Damage
“Call it whatever you like—DPS, damage per second—we just call it DAMAGE, and when it comes to making red bars go down, you can never have enough of it. Don't trivialize it though; damage is a very versatile aspect of combat. There are so many ways that a character can do damage.
— GuildWars2.com promotional material
Damage is any effect from an action which results in a target losing health. Damage is considered to be one of the three facets the Guild Wars 2 combat system is built around, the others being support and control. All professions are able to deal damage in a useful way, mostly by using skills. Direct damage and Condition Damage are the two primary forms of damage. The term damage usually refers to direct damage in the game.
There are three types of damage in Guild Wars 2:
- Direct damage - This damage is inflicted by skills and/or traits directly, can crit, and is mitigated by the target's armor.
- Condition damage - This damage type is inflicted primarily by conditions, does not crit and is not mitigated by the target's armor.
- Falling damage is inflicted by falling from too high. When the amount of falling damage received brings a player to less than zero health, he/she does not enter a downed state, but instead is immediately defeated. Falling damage scales relative to height fallen and isn't mitigated by armor or any skill that reduces or prevents damage. It can, however, be reduced to zero in World versus World, by the Windfall effect. Defeat from falling does not result in damaged armor.
Outgoing damage is not affected by Health unless the attacker is under the influence of a modifier, such as a Trait whose effects are based on the character's health or, uniquely, a Superior Rune of the Scholar set. In other words, a Player or NPC will often deal the same amount of outgoing damage regardless of whether they are at 100% health, 50% health or 1% health.
Direct damage[edit]
Damage done[edit]
Base direct damage is given by the following equation:
Damage done = (Weapon strength) * Power * (skill-specific coefficient)/(target's Armor)
- Weapon strength: a uniformly distributed random number taken from the range of weapon strength of the equipped weapon. The weapon strength used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon strength and use a direct damage range based on the character's level. The weapon strength is also fixed for the duration of the skill, in particular pulsing aoes and channeled skills; although damage per hit is still affected by attributes, potions, sigils and other modifiers.
- Power: The current power attribute as listed on the Hero tab.
- Skill coefficient: Every skill has a unique coefficient used to calculate damage inflicted. Listed by the () after tool tip listed on wiki pages, not shown in-game however.
- Target's Armor: Not shown in-game for PvE targets.
This base direct damage can then be modified by the following effects:
- Critical hits do increased direct damage. Critical hits default to 150% of base damage and this amount can be increased by the Ferocity player attribute. Critical Chance is governed by the Precision player attribute and flat bonuses such as the fury boon.
- Glancing blows, as caused by either level difference or weakness, only do 50% of regular damage and cannot critical hit.
- Vulnerability increases condition damage and direct damage on a target
- Protection decreases the damage received by a target by 33%
- Some champions or other enemies can become Exposed
- Other effects that increase the attacker's outgoing damage or the target's incoming damage, including those from upgrade components, traits, nourishment, etc.
Only successful attacks will cause damage. The following will prevent this:
- The blind condition affecting the attacker, resulting in a miss
- The target blocks or evades the attack by use of skills or effects or makes a successful dodge
- The target is out of range of the actual attack (some attacks have greater reach than their skill tooltip indicates, e.g. projectiles with high arc)
- The target is obstructed by terrain, structures or objects
- The target is invulnerable
Tooltip damage[edit]
Direct damage is listed on skill tooltips with the Damage icon. Skill tooltip direct damage is given by the following formula:
Tooltip damage = [number of hits] * round[(average weapon strength) * Power * (skill-specific coefficient per hit) / (level-based Armor value)]
- Average weapon strength is the average of the range of damage listed as Weapon Strength on the equipped weapon's tooltip.
- The damage actually done is unlikely to equal to the tooltip damage, since it depends on your opponent's Armor value and other factors listed above.
- At level 80, the opponent Armor value used to calculate the tooltip's direct damage is 2597. The value the game uses at other levels can be derived from the amount shown in the tooltip using the damage formula.
- Some skills do not calculate their tooltip damage based on the equipped weapon. These are frequently the same skills that are unaffected by Weapon Strength.
