Condition Damage
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. 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 | 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, PvE) | 0.05 | 18.25 per stack per second | +5 per stack per second | 1135 |
Confusion (over time, PvP/WvW) | 0.0 | 10 per stack per second | +0 per stack per second | - |
Confusion (each skill use, PvE) | 0.0325 | 16.34 per stack per skill use | +3.25 per stack per skill use | 997 |
Confusion (each skill use, PvP/WvW) | 0.0975 | 49.5 per stack per skill use | +9.75 per stack per skill use | 992 |
Fear^{[2]} | 0.55 | 555 per second | +55 per second | 390 |
Torment (while moving, PvE) | 0.06 | 22 per stack per second | +6 per stack per second | 1133 |
Torment (while moving, PvP and WvW) | 0.054 | 19.8 per stack per second | +5.4 per stack per second | 1133 |
Torment (while stationary, PvE) | 0.09 | 31.8 per stack per second | +9 per stack per second | 1146 |
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).
- ^ 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 when inflicted by necromancers with the trait Terror enabled.
Related skills[edit]
Utility skills that increase condition damage
- Signet of Wrath — Signet Passive: 180 Condition Damage
- Conjure Flame Axe — Conjure Flame Attributes: 180 Power, 180 Condition Damage
- Signet of Domination — Signet of Domination: 180 Condition Damage
Elite skills that increase condition damage
Related traits[edit]
Traits that increase condition damage
- Imbued Haste (Firebrand) — Gain increased attributes while affected by quickness.
- Searing Pact (Willbender) — Gain condition damage. Willbender Flames now inflict burning on foes they strike.
- Seething Malice (Corruption) — Your condition damage is increased.
- Deep Strikes (Arms) — Gain condition damage when you have fury. You have increased chance to critically strike against bleeding foes.
- 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.
- Fatal Frenzy (Berserker) — Berserk mode increases power and condition damage.
- Chemical Rounds (Firearms) — Gain condition damage. Your pistol skills gain increased condition duration.
- Ambidexterity (Wilderness Survival) — Gain condition damage. Gain condition damage. Gain additional condition damage while wielding a torch, dagger, or mace. 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.
- Second Opinion (Specter) — A portion of condition damage is converted to healing power. Gain condition damage, which is increased while wielding a scepter.
- Burning Rage (Fire) — Sunspot inflicts burning, and its radius is increased. Your condition damage is increased.
- Chaotic Potency (Chaos) — Gain condition damage. Gain additional condition damage while wielding a staff. Staff and trident skills gain reduced recharge.
- Compounding Power (Illusions) — Creating an illusion increases your outgoing damage and condition damage for a short duration. Virtuoso: Triggers when stocking a blade.
- Nomad's Endurance (Mirage) — Shatter skills give vigor, and vigor grants condition damage.
- Lingering Curse (Curses) — Your condition damage is increased. Conditions inflicted by scepter skills have longer durations, and Feast of Corruption becomes Devouring Darkness.
- Deadly Strength (Death Magic) — Carapace stacks grant power and condition damage.
- Doom Approaches (Harbinger) — Your condition damage is increased. While in Harbinger Shroud, you gain an aura that pulses each interval to torment and weaken nearby enemies.
Traits that convert to condition damage
- Kindled Zeal (Zeal) — Gain condition damage based on your power.
- Power of the Virtuous (Virtues) — Gain condition damage based on your vitality. Virtues gain reduced recharge.
- Blood Reaction (Berserker) — A percentage of precision is given as a bonus to ferocity and a percentage of power is given as a bonus to condition damage. These bonuses are doubled in berserk mode.
- 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.
- Target the Weak (Curses) — Increases critical-hit chance for each condition on the foe. Gain condition damage based on your precision.
Traits that benefit from condition damage
- Second Opinion (Specter) — A portion of condition damage is converted to healing power. Gain condition damage, which is increased while wielding a scepter.
- 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) — Burning you inflict does more damage. Gain expertise based on your 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.
- 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.
- Superior Rune of the Elementalist +225 Condition Damage.
- Superior Rune of the Engineer +225 Condition Damage.
- Superior Rune of the Firebrand +175 Condition Damage.
- 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.
- Superior Rune of Scavenging +175 Condition Damage; +20% Poisoned Duration.
- Superior Rune of the Scourge +100 Condition Damage.
- Superior Rune of the Soulbeast +175 Condition Damage.
- Superior Rune of the Sunless +175 Condition Damage.
- Superior Rune of Thorns +175 Condition Damage.
- Superior Rune of Tormenting +175 Condition Damage.
- Superior Rune of the Trapper +300 Condition Damage.
- Superior Rune of the Undead +175 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
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 3% 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 |
Corsair Tuning Crystal | Gain Condition Damage Equal to 3% of Your Toughness | Gain Expertise Equal to 3% of Your Toughness | 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 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 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 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.