Gain X Based on Y
From Guild Wars 2 Wiki
Jump to navigationJump to search
The traits, utility items, and runes listed here increase one attribute based on a percentage of another attribute. When attributes are converted the source attribute is not affected, it only increases the attriute it's set to convert to. All conversions are done before other conversions are taken into account so the value gained from them is not factored in to any other conversions. Multiple conversions are of the same stat are additive so two 7% conversions will be 14% total.
Conversions are based on stats from the following sources:
- Attributes gained naturally from level
- All gear (stats on armor, weapons, trinkets, etc)
- Rune flat stat bonuses (all runes)
- Trait bonuses that give stats like Zealous Blade
- These include conditional bonuses such as:
- Dagger Training
- Sand Sage
- Imbued Haste
- Stacking Sigils like Superior Sigil of Bloodlust
- Flat bonuses from Food like Plate of Jerk Poultry and conditional bonuses like Steamed Red Dumpling
- Flat bonuses from Utility items like Potion Of Karka Toughness and Writ of Masterful Strength
Attributes that do not count:
- Signets with attribute bonuses like Assassin's Signet
- Boons such as Might
- Utility items that give a separate effect like Flask of Pumpkin Oil
- Buffs such as Conjure Earth Attributes with a few exceptions:
Related utility items[edit]
- Primary article: Utility item
All basic utility items convert stats, see here.
Related traits[edit]
Power[edit]
- Versed in Stone (Retribution) — Rite of the Great Dwarf affects condition damage as well. When struck below the health threshold, cast the Rite of the Great Dwarf. Gain power based on your toughness.
Precision[edit]
- Elements of Rage (Weaver) — Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality.
Vitality[edit]
- Great Fortitude (Strength) — Gain vitality and ferocity based on a percentage of your power.
- Blast Shield (Explosives) — Explosive Entrance grants barrier. Gain vitality based on a percentage of your power.
- Marauder's Resilience (Daredevil) — Gain vitality based on a portion of your power. Damage is decreased from foes within the range threshold.
- Master's Fortitude (Weaver) — Gain increased vitality when wielding a sword. Gain bonus vitality based on a portion of your power and condition damage.
Concentration[edit]
- Life Attunement (Salvation) — Gain healing power. Gain concentration based on a portion of your healing power.
- Elevated Compassion (Herald) — Heal allies when you grant them boons. Grant boons to allies when your upkeep cost is equal to or higher than the threshold. An ally can only be affected by this skill once per interval.
- Kinetic Accelerators (Scrapper) — Grant boons to nearby allies when you successfully combo a field with a blast or leap finisher. Your function gyro is now a blast finisher.
- Twisted Medicine (Harbinger) — Elixir skills also grant their boons to allies within the elixir impact radius. Gain concentration based on your vitality.
Condition Damage[edit]
- 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.
Expertise[edit]
- Wounding Precision (Arms) — Gain expertise based on your precision.
- Taste for Danger (Wilderness Survival) — Gain increased vitality. You and your pet gain expertise based on vitality.
- Strength of Shadows (Specter) — Gain expertise based on a percentage of your vitality. Torment you inflict deals increased damage.
- Fell Beacon (Scourge) — Burning you inflict does more damage. Gain expertise based on your condition damage.
- Dark Gunslinger (Harbinger) — Pistol skills gain reduced recharge. Gain expertise based on your vitality.
Ferocity[edit]
- Great Fortitude (Strength) — Gain vitality and ferocity based on a percentage of your power.
- 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.
- Practiced Tolerance (Critical Strikes) — Gain ferocity based on your precision.
- Ferocious Winds (Air) — Gain ferocity based on your precision.
- Quiet Intensity (Virtuoso) — Fury gives an increased critical chance. Gain ferocity based on your vitality.
- Implacable Foe (Harbinger) — Gain stability and damage reduction when entering Harbinger Shroud. Gain ferocity based on your vitality.
Healing Power[edit]
- Vigorous Shouts (Tactics) — Shout skills heal allies. Gain healing power based on your power.
- Wellspring (Nature Magic) — Grant regeneration to nearby allies when you use a healing skill. You and your pet gain healing power based on power.
- Second Opinion (Specter) — A portion of condition damage is converted to healing power. Gain condition damage, which is increased while wielding a scepter.