- Some skills list multiple strikes of Direct Damage. Each strike is treated independently as to whether it hits or misses and for the application of modifying effects. Using "Damage (2x): 500" as an example, the base damage of each strike is 250. Each strike that hits will have relevant modifying effects applied to it (crit, glancing, etc.).
- Some skills which apply conditions, such as Burning, may also have direct damage associated with them. For example: Damage (8x): 800, 8x Burning (2s): 4800. In this case the fire will apply 8 pulses of direct damage of 100 each at 1sec intervals. Each direct damage pulse will apply 1 stack of burning each having 2 second duration.
Skill-fact damage[edit]
The skill facts on this Wiki quote a standardized number for the direct damage associated with a skill at level 80. It is used in the following formula for direct damage:
- The skill-fact damage is the tooltip damage displayed in the game for a level 80 character with an exotic level 80 weapon (if it is a weapon skill), but without any further equipment and without any other damage increasing effects. It is the default direct damage dealt by a level 80 character with base power 1000 against armor 2597, see Skill Facts for details.
- For power 1000 and target armor 2597 the formula says that damage done is equal to skill-fact damage.
- Damage is proportional to power. Twice the power means twice the damage. For example, increasing power from 1000 to 2289 by wearing exotic Soldier equipment leads to 2.289 times the damage.
- Damage is inversely proportional to target armor. Twice the target armor means half the damage. This applies equally to the case when the player is the target.
- Damage here refers to non-critical hits. The average damage increase due to critical hits can be formulated by replacing power by an increased effective power in the above formulas. Damage is then proportional to effective power, which includes the effect of precision and ferocity.
- The skill-fact damage combines the average weapon strength and the skill coefficient into one convenient number for damage calculation for level 80 exotics. The skill coefficient is not shown in-game but has to be computed from the above formulas, while the skill-fact damage is given directly by the tooltip.
- The skill-fact damage formula can also be used to obtain damage for ascended weapons. Since the average weapon strength of ascended weapons is 5% higher than that of exotic weapons, multiply the result by 1.05.
Skill coefficient[edit]
The skill-specific coefficient is not shown in the game. It is computed as follows:
Skill-specific coefficient = 2597 * (tooltip damage)/(weapon strength * Power)
- Given the default direct damage at power 1000 (for example from the Wiki) and the weapon strength, the skill coefficient can be computed. This relation should hold approximately for all skill entries on the Wiki.
- Given the direct damage for some other power value (for example from the in-game tooltip), the skill coefficient is given by the second equality.
- Small differences in the skill-coefficients are expected because of numerical round-off errors. For example, a tooltip of 100 is accurate to about 1%. For reliable results, it is advisable to compute the skill coefficient for several different power values and combine the results. The numerical result may be a coefficient of 1.006471, which can be assumed to be an exact 1.0. However, in some cases it is not clear what number the game uses internally. The approach seems valid since in many cases the above calculation leads to simple numbers like 1.0, 0.4, or 2.5.
- Weapon strength is shown in the game for weapons, but it is not shown for utility skills or other sources of damage. Assuming that the game uses simple skill coefficients for such skills as well, we can use the formula to compute a weapon strength for most non-weapon attacks to be 690.5 at level 80 from the tooltip damage and some assumed skill coefficient.
- Bundles, including kits and conjures, appear to have an internal weapon strength of 922.5. This is the same value as a one-handed main hand weapon in sPvP, but it is then given a further modifier in PvE/WvW based on the rarity of the weapon, with exotic being the default.
- Skill coefficients can also be obtained from the from the skills API.
Damage reduction[edit]
Damage Reduction describes an effect that provides the character reduced incoming damage, often under certain circumstances.
The Armor attribute (a combination of the Toughness and Defense attributes) is the primary source of damage reduction. All received direct damage is divided by this value. Incoming direct damage is further reduced by various percentage reductions from effects and traits. The Protection boon reduces damage received by the defender by 33%, while the Weakness condition causes Glancing blows from the attacker, which only deal 50% of their regular damage. 100% damage reduction (granted by some skills) will prevent all direct damage by reducing it to zero. Note that the attack is not actually blocked and can still apply conditions, control effects or trigger on-hit effects.
Condition Damage is not reduced by armor or most percentage reductions, but can be completely negated using the Resistance boon. The total damage received by conditions over time can be reduced by Condition Duration reducing bonuses, or by Condition removal skills and traits.
