Talk:Condition Duration

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Should've been the Ranger unique attribute, but oh well... :P Arshay Duskbrow 05:46, 1 March 2012 (UTC)

Rounding Up[edit]

Is there rounding up in duration of effects like in GW1 or will it be applied exactly now?? for example, I activate my Water of Signet on my target, normal duration is 4 secs, let's say I have +10% in condition duration, in GW1 this would be 4.4 secs total, but this wouldn't have made any effect in the end, since the rounding up would've ended in 4 secs again, therefore, my 10% in condition duration would've been useless, or could've been even more useful than usual if I had +15% in expertise (4.5 rounds up to 5 secs). Now then, will it be the same in GW2?? or will the real amount of time will be applied in the end, meaning if u have +10% in expertise it will last 4.4 secs and not 4. Can anyone that played in the last beta confirm this please??? --Leonheart 03:27, 5 June 2012 (UTC)

I'd also like to know that. Gnarf 08:35, 5 June 2012 (UTC)
Just wait for Friday and check it yourself. If anyone had paid attention to that in BWE1, they probably would've noted it already. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:26, 5 June 2012 (UTC)
Ya, I wasn't able to play the BWE1, but now I'm more than ready for this one, may as well add the info to the page after the beta, just wanted to know if anyone knew about this already. --Leonheart 13:33, 5 June 2012 (UTC)
They will be accurately increased. No rounding. Gnarf 08:07, 3 August 2012 (UTC)
I cannot speak for boons, but for conditions we know that they only tick at complete seconds. A 4.4 condition duration does the same amount of damage as a 4 second duration, because they each tick 4 times. The article states duration is rounded to the nearest quarter of a second, meaning 0.875 and above will be rounded up to the next second and everything 0.874 and under is rounded down, which is the equivalent of zero because you get no extra tick. -Jorizen 18:00, 29 December 2012 (UTC)
"a quarter" means 1/4 and not 1/8. So what you mean is 0.75 is rounded up (btw, see section "Damage" below, wrote down my tests to clarify )-- 01:46, 7 April 2013 (UTC)


How does the increase in condition duration effect damage dealt? Does the additional time allow another tick of damage, or is the same amount of damage done, just over a longer period of time? TimRAR 11:02, 5 September 2012 (UTC)

It's the same amount of damage per second, just for a longer period. I've no idea, however, if durations are somehow rounded. Since conditions seem to deal damage once per second, a duration of 7.4 seconds or even 7.9 seconds may result in the same number of ticks as a duration of 7 seconds. Which would make buffs like +3% burn duration rather pointless: You'd need about 17 seconds of burning to make that additional 3% effective. Do we have any information on that? -- Olive 12:03, 5 September 2012 (UTC)
Since burning stacks in duration, those extra 0.x seconds should add up if you can keep the fire going and keep applying more. However so far I haven't noticed burning having a very long duration to begin with, so it might be difficult to manage. Wolfgang Hype 07:20, 9 September 2012 (UTC)
I've tested with my mesmer. Winds of Chaos applies 1 second of burning (without duration modification). So I went ahead and bought a Rare Veggie Pizza (40%), 2 Superior Rune of the Mad King (10%), 2 Superior Rune of Lyssa (10%) and increased Domination step by step. At exactly 15 Domination (equals total of 75% condition duration) burning duration of 1.75s ticked 2 times. So I can confirm, that condition duration is rounded up to the next quarter. But keep in mind, if you accidentally inflict 2 burnings in a row, your full condition time will be 3.5s which will in this case internally be rounded up to 3.75 (assumed) and therefore it wil not tick 4 times, only 3 times. That means too, if you're exact at a quarter, the calculation is rounded up to the next quarter. -- 01:46, 7 April 2013 (UTC)
this isn't the case for fear, it needs the exactly a full second to apply its damage. 02:03, 7 April 2013 (UTC)

Different sources do not stack the same[edit]

I think this should be pointed out somewhere in the page. Different condition duration extenders do not stack. 10 and 20% will result in 20% increase, not 30. -- 00:23, 11 September 2012 (UTC)

I just tested this on a mesmer with condition (confusion, specifically) duration extenders from: gear (20%), major trait (33%), and stat (30%). They all stacked appropriately in various combinations. When using all of them, they did indeed give +80% confusion duration extension. What extenders specifically are you seeing that are not stacking? ~ Capric 01:10, 11 September 2012 (UTC)

