Condition Damage
Contents

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.
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).
Related skills[edit]
Utility skills that increase Condition Damage[edit]
 Signet of Wrath
 Banner of Strength
 Conjure Flame Axe (while wielding Conjured Flame)
 Signet of Domination
Elite skills that increase Condition Damage[edit]
 Conjure Fiery Greatsword (while wielding Fiery Greatsword)
 Weave Self (after attuning to Fire or achieving Perfect Weave)
Utility Skills that decrease Condition Damage[edit]
Healing Skills that decrease Condition Damage[edit]
Related traits[edit]
Traits that increase Condition Damage[edit]
 Kindled Zeal — Gain condition damage based on your power.
 Imbued Haste  Gain increased attributes while affected by quickness.
 Ferocious Aggression  Deal increased damage and condition damage to targets while you have fury.
 Blademaster — Sword skills gain reduced recharge and conditions they inflict gain increased duration.
 Deep Strikes — Gain condition damage when you have fury.
 Furious — Critical hits grant bonus adrenaline and gain a stacking condition damage effect.
 Always Angry — Gain increased damage and condition damage when you enter or exit berserk mode.
 Heat the Soul — Gain condition damage. Gain additional condition damage while wielding a torch. Torch skills gain reduced recharge.
 Pinpoint Distribution — Increases condition damage on nearby allies.
 Ambidexterity — Gain condition damage. Gain additional condition damage while wielding a torch or dagger. Torch and Dagger skills recharge faster.
 Twice as Vicious — Disabling a foe increases your damage and condition damage for a short duration.
 Lead Attacks  Increases damage and condition damage per initiative spent. Steal gains reduced recharge time.
 Lotus Training — Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time after dodging.
 Power Overwhelming — Gain condition damage based on your power.
 Strength of Stone — Gain condition damage based on your toughness.
 Chaotic Transference — Gain condition damage based on your toughness. Gain expertise based on your concentration.
 Compounding Power — Creating an illusion increases your outgoing damage and gives increased condition damage for a short duration.
 Nomad's Endurance  Shatter skills give vigor, and vigor grants condition damage.
 Target the Weak — Increases criticalhit chance for each condition on your foe. Gain condition damage based on your precision.
 Lingering Curse — While wielding a scepter, your condition damage is increased. Conditions inflicted by scepter skills have increased durations, and Feast of Corruption becomes Devouring Darkness.
Traits that benefit from Condition Damage[edit]
 Master's Fortitude — Gain increased vitality when wielding a sword. Gain bonus vitality based on a portion of your power and condition damage.
 Fell Beacon — Torch skills gain reduced recharge. Gain expertise based on your condition damage.
 Demonic Resistance — Damage is reduced when you have resistance on you. Gain vitality based on a percentage of your condition damage.
Traits that decrease Condition Damage[edit]
 Corrupter's Fervor — Inflicting a condition on a foe grants stacking toughness and reduced incoming condition damage.
 Dark Defiance — 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.
 Versed in Stone — 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 — Kalla's Fervor reduces the damage you receive from conditions. Orders from Above lasts longer and affects more targets and a larger area.
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  Power Precision 
Carrion  Condition Damage  Power Vitality 
Rabid  Condition Damage  Precision Toughness 
Dire  Condition Damage  Toughness Vitality 
Grieving  Power Condition Damage 
Precision Ferocity 
Viper  Power Condition Damage 
Precision Expertise 
Trailblazer  Toughness Condition Damage 
Vitality Expertise 
Seraph  Precision Condition Damage 
Healing Power Concentration 
Plaguedoctor  Vitality Condition Damage 
Healing Power 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]
 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 +183 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.
 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 +175 Condition Damage; +50 for 60 seconds when hit by a poisoned foe.
 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]
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 Expertise.
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 Condition Damage. 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:
Breakpoint = 1500  (Base / Scaling Factor) + (Bonus Duration * 15)
The breakpoints listed at the top of this page were calculated using 0 bonus duration. According to the above formula, every 1% Bonus Duration will result in needing 15 more Condition Damage to break even.
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.