Damage reduction can also occur by preventing a hit from landing on the defender, using one of the following:
- Blind condition affecting the attacker.
- Block, Dodge or Evade from the defender.
- moving out of range of the attack.
- Obstructing the view by terrain, structures or objects.
- Becoming Invulnerable (or using similar mechanics such as Distortion)
Related skills[edit]
Skills that increase damage or deal increased damage[edit]
- Weapon skills that increase damage or deal increased damage
Throw Axe — Axe
Charge — Warhorn
Wastrel's Ruin — Dagger
Gleam Saber — Sword
Sun Edge — Sword
Sun Ripper — Sword
Stalker's Strike — Dagger
Maul — Greatsword
Maul — Greatsword
Larcenous Strike — Sword
Trick Shot — Short bow
Malicious Backstab — Dagger
Death's Judgment — Rifle
Malicious Deadly Strike — Spear
Ghastly Claws — Axe
Life Siphon — Dagger
- Bundle skills that increase damage or deal increased damage
- Utility skills that increase damage or deal increased damage
Burst of Strength — Legendary Dragon Stance, Consume
Break Enchantments — Meditation
"Sic 'Em!" — Command
Shadow Flare — Cantrip
Glyph of Elemental Power — Glyph
Phantasmal Defender — Phantasm
- Elite skills that increase damage or deal increased damage
- Profession mechanic skills that increase damage or deal increased damage
- Downed skills that increase damage or deal increased damage
- Trait skills that increase damage or deal increased damage
Magebane Tether (Magebane Tether) — Tether yourself to your target. If they move beyond the range threshold, pull them to you. Grants might and reveals your target every second.
Lesser Phantasmal Defender (Mental Defense) — Phantasm. Summon an illusion that taunts your target and all nearby targets while blocking attacks. It explodes when it finishes blocking, dealing increased damage for each attack blocked.
Skills that reduce incoming damage[edit]
- Weapon skills that reduce incoming damage
Frost Aura — Dagger, when attuned to water
Grinding Stones — Dagger, when attuned to air and earth
- Transform skills that reduce incoming damage
- Utility skills that reduce incoming damage
Signet of Judgment — Signet
Forced Engagement — Legendary Dwarf Stance
Vengeful Hammers — Legendary Dwarf Stance
Endure Pain — Stance
Spectrum Shield — Exceed
"Guard!" — Command
Dolyak Stance — Stance
"Flash-Freeze!" — Shout
"Rise!" — Shout
- Elite skills that reduce incoming damage
Rite of the Great Dwarf — Legendary Dwarf Stance
Rampage — Physical
"Rebound!" — Shout
Weave Self — Stance
- Profession mechanic skills that reduce incoming damage
- Trait skills that reduce incoming damage
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.
Skills that have outgoing damage reduction per hit[edit]
- Weapon skills that have damage reduction per hit
Meteor Shower — Staff, when attuned to fire
Mirror Blade — Greatsword
- Bundle skills that have damage reduction per hit
- Utility skills that have damage reduction per hit
Related traits[edit]
Traits that increase outgoing damage[edit]
Trait | Trait line | Damage increase in % | Description | ||
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Zeal | Damage Increase: | 7% | Deal increased damage to burning foes. |
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Virtues | Effect Inspiring Virtue: | 10% | Deal increased damage after activating a virtue. |
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Virtues | Damage Increase: | 1% | Deal increased damage for each boon on you. Virtues gain reduced recharge. |
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Radiance | Damage Increase: | 10% | Retaliation grants you increased damage. |
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[[Zeal|]] | Effect Symbolic Avenger: | 2% | Your damage is increased whenever your Symbols hit a foe. |
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[[Zeal|]] | Damage Increase: | 5% | Symbols inflict vulnerability on foes. Damage to vulnerable foes is increased. |
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[[Zeal|]] | Damage Increase: | 30% | Symbols deal increased damage and charge your Virtue skill 1 passive effect twice as fast. |
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[[Virtues|]] | Damage Increase: | 20% | Deal increased damage while you have aegis. |
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Dragonhunter | Damage Increase: | 15% | Striking an enemy tethered by your Spear of Justice inflicts vulnerability and increases damage dealt. Tether duration is increased. |
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Dragonhunter | Damage Increase: | 15% | Gain stability when disabling an enemy. Deal increased damage to disabled foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
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Dragonhunter | Maximum Bonus Damage: | 15% | Deal bonus damage based on your distance to the enemy. |
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Dragonhunter | Minimum Bonus Damage: | 5% | Deal bonus damage based on your distance to the enemy. |
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Dragonhunter | Damage Increase: | 10% | Deal increased damage to crippled foes. Justice's passive effect cripples enemies. |
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Devastation | Damage Increase per Weapon: | 5% | Your damage is increased for each weapon you are currently wielding. |
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Retribution | Damage Increase: | 10% | Deal increased damage to weakened foes. Disabling a foe applies weakness. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch. |
