise = 1500  (Base / Scaling Factor) + (Bonus Duration * 1500)
By setting Expertise to 0 and solving for Condition Damage, we get the first instance in where adding one point of Condition Damage or Expertise will result in the same damage increase. For Bleeding, this point is at
1500  (22 / 0.06) = 1133.3333...
Bleeding  

Current Stats  
1133.3333... Condition Damage^{1}  0 Expertise 
(22 + 1133.3333... Condition Damage * 0.06) * 1 second * (1 + (0 Expertise / 1500)) 90 damage  
Adding one point  
1 Condition Damage  1 Expertise 
Expected increase  Expected increase 
0.06 * 1 second * (1 + (0 Expertise / 1500)) 0.06 
1 second * (22 + 1133.3333... Condition Damage * 0.06) / 1500 0.06 
Total Damage  Total Damage 
(22 + 1134.3333... Condition Damage * 0.06) * 1 second * (1 + (0 Expertise / 1500)) 90.06 damage 
(22 + 1133.3333... Condition Damage * 0.06) * 1 second * (1 + (1 Expertise / 1500)) 90.06 damage 
 ^{1} Using the exact value of 1133.33333..., of course a fraction of a stat is not possible ingame.
Solving for Condition Damage[edit]
Solving for Condition Damage results in the following formula:
Condition Damage = Expertise + 1500  (Base / Scaling Factor) + (Bonus Duration * 1500)
According to the above formula, every 1% Bonus Duration will result in needing 15 more Condition Damage to break even. The breakpoints listed at the top of this page were calculated using 0 bonus duration.
By setting Expertise to your character's current Expertise and Bonus Duration to the total from runes, sigils and traits, you can get the Condition Damage at which your character will hit the breakpoint.
For example, at 633 Expertise and 20% bonus duration, you will need 2066.333... Condition Damage to hit the breakpoint for Bleeding.
 If you have less than 2066 Condition Damage, you will need to add more Condition Damage.
 If you have more than 2066 Condition Damage, you will need to add more Expertise and/or Bonus Duration until your Condition damage falls below the new value. (See #Solving for Expertise)
Solving for Expertise[edit]
Solving for Expertise results in the following formula:
Expertise = Condition Damage  1500 + (Base / Scaling Factor)  (Bonus Duration * 1500)
By setting the above formula with your character's current Condition Damage and total Bonus Duration from runes, sigils and traits, you can get the Expertise required to hit the breakpoint.
For example, at 1381 Condition Damage and 0% bonus duration, you will need 247.666... Expertise to hit the breakpoint for Bleeding.
 If you have less than 248 Expertise, you will need to add more Expertise
 If you have more than 248 Expertise, you will need to add more Condition Damage until your Expertise falls below the new value. (See #Solving for Condition Damage)
Note: If Expertise + (Bonus Duration * 1500) > 1500 then add more more Condition Damage as you have hit the Condition Duration cap.
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 diamondshaped icon for this attribute (and for Condition Duration) is a relic of early development, when all conditions had diamondshaped icons in different colors, instead of the uniform red icons they have now.