Talk:Agony/Archive 1

From Guild Wars 2 Wiki
Jump to navigationJump to search


Avoiding and Mitigating Agony

I haven't been able to get in and experience Agony myself yet, but this article is a bit conflicting right now. "The only way to mitigate the condition is through infusion" makes sense, but in the next paragraph it states "Immunity skills can allow you to avoid the damage", making infusion not really the only method of mitigating it. Or perhaps we can update that first statement I quoted to reflect the difference between mitigating (lessening) the damage and avoiding the damage entirely through different means (which apparently you can do)? Thoughts? Vahkris 14:48, 19 November 2012 (UTC)

  • I think that is just a technicality info, to say that there is no way to reduce the damage by any other means or remove the condition, but skills that render you immune to damage also renders you immune to this sort of damage. For instance, a more obvious technicality is that regeneration would technically mitigate some of the effects, since you heal it back. On a related note, how frequent are the ticks? 02:35, 20 November 2012 (UTC)

Solid Ocean

I just went through Solid Ocean fractal with the boss dead and on my way to the chest realized that even though the boss was dead I managed to get some agony on me. My group rushed this fractal to the boss so we were skipping normal enemies so the first thing that came to mind was maybe they put it on me, which would mean that bosses aren't the only ones that can deal agony. Also for the Swamp fractal, even though he is technically a boss, the Mossman deals agony in the first portion of the fractal as well. 01:32, 27 November 2012 (UTC)

  • The Jade Maw puts Agony on everyone whenever he changes phase, ie. after the first two tentacles are killed, and again after all Jade Colossi are killed. If you enter his "area" after the first phase change, he will put agony on you, even after his death, and it is not from normal creatures in the area. 01:07, 29 November 2012 (UTC)

Heal with Agony

Why in the description of the skill of agony nothing about the fact that this skill reduces to two count of healing? I think this is either a bug or incorrect text in the description of the skill. The preceding unsigned comment was added by Yutaka Matsushige (talkcontribs) at 23:17, 19 December 2012 (UTC).

I'm sorry, but I can't tell what you're trying to say. Agony reduces the effectiveness of healing skills in some way? --Felbryn 06:52, 20 December 2012 (UTC)
yep, Agony reduces the effectiveness of healing skills.
for example, I recorded a short video,
and here are a couple of screenshots of the video
here my mesm have ele buff with 107 regen. and my mantra heals me on 2866hp
but with agony condition on me ele regen heal me on 57hp & mantra heal only on 1514hp
same shit with warrior )) standart heal 6254hp
heal with agony 3354hp
so Agony reduces the effectiveness of healing skills and Agony has the wrong text description of the game. or this just bugged, i dont know ) and sry for bad English just from Russia ^ ^Yutaka_Matsushige 00:01, 21 December 2012 (UTC)
In the first case (Mesmer) healing is reduced by 52.82% in the second case (Warrior) to 53.62% think agony reduces all incoming healing by 52-53% -- Yutaka_Matsushige 00:12, 21 December 2012 (UTC)

Invulnerability and agony

On invulnerability page it stated that it stops new conditions adding. I know that invulnerability doesn't stop agony ticking if you'very got it already. I'm just wondering if invulnerability stops you from getting agony in the first place? The preceding unsigned comment was added by (talk) at 20:54, 24 December 2012 (UTC).

Damage taken by tick ?

Seriously ?! Agony inflicts a PERCENTAGE of player's life as damage, how can you display raw damage number ? Why did somebody change the "old" display where percentage was showed ? The preceding unsigned comment was added by (talkcontribs).

30 AR and fractals above 20.

Does maxing out AR at 30 reduce agony to 0? Does agony increase at lvl 30 or 30+ ?

I'm surprised there's so little info on this. The preceding unsigned comment was added by (talk) at 00:36, 9 January 2013 (UTC).

Agony doubles every 10 levels, so at a base, agony at level 30 will deal 50% of your health in a single tick. AR halves the damage taken, so you can never actually reach zero damage. 05:46, 18 January 2013 (UTC)

Wrong data

Hey guys. I did a lot of testing when I polished the corresponding article of the German wiki these days and came to the conclusion that your formula and table are mostly wrong. I think it happened because of health loss guesses (instead of looking for the precise red number above the character) and because only few data points were taken.

My results are (with the table only roughly being adapted to your design and templates):

Agony resistance Health loss per tick at difficulty level
10–19 20–29 30–39 40–49
0 12% 30% 48% 72%
5 6% 24% 42% 66%
10 1% 18% 36% 60%
15 1% 12% 30% 54%
20 1% 6% 24% 48%
25 1% 1% 18% 42%
30 1% 1% 12% 36%

Note that 5 agony resist always result in a 6%p health loss reduction, with a minimum health loss of 1%. Also, between 10, 20 and 30, the agony base percentage increases by 18%, but from 30 to 40 it's 24%, whysoever.