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Invocation | Damage Increase: | 7% | Deal increased damage and condition damage to targets while you have fury. |
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Invocation | Damage Increase: | 7% | While your health is above the threshold, inflict increased damage to your enemies. |
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[[Devastation|]] | Damage Increase: | 20% | Deal increased damage to foes below the health threshold. |
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[[Devastation|]] | Bonus Damage Per Stack: | 0.5% | Deal increased damage to targets based on their vulnerability stacks. |
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[[Devastation|]] | Damage Increase: | 25% | Deal increased damage to foes with health above the health threshold. |
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[[Devastation|]] | Damage Increase: | 10% | Deal increased damage to foes with health above the health threshold. |
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[[Retribution (specialization)|]] | Damage Increase: | 10% | While you have retaliation, deal increased damage and gain might when you strike foes. Retaliation granted to you lasts longer. |
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Herald | Damage Increase: | 13% | Deal increased damage with active upkeep skills. Herald upkeep skills grant less damage but can be stacked. |
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Herald | Herald Skill Damage Increase: | 4% | Deal increased damage with active upkeep skills. Herald upkeep skills grant less damage but can be stacked. |
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Herald | Herald Skill Damage Increase: | 3% | Deal increased damage with active upkeep skills. Herald upkeep skills grant less damage but can be stacked. |
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Herald | Bonus Damage per Boon: | 1% | Gain concentration and inflict increased damage for each active boon you have. |
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Strength | Effect Berserker's Power: | 7% | Gain increased damage when you use a burst skill; this damage increase is based on your adrenaline. |
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Strength | Effect Berserker's Power: | 14% | Gain increased damage when you use a burst skill; this damage increase is based on your adrenaline. |
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Strength | Effect Berserker's Power: | 21% | Gain increased damage when you use a burst skill; this damage increase is based on your adrenaline. |
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Discipline | Damage Increase: | 7% | Burst skills deal more damage, grant swiftness, and restore a portion of adrenaline spent. |
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Defense | Damage Increase: | 7% | Increases damage to weakened foes. Striking a foe below the health threshold inflicts weakness. |
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[[Discipline|]] | Damage Increase: | 3% | Deal increased damage per boon on your target. |
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Tactics | Damage Increase: | 1% | Deal increased damage for every boon on you. |
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Tactics | Damage Increase: | 7% | Immobilize a target when you cripple them with a skill. Deal more damage to foes affected with movement-impairing conditions. |
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[[Strength|]] | Damage Increase: | 20% | Hammer skills gain reduced recharge and deal increased damage when striking a disabled foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch. |
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[[Strength|]] | Effect Peak Performance: | 15% | Deal increased physical damage. Physical skills have reduced recharge and further increase all outgoing physical damage for a period of time. |
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[[Strength|]] | Damage Increase: | 5% | Deal increased physical damage. Physical skills have reduced recharge and further increase all outgoing physical damage for a period of time. |
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[[Strength|]] | Damage Increase: | 3% | Deal increased physical damage. Physical skills have reduced recharge and further increase all outgoing physical damage for a period of time. |
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[[Strength|]] | Effect Peak Performance: | 7% | Deal increased physical damage. Physical skills have reduced recharge and further increase all outgoing physical damage for a period of time. |
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Tactics | Damage Increase vs. Barrier: | 50% | Deal more damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
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Tactics | Damage Increase vs. High Health: | 25% | Deal more damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
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Tactics | Damage Increase vs. Barrier: | 10% | Deal more damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
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Tactics | Damage Increase vs. High Health: | 7% | Deal more damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
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[[Discipline|]] | Damage Increase: | 7% | Run faster while wielding melee weapons, and deal increased damage while you have swiftness. Movement skills break immobilization when used. |