On a Necro, +30% condition duration, +20% bleed duration, +33% scepter condition duration. The basic scepter bleed is increased by 3/4 of a second, the 30s Blood is Power bleeding is increased to 36 seconds, not 42, etc. This also seems to be the case with gear: runes that extend condition durations don't work. My 1s fear lasts for 1 and 1/4 second with a Necromancer rune set, but should be 1 and 1/2. -- 08:23, 11 September 2012 (UTC)

Looks like your +20% bleeding overrides the general condition duration. But maybe that's only in the tooltip. Could you measure the actual bleed duration? And what if you don't equip the +20% bleed duration? WIll it then use the +30% condition duration? -- Olive 09:47, 11 September 2012 (UTC)

I did try it. It seems that the 33% scepter condition duration trait justs not work, even if I avoid the bleed extender. I can't get more than 20% extra bleed no matter what I do. I also tried to measure if it was just a tooltip error through attack>weapon swap to staff that inflicts no conditions and looking at the weapon swap cooldown, but that method is not very accurate. I think I'll need to fraps it and then check the duration of the condition on the video afterwards. Will update with results. -- 12:50, 11 September 2012 (UTC)

UPDATE: It appears that it works at least in part, and the tooltips are definitely bugged. The Blood is Power skill, which bleeds target for 30 seconds and me for 10, says that it bleeds target for 36 and me for 12, but the actual bleed on me lasts for 14 seconds, which is a 40% increase (why 40? Why not 50? I have 50% increased bleeding total. The countdown starts at 13, not 14, so I don't think I'm losing the 15th second to display lag of some kind.) The bleed on target lasts for ~40 seconds, which is close enough to 42 (again 40%, not 50%). The bleed and poison on the scepter is too short to measure precisely. I'm expecting an 83% increase, if things stack as they should. The current tooltip shows 2 and 1/2 seconds of poison, and I have no idea if that's a 20% increase rounded up, or a 30 or 33% increase rounded down. --TheRealBoz 23:27, 11 September 2012 (UTC)

Quick side question, does expertise, and by extension concentration, stack additively or multiplicatively?

Should we delete this section since the original poster relented and we believe it to be wrong? -Jorizen 18:00, 29 December 2012 (UTC)

It should at least be renamed to clarify NA01 04:14, 11 January 2013 (UTC)
Also, I just tested the duration of poison on my ranger--since dagger poison is 10s default--after switching between 2 of Orrian, Lyssa and Rata Sum runes, equipping and unequipping Venom sigils on the Dagger and a Sword, and adjusting my condition duration traitline. In each configuration, all sources added together additively and affected the base duration of 10s. Strangely, the increase in duration was never reflected in the tooltip except for when I increased the trait line.
Incidentally, I tested this with Trapper's Expertise and bleeding. For bleeding, the tooltip updated correctly when adding runes, sigils and the traitline together. When the trap was triggered with Trapper's Expertise, bleeding was applied with double the outcome of the aforementioned summing. So the unique abilities which come from traitlines probably add in to duration differently. NA01 04:32, 11 January 2013 (UTC)

Is there a 100% Condition Duration cap?[edit]

I saw a mention of this on the forums and it explains why my Leaping Death Blossom bleed won't touch 20 seconds. With my upgrades and +26% duration from pizza, my bleed (10s base) reaches 19s. With +40% duration from pizza I should have 1.4 seconds more than before, but nothing changes. Is this evidence of a duration cap or is there another explanation? -Jorizen 18:00, 29 December 2012 (UTC)

"Yes! There is indeed a condition duration cap, at 76% condition duration you will be capped. With this in mind best to "just reach it" and devote those additional points elsewhere. - Xan Atlas
I think you are wrong as Sever Artery bleed is 8s and from this video you can clearly see a 100% duration is the cap -- 07:25, 6 March 2013 (UTC)
lingering curse is the exception as it is an extra step in calculation instead of everything adding together. otherwise, yes max con duration of a single application is 100% of the base amount. i reached 30+ 45+ 20+ 50 condition duration % via pvp warrior and a sever artery still only lasted 16 seconds. 01:28, 7 March 2013 (UTC)


the +10% duration boost per giver weapon does not seem to be working at all. also sorry i didn't know where to comment out of all relevant pages for "giver's", has a bug report been filed to anet? 19:28, 22 January 2013 (UTC)

