Condition Damage

From Guild Wars 2 Wiki
Jump to navigationJump to search
Disambig icon.png This article is about the attribute. For the damage type and outgoing and incoming condition damage modifiers, see Damage#Condition damage.

Condition Damage.png Condition Damage is a secondary attribute that improves the damage dealt by conditions. For player characters, its current value can be viewed in the Equipment tab of the Hero panel. The attribute can be increased by various traits, skills, equipment, food, and utility consumable items as well as the boon Might.png Might. Each damaging tick of a condition is calculated separately for the current value of Condition Damage.

Conditions[edit]

Condition Factor Base Damage at Level 80 Damage from +100 Condition Damage Breakpoint[1]
Bleeding.png Bleeding 0.06 22 per stack per second +6 per stack per second 1133
Burning.png Burning 0.155 131 per stack per second +15.5 per stack per second 655
Poisoned.png Poisoned 0.06 33.5 per stack per second +6 per stack per second 942
Confusion.png Confusion (over time, PvE) 0.05 18.25 per stack per second +5 per stack per second 1135
Confusion.png Confusion (over time, PvP/WvW) 0.0 10 per stack per second +0 per stack per second -
Confusion.png Confusion (each skill use, PvE) 0.0325 16.34 per stack per skill use +3.25 per stack per skill use 997
Confusion.png Confusion (each skill use, PvP/WvW) 0.0975 49.5 per stack per skill use +9.75 per stack per skill use 992
Fear.png Fear[2] 0.55 555 per second +55 per second 390
Torment.png Torment (while moving, PvE) 0.06 22 per stack per second +6 per stack per second 1133
Torment.png Torment (while moving, PvP and WvW) 0.054 19.8 per stack per second +5.4 per stack per second 1133
Torment.png Torment (while stationary, PvE) 0.09 31.8 per stack per second +9 per stack per second 1146
Torment.png Torment (while stationary, PvP and WvW) 0.07 26 per stack per second +7 per stack per second 1128

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

  1. ^ 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. Assumes 0% bonus duration from runes, sigils, and traits. See #Calculating breakpoints for a detailed description.
  2. ^ Only causes damage when inflicted by necromancers with the trait Terror enabled.

Related skills[edit]

Utility skills that increase condition damage

Elite skills that increase condition damage

Related traits[edit]

Traits that increase condition damage

Traits that convert to condition damage

Traits that benefit from condition damage

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.

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
Grieving Power.png Power
Condition Damage.png Condition Damage
Precision.png Precision
Ferocity.png Ferocity
Viper's Power.png Power
Condition Damage.png Condition Damage
Precision.png Precision
Condition Duration.png Expertise
Trailblazer's 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
Plaguedoctor's Vitality.png Vitality
Condition Damage.png Condition Damage
Healing Power.png Healing Power
Boon Duration.png Concentration
Ritualist's Vitality.png Vitality
Condition Damage.png Condition Damage
Boon Duration.png Concentration
Condition Duration.png Expertise
  • 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
Coral
Topaz

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.pngApprentice Tuning Crystal Gain Condition Damage equal to 1% of Your Precision +10% Experience from kills. 30 minutes
Journeyman Tuning Crystal.pngJourneyman Tuning Crystal Gain Condition Damage equal to 2% of Your Precision +10% Experience from kills. 30 minutes
Standard Tuning Crystal.pngStandard 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.pngArtisan 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.pngQuality 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.pngMaster Tuning Crystal Gain Condition Damage equal to 3% of Your Precision Gain Condition Damage equal to 8% of Your Expertise
+10% Experience from kills.
30 minutes
Master Tuning Crystal.pngPotent 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
Master Tuning Crystal.pngKrait 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.pngTuning 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
Master Tuning Crystal.pngBountiful Tuning Crystal Gain Condition Damage Equal to 6% of Your Healing Power Gain Condition Damage Equal to 8% of Your Concentration 30 minutes
Corsair Tuning Crystal.pngCorsair Tuning Crystal Gain Condition Damage Equal to 3% of Your Toughness Gain Expertise Equal to 3% of Your Toughness 30 minutes
Toxic Tuning Crystal.pngToxic Tuning 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.pngLump of Crystallized Nougat +100 Condition Damage on reviving an ally +100 Toughness, Precision
+10% Experience from kills.
30 minutes
Sharpening Skull.pngSharpening 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.pngWrit of Basic Malice Gain 40 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Malice.pngWrit of Malice Gain 60 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Studied Malice.pngWrit of Studied Malice Gain 100 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Calculated Malice.pngWrit of Calculated Malice Gain 120 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Learned Malice.pngWrit of Learned Malice Gain 160 Condition Damage when health above 90% +10% Experience from kills. 30 minutes
Writ of Masterful Malice.pngWrit 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 vice-versa.

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 Damage1 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 in-game.

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.

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.

See also[edit]