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[[Discipline|]] | Damage Increase: | 3% | Run faster while wielding melee weapons, and deal increased damage while you have swiftness. Movement skills break immobilization when used. |
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Berserker | Damage Increase: | 20% | Deal increased damage while in berserk mode. |
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Berserker | Damage Increase: | 15% | Deal increased damage while in berserk mode. |
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Spellbreaker | Damage Increase: | 20% | Full Counter deals additional damage and grants resistance. Copy conditions on yourself to targets you hit with Full Counter. |
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Explosives | Damage Increase: | 10% | Deal more damage against foes with a lower health percentage than you. Hitting with an Explosion heals you over a few seconds. |
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Tools | Damage Increase: | 10% | Deal more damage while under the effects of vigor. |
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[[Explosives|]] | Damage Increase: | 7% | Damage increases when above health threshold. |
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Firearms | Damage Increase: | 2% | Deal increased damage for each condition on a foe. |
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[[Explosives|]] | Damage Increase per Stack: | 0.5% | Deal more damage for each stack of vulnerability on your target. |
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Scrapper | Damage per Boon: | 5% | Deal increased damage while you have stability, swiftness, or superspeed. This damage increase compounds for each boon you have. |
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Holosmith | Maximum Damage Increase: | 25% | While Photon Forge is active, your outgoing damage is increased based on your current heat. |
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Holosmith | Maximum Damage Increase: | 15% | While Photon Forge is active, your outgoing damage is increased based on your current heat. |
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Holosmith | Damage Increase: | 10% | Your first few attacks after entering or exiting Photon Forge inflict burning and deal additional damage. This bonus is also granted if you overheat. |
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Nature Magic | Damage per Boon: | 1% | You deal increased damage for each boon affecting you. Your pet deals increased damage for each boon affecting it. |
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Marksmanship | Damage Increase above Threshold: | 10% | Ranger weapon skills deal increased damage. Damage is further increased for foes above the range threshold. |
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Marksmanship | Damage Increase: | 5% | Ranger weapon skills deal increased damage. Damage is further increased for foes above the range threshold. |
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Skirmishing | Damage Increase: | 10% | You deal more damage and have an increased chance to critically strike while attacking from behind or the side. |
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Skirmishing | Damage Increase: | 10% | Damage and condition duration are increased after dodging or using Quick Shot. Short bow skills pierce and gain recharge reduction, and their attacks from behind or while flanking are improved. |
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Beastmastery | Damage Increase: | 10% | While your health is above the threshold, your pet deals more damage. Your pet swap gains recharge reduction. |
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[[Marksmanship|]] | Effect Attack of Opportunity: | 50% | Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations that you inflict last longer. This trait can only grant an attack of opportunity against enemies with defiance bars once per interval. |
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[[Marksmanship|]] | Damage Increase: | 15% | You and your pet deal increased damage to disabled or movement-impaired foes. Affected conditions are: Stun, Taunt, Daze, Cripple, Fear, Immobilize and Chilled. |
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[[Marksmanship|]] | Damage Increase: | 25% | Regain opening strike whenever you gain fury. Opening strike deals more damage. |
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Beastmastery | Damage Increase: | 10% | Greatsword and spear skills deal more damage and recharge faster. Gain fury when you disable a foe. |
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Soulbeast | Damage Increase: | 7% | You deal more damage while you have fury. |
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Soulbeast | Damage Increase: | 10% | Deal increased damage to foes at a lower health percentage than you. Conditions you apply to foes at a lower health percentage than you last longer. |
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Soulbeast | Effect Twice as Vicious: | 5% | Disabling a foe increases your damage and condition damage for a short duration. |
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Soulbeast | Effect Twice as Vicious: | 10% | Disabling a foe increases your damage and condition damage for a short duration. |
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Deadly Arts | Damage Increase: | 20% | Deal extra damage when your target is below the health threshold. |
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Deadly Arts | Damage Increase per Unique Condition: | 2% | Deal increased damage to your target for each unique condition on them. |