Giver's gives Boon Duration +10%, not condition duration. Mediggo 19:41, 22 January 2013 (UTC)
Anet had a case of the dumb here. Giver's armor and Giver's weapons do not give the same bonuses - armor gives boon duration, yes, but weapons give condition duration. Unless the items got updated in-game and Item nomenclature is out-of-date. —Dr Ishmael User Dr ishmael Diablo the chicken.png 20:03, 22 January 2013 (UTC)
its also kind of weird how it doesn't scale, con dur is fixed for givers which is oddly high for lowest level and pittance amount low in high levels (unless running mainhand+offhand). 20:55, 25 January 2013 (UTC)

"Condition duration from runes isn't shown in the skill's tooltip, but does correctly increase duration."[edit]

That seems not to be exact enouth. Referencing my test above (section Damage). Rare Veggie Pizza (40%), 2 Superior Rune of the Mad King (10%), 2 Superior Rune of Lyssa (10%), 15 Domination Trait (15%) is calculated together theoretically 75%. Winds of Chaos' tooltip shows 1.75 seconds duration. So it seems, "normal" condition duration is calculated. As already mentioned somewhere here in this discussion, this (video) shows, that "specific" condition duration is not calculated in the tooltip. I think this is a general issue, if "normal" condition duration would exists in sigils, they would be shown correctly, but there only exist "specific" ones. By the way to clarify, my hero panel also shows exactly 75% condition duration. So I think the hero panel's value is used to calculate in the tooltips. the "specific" duration wont show up in hero panel. -- 01:46, 7 April 2013 (UTC)

Master of Terror?[edit]

That one increases fear's by 50%. It hasn't been added I'm too awful with the wiki to add it myself, so I'll point it out here.--Oxyggjq (talk) 23:23, 28 July 2013 (UTC)

How does condition duration stack?[edit]

I am a trap ranger that uses Trap Potency, doubling the duration of my trap conditions. I also have 20 points in Marksmanship, giving me +20% condition duration. On top of that, I have 5 Runes of the Afflicted. With all these duration increases, how does it stack up? Looking at Viper's Nest that has a base duration of 3s:

  1. Is it simply +135% poison duration of Viper's Nest, giving a duration of 7.05s?
  2. Or is it +35% on twice the poison duration, giving a duration of 8.1s?
  3. Or is it +15% on top of +20% on twice the poison duration, giving a duration of 8.28s?

If somebody could please tell me how condition duration stacks, I'd be quite grateful. --MushaUser Musha Sigc.png 06:56, 23 October 2013 (UTC)

In answer to my own question, the correct option is #2. --MushaUser Musha Sigc.png 10:16, 5 December 2013 (UTC)

Condition Duration caps at 9 stacks[edit]

After much research, it has been found that conditions that stack in duration cap at 9 stacks. Research data shown here: [1]. I've added this information to the main page. --MushaUser Musha Sigc.png 10:11, 5 December 2013 (UTC)

Not all of them. I'm pretty sure Immobilized caps at 5 - or is that one of the Dec. 10 changes? I can't remember. —Dr Ishmael User Dr ishmael Diablo the chicken.png 13:37, 5 December 2013 (UTC)
And I entirely forgot about that one. I do not know what its cap is. --MushaUser Musha Sigc.png 19:42, 5 December 2013 (UTC)
You are correct. Immobilize caps at 5. --MushaUser Musha Sigc.png 05:22, 6 December 2013 (UTC)
Yay! It's good to see my memory vindicated, for once. XD —Dr Ishmael User Dr ishmael Diablo the chicken.png 06:24, 6 December 2013 (UTC)


What is the base value of expertise at level 80 and does anything influence it ? It seems like a useless feature to me, but I may be wrong.--Ruine Eternelle (talk) 19:47, 26 October 2015 (UTC)

Edit : didn't see the note. Should the expertise part in the first paragraph be removed ?--Ruine Eternelle (talk) 20:08, 26 October 2015 (UTC)

Conditions that inflict damage over time[edit]

It seems like confusion, chilled and fear also deals damage over time (see Condition Damage). The "Rounding and Damage packet" section doesn't sound accurate.--Ruine Eternelle (talk) 20:21, 26 October 2015 (UTC)

Confusion has only dealt DoT since June. Chilled and Fear only deal damage when combined with specific necromancer traits. We probably don't even need to list the conditions in that section. —Dr Ishmael User Dr ishmael Diablo the chicken.png 21:06, 26 October 2015 (UTC)