I wanted to leave the wording and layout stuff to you, thus via discussion page. --aRTy 17:26, 23 January 2013 (UTC)

Thanks for this, I was about to remove the original table myself due to it's inaccuracies at high levels. I've gone ahead and updated the main page with your info. Greyf0x 10:22, 24 January 2013 (UTC)

Don't know how to edit the table, but for level 50-59, base damage of agony (0 AR) is 1172% per tick. Daedalron 17:39, 7 February 2013 (UTC)

Really? Sixteen times the damage at levels 40-49? Do you have a screenshot? (OK, I imagine that's a typo, but even if we drop the 7 it's still higher than I would've guessed and breaks the pattern...) --Felbryn 18:27, 7 February 2013 (UTC)
That's not a typo... Anet has said (Robert Hrouda) they don't want us to progress that far, so they made the level 50+ impossible to do anymore. Source here: Daedalron 16:09, 8 February 2013 (UTC)
The thread you linked is talking about fractal level 40 and has numbers roughly consistent with the table above. --Felbryn 18:27, 8 February 2013 (UTC)
That post was about Anet wanting to cap the fractal level, thus why they put such high level agony on 50+. On page 2 of that post, you get a user telling about the the agony damage on 50+. You get the same here: and here: Daedalron 19:23, 8 February 2013 (UTC)
Finally found a screen for the agony damage at Maw, level 50. First screen for the base life of the player: Then screen with the agony damage: Daedalron 14:27, 10 February 2013 (UTC)
What makes pet res and res orbs not possible at 50? I know you get agony whenever you re-enter the area, but if the pet dies, can't you wait for it to heal up and then res? If you use a res orb while inside the agony area, does agony still reapply? 19:59, 22 February 2013 (UTC)

Agony at 50+

Seems like someone put some data on Maw agony for fractals 50+, but this data seems unaccurate, unless Anet changed the agony in the last week. There's already a screenshot above about it, with a player having 15082 health, who took 177362 agony damage per tick. Recently, i was in a run to try if level 50 had been opened, and with a character having 12645 health and 20AR, i took 148703 damage per tick, so around 1176%, and not 72% like written on this wiki. source here: Daedalron (talk) 19:58, 21 May 2013 (UTC)

is it really a condition?

The article says it's a condition, but unaffected by condition removal. Are there any other condition mechanics that apply? If there are none, we should change this to "typeless effect".

I'm aware that the devs called it "a new type of condition" in their promotional material, but that's probably just because "it's a new typeless effect" doesn't sound very marketing-y. We should document this by game mechanics. Tub 10:22, 27 January 2013 (UTC)

Developers often use incorrect terms, names, and definitions when promoting content. Agony is a detrimental effect, instead of a condition specifically. - Infinite - talk 10:26, 27 January 2013 (UTC)

Precise Effects

The quote of the in-game description says that Agony inflicts damage every 3 seconds, the paragraph immediately below that says every second—that seems like a very significant difference. The "notes" section says it also reduces healing—that seems like something that should appear earlier and more prominently in the article, and an indication of how much it reduces healing would be nice. --Felbryn 23:37, 27 February 2013 (UTC)

The table does say per tick rather than per second, I wouldn't know in actuality.--Relyk ~ talk > 23:40, 27 February 2013 (UTC)

Warbanner (Battle Standard)

Has anyone else noticed that when an ally is under the effects of Agony in downed state, the Warbanner does not instantly revive that ally? It also happens with allied NPCs like the Charr in the Urban Battlegrounds Fractal, when they die and you drop a warbanner right on them, none revive (While if you wait several seconds for the agony to pass, it does revive them). Is this because of the reduction in Healing? if not it's probably a bug :< The preceding unsigned comment was added by Axolotl (talkcontribs) at 17:46, 10 April 2013 (UTC).

I notice that the Signet of Undeath page says that it can fail to revive an ally due to healing reduction from poison; it wouldn't surprise me if this is similar. (Of course, the signet page also lists that as a bug...) --Felbryn 19:00, 10 April 2013 (UTC)
This may have been intentional. Players used rez tricks to get around the agony wall of the highest level jade maw, and this might be part of the fix in that loophole. --Thervold 19:08, 10 April 2013 (UTC)

Table layout confusing

I would prefer to have either two tables, one from AR 0 - 45 and one for AR 50 or just a sentence of explanation that "probably AR of 165 would be enough for lvl 80" with the table cut off at 45 AR.

The way the table looks like now seems to me like it's a know fact. However, I can imagine that they'll change agony (or the possible AR per item) a little, when we get more ascended gear. I mean for 165 AR the current system of 5-10 AR per item is not even sufficient (having 6 Armor pieces + 6 trinkets + weapons = 13-14 items with AR of max 10).

Long story short: I think a split between factual and hypothetical contents in the table would be nice.

Kaede (talk) 22:08, 2 August 2013 (UTC)

Table incorrect

Now that people have 55 ar, it's easier to test the table. At level 58 with 55 ar, agony still instantly kills you. Anet just doesn't want anybody completing any even levels 50+. 23:56, 3 September 2013 (UTC)

Guesswork removed

I removed major parts of the table which were guesswork or plain wrong, since there were several topics noting that on this discussion page already (starting with the last comments at wrong data, as well as Agony at 50+, Table layout confusing and Table incorrect). Please feel free to reword any ambiguities in the added paragraph, I'm not a native speaker. --aRTy 04:30, 5 October 2013 (UTC)

Data after Nov 26 Update

It seems like agony did not change that much, contrary to what I assumed due to the update notes ("Agony damage has also been reduced at several levels."). In fact, I could not find any change yet:

Resistance Level Damage/Max HP
15 20 12% (1675/13976)
20 20 6% (816/13573)
0 29 30% (4069/13573)
20 29 6% (812/13573)
30 30 12% (1724/14379)
30 31 12% (1724/14379)

Maybe it is only about level 40+. --aRTy 20:12, 27 November 2013 (UTC)

It is about 40+, that column got shifted by 5 resistance, lowering the damage. --aRTy 23:18, 28 November 2013 (UTC)

New Fractals

I am under the impression agony now increases with each fractal, instead of in multiples of 10. Am I wrong?


I collected some data and got to the following equation for the agony damage from the fractal level, in the form of percentage of a characters' HP:


These values seem a bit rough so maybe we need more samples to get the correct ones, I tried to get multiple samples with various characters and vitality values.

From my data AR is still removing 1.2% of the agony damage, capping at 1%. The preceding unsigned comment was added by Legpt (talk) at 17:04, 9 November 2015 (UTC).