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Trickery | Maximum Damage Increase: | 15% | Increases damage and condition damage per initiative spent. Steal gains reduced recharge time. |
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Trickery | Effect Lead Attacks: | 1% | Increases damage and condition damage per initiative spent. Steal gains reduced recharge time. |
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Daredevil | Effect Bounding Dodger: | 15% | Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge. |
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Daredevil | Effect Bounding Dodger: | 10% | Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge. |
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Daredevil | Damage per Missing Bar: | 5% | Damage is increased based on endurance that is missing. |
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Daredevil | Damage Increase: | 7% | Your next attack after dodging causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal more damage to them. |
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Deadeye | Damage Increase: | 10% | Damage dealt to your marked target is increased and damage taken from your marked target is reduced. |
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Deadeye | Bonus Damage per Boon: | 1% | Deal more damage for each unique boon you have; concentration is increased. |
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Air | Damage Increase: | 20% | Deal increased damage to enemies below the health threshold. |
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Arcane | Damage Increase: | 2% | Deal increased damage for each boon on you. |
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Water | Damage Increase: | 10% | Deal increased damage when your health is above the threshold. Blocking or evading an attack heals you. |
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Water | Damage Increase: | 5% | Deal increased damage when your health is above the threshold. Blocking or evading an attack heals you. |
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Fire | Effect Persisting Flames: | 1% | Fire fields created by weapon skills last longer. Your damage is increased whenever your fire fields hit a foe. |
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[[Water|]] | Damage Increase: | 5% | Vulnerability you inflict has increased duration. Deal increased damage to vulnerable foes. Damage bonus is doubled while attuned to water. |
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[[Water|]] | Damage Increase: | 10% | Vulnerability you inflict has increased duration. Deal increased damage to vulnerable foes. Damage bonus is doubled while attuned to water. |
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Fire | Damage Increase: | 10% | Your fire-weapon skills gain reduced recharge. Deal more damage to burning foes. |
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Earth | Damage Increase: | 5% | Bleeding you inflict has increased duration. Deal increased damage to bleeding foes. |
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[[Air|]] | Damage Increase: | 10% | Deal increased damage to disabled foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
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Tempest | Effect Transcendent Tempest: | 7% | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. |
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Weaver | Effect Elements of Rage: | 10% | Gain a damage bonus for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. |
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Weaver | Damage Increase: | 10% | Gain swiftness when using a Dual Attack. Deal extra damage to enemies while under the effects of swiftness or superspeed. |
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Illusions | Effect Compounding Power: | 2% | Creating an illusion increases your outgoing damage and gives increased condition damage for a short duration. |
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Domination | Damage Increase: | 5% | Deal more damage to foes with a lower health percentage than you. |
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Domination | Damage Increase: | 10% | Deal more damage to foes with a lower health percentage than you. |
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Domination | Damage Increase: | 15% | Illusions deal more damage. |
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Domination | Damage Increase per Stack: | 0.5% | Deal more damage for each stack of vulnerability on your target. |
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Domination | Damage Increase vs. Inactivity: | 50% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
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Domination | Damage Increase vs. Inactivity: | 20% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
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Domination | Damage Increase: | 25% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
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Domination | Damage Increase: | 10% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
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[[Illusions|]] | Effect Phantasmal Force: | 1% | Phantasms deal increased damage for each stack of might you have. Gain might when your phantasms become clones. |
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Domination | Damage Increase: | 15% | You and your illusions deal increased damage to foes without boons. Disabling a foe removes boons from them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
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Chronomancer | Damage Increase: | 10% | Activating a Shatter gives your illusions superspeed. Shatters deal increased damage to movement-impaired foes. |
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Chronomancer | Damage Increase: | 5% | Activating a Shatter gives your illusions superspeed. Shatters deal increased damage to movement-impaired foes. |
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Spite | Damage Increase: | 20% | Increases damage to enemies below the health threshold. |
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Spite | Damage Increase: | 5% | Deal more damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability the same target more than once per interval. |
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Spite | Damage Increase: | 25% | Deal more damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability the same target more than once per interval. |
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Death Magic | Damage Increase: | 25% | Minions deal more damage and take conditions from you. When a minion attacks, it transfers conditions to its target. There is a 10 second cooldown per minion. |
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Soul Reaping | Damage Increase: | 10% | Entering or exiting shroud increases your damage for a duration. |
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[[Spite|]] | Damage Increase: | 10% | Deal increased damage to foes with no boons. Focus and axe skills recharge faster. |
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Reaper | Damage Increase: | 15% | Chill lasts longer, and chilled foes take more damage from your attacks. |
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Reaper | Damage Increase: | 10% | Chill lasts longer, and chilled foes take more damage from your attacks. |
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Reaper | Damage Increase: | 10% | Striking foes within the range threshold deals increased damage and heals you for a portion of the damage dealt. Healing will not occur while life force replaces health. |
Traits that reduce incoming damage[edit]
Trait | Trait line | Damage reduced in % | Description | ||
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Dragonhunter | Damage Reduced: | 10% | Remove conditions when blocking attacks. Receive less damage when you have no conditions on you. |
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Retribution | Damage Reduced: | 10% | Reduce damage dealt to you from foes beyond the range threshold. |
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Corruption | Damage Reduced: | 10% | Damage is reduced when you have resistance on you. |
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Corruption | Damage Reduced: | 33% | Damage is reduced when you have resistance on you. |
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[[Retribution (specialization)|]] | Damage Reduced: | 15% | Take reduced damage while you have vigor. |
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Salvation | Damage Reduced: | 15% | Take less damage for a duration after healing. Lasts longer if you heal an ally other than yourself. |
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Herald | Effect Hardening Persistence: | 1.5% | Gain damage reduction for each point of upkeep currently in use. Shield skills remove conditions. |
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Defense | Damage Reduced: | 10% | Gain retaliation when you block or are struck by a critical hit. Retaliation gives you damage reduction. |
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Defense | Damage Reduced: | 5% | Reduce incoming damage while your health is above the threshold. |
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Berserker | Effect Feel No Pain: | 100% | Activating berserk mode breaks stuns and reduces incoming damage. |
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Alchemy | Effect Iron Blooded: | 2% | Reduce physical and condition damage for each boon you have. |
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Scrapper | Damage Reduced: | 33% | A percentage of all strike damage you take is delivered after a delay. |
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Scrapper | Damage Reduced: | 20% | A percentage of all strike damage you take is delivered after a delay. |
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Holosmith | Damage Reduced: | 15% | Photon Forge reduces incoming damage but has increased passive heat generation. |
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Wilderness Survival | Damage Reduced: | 5% | Gain regeneration when you are inflicted with bleeding, poison, or burning. While you have regeneration, you take reduced damage. |
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Critical Strikes | Damage Reduced: | 5% | Your pistol and harpoon gun attacks now pierce and inflict less damage. |
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Shadow Arts | Damage Reduced: | 33% | Take less damage while revealed. |
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Daredevil | Damage Reduced: | 10% | Gain vitality based on a portion of your power. Damage is decreased from foes within the range threshold. |
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Daredevil | Effect Unhindered Combatant: | 10% | Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness and damage reduction. Removing conditions in this way temporarily reduces endurance gain. |
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Daredevil | Damage Reduced: | 10% | Your next attack after dodging causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal more damage to them. |
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Deadeye | Damage Reduced: | 10% | Damage dealt to your marked target is increased and damage taken from your marked target is reduced. |
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Earth | Damage Reduced: | 10% | You receive less damage from nearby foes. Earth weapon skills gain reduced recharge. |
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Earth | Damage Reduced: | 7% | Gain damage reduction while attuned to earth. |
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Domination | Damage Reduced: | 33% | Improves greatsword skills. Mirror Blade bounces additional times, and Phantasmal Berserker summons an additional berserker and deals less damage. |
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Chaos | Effect Illusionary Defense: | 5% | Gain stacking damage reduction whenever you summon an illusion. |
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Chaos | Effect Illusionary Defense: | 2% | Gain stacking damage reduction whenever you summon an illusion. |
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Scourge | Damage Reduced: | 3% | Reduce incoming damage for each sand shade you have active. |
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Scourge | Damage Reduced: | 5% | Reduce incoming damage for each sand shade you have active. |
Related effects[edit]
Effects that reduce direct damage[edit]
- Frost Aura — Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
Related consumables[edit]
Consumables that reduce incoming damage[edit]
Item | Effect | Duration | Level Required |
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Bowl of Mussel Soup | +10% Damage Reduction +70 Vitality +10% Experience from kills |
30 minutes | 80 |
Bowl of Curry Mussel Soup | +10% Damage Reduction +5% Condition-Damage Reduction +10% Experience from kills |
30 minutes | 80 |
Bowl of Lemongrass Mussel Pasta | +10% Damage Reduction +70 Toughness +10% Experience from kills |
30 minutes | 80 |
Plate of Mussels Gnashblade | +10% Damage Reduction +70 Concentration +10% Experience from kills |
30 minutes | 80 |
Fried Oysters | +10% Damage Reduction +10% Experience from kills |
30 minutes | 80 |
Fried Oyster Sandwich | +10% Damage Reduction +70 Power +10% Experience from kills |
30 minutes | 80 |
Oysters Gnashblade | +10% Damage Reduction +70 Expertise +10% Experience from kills |
30 minutes | 80 |
Oysters with Cocktail Sauce | +10% Damage Reduction +70 Precision +10% Experience from kills |
30 minutes | 80 |
Oysters with Pesto Sauce | +10% Damage Reduction +70 Healing Power +10% Experience from kills |
30 minutes | 80 |
Oysters with Spicy Sauce | +10% Damage Reduction +70 Condition Damage +10% Experience from kills |
30 minutes | 80 |
Oysters with Zesty Sauce | +10% Damage Reduction +70 Ferocity +10% Experience from kills |
30 minutes | 80 |
Condition damage[edit]
- Primary article: Condition Damage
The damage done by conditions is governed by the character level, the condition inflicted, and the player's Condition Damage attribute. Unlike direct damage, condition damage is not reduced by armor or toughness. Players can increase the listed amounts by increasing the Condition Duration attribute via traits, equipment, or nourishments.
Condition | Formula | Inflicted |
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Bleeding | 0.06 * Condition Damage + 0.25 * Level + 2 lvl80: 0.06 * Condition Damage + 22
|
per second |
Burning | 0.155 * Condition Damage + 1.55 * Level + 7 lvl80: 0.155 * Condition Damage + 131
|
per second |
Poisoned1 | 0.06 * Condition Damage + 0.375 * Level + 3.5 lvl80: 0.06 * Condition Damage + 33.5
|
per second |
Torment2 | 0.045 * Condition Damage + 0.18 * Level + 1.5 lvl80: 0.045 * Condition Damage + 15.9
|
per second |
Confusion | 0.035 * Condition Damage + 0.1 * Level + 2 lvl80: 0.035 * Condition Damage + 10
|
per second |
Confusion | 0.0625 * Condition Damage + 0.575 * Level + 3.5 lvl80: 0.0625 * Condition Damage + 49.5
|
per foe skill use |
- 1 Poison reduces incoming healing by 33% for its entire duration.
- 2 Torment deals double damage to moving targets.
Falling damage[edit]
A character that falls will take a percentage of their health in damage, based on the distance. The damage appears to scale exponentially, and the untalented maximum safe falling distance is around 1200 units. Landing in water negates fall damage, but invulnerability does not. Unless a character is already downed, dying from a fall will not damage armor.
Nonfatal falls can still be quite dangerous in areas with hostile NPCs, as sufficiently long falls can cause characters to be knocked prone upon landing; this leaves the character vulnerable to attacks while recovering.
- Slopes
You can fall while attempting to navigate a slope, since it is more difficult to estimate the height and angle. Sometimes, instead of sliding safely down, a character can be inflicted by repeated short falls that are each far enough to cause falling damage, sometimes resulting in becoming defeated, even though individually the falls would not have been fatal.
- Forcing opponents to fall
In WvW and PvP, you can cause other players to fall by using control effects, such as fear and knockback, to move them over the edge, but NPCs will never fall off ledges.
- Historical
Prior to the December 3, 2019 game update, every profession had a trait which halved falling damage and granted one or more other effects after falling.