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Okay, for some reason I can't find the screenshot I took with 0 condition damage. With 115 condition damage, at level 80, 3 stacks of Torment for 10 seconds does 1086 normally, and another 1086 if target is moving. I remember doing the math, though, and found that 115 condition damage ended up being around 128 extra damage, so the damage numbers should be more like 958 for three stacks of torment on each side. The actual mechanic works in that you have the base DoT which happens regardless, but enemies are hit twice each second if they're moving (as in if the condition hits for 7 damage each second, if they're moving it hits you for an additional 7 damage each actually see two 7s each second). Vahkris (talk) 15:20, 24 June 2013 (UTC)

Just read the update notes. "This does damage every second (75% of bleeding) and double damage to foes that are moving (150% of bleeding)." So the correct formula must be 0.75 * ((0.05 * Condition Damage) + (0.5 * Level) + 2.5) per stack per second. McLeoud (talk) 10:15, 28 June 2013 (UTC)
Did a little testing in HotM- Adding 1223 condition damage takes Torment from a base value of 32 / tick (stationary) to 78 / tick, (stationary). As such, 1223 condition damage adds 46 condition damage, for a ratio of ~0.0376. In this vein, I've updated the formula on the main page to a simplified version of what McLeoud wrote just above this, since it's very likely to be correct and is matching observed values. Namely: (0.0375 * Condition Damage) + (0.375 * Level) + 1.875. --Softspoken (talk) 18:05, 3 July 2013 (UTC)


Is it just me, or it looks like it's inspired in GW1's default monster icon, seen in skills like gww:Spectral Agony? MithUser MithranArkanere Star.pngTalk 21:16, 24 June 2013 (UTC)

Yeah, that was my thought, looked a lot like the default monster skill icon from GW1. However, that's the icon that was being used. Of course, it could always change. Vahkris (talk) 21:24, 24 June 2013 (UTC)
Yeah ya'll beat me to it...first thought to cross my mind was the Monster Skill icon Usaf1a8xx (talk) 20:43, 25 June 2013 (UTC)
Took the words out of my mouth! I was like where have ti Seen that before? Previously Unsigned (talk) 02:10, 26 June 2013 (UTC)

Moving = damage every half second?[edit]

I am assuming that this condition pulses twice per second and that every other pulse is only inflicted if the player is moving. Or to put it another way, if you are moving you receive damage every 0.5 seconds but if you are not you receive damage every 1 second. Is this correct? If so, it makes increased condition duration on torment potentially more useful for total damage than with bleeding, burning and poison (ignoring the reduced heal from poison) because damage packets are received with greater frequency when the target is moving. Do you think this is worth noting in the page? Cheers. --Combatter (talk) 20:47, 9 November 2013 (UTC)

Yes, it inflicts damage twice per second if the target is moving - just as it is written on top of the page -_-
As for the second question - IMO it requires testing, but if it really does 7 ticks in 3.5 seconds - it should be mentioned, as it differs from all other conditions mechanic. MalGalad 21:10, 9 November 2013 (UTC)
My first question was more to clarify that the moving and non-moving pulses were separated by 0.5 seconds rather than both inflicted at the same time every second. --Combatter (talk) 09:28, 10 November 2013 (UTC)
I was testing with Skale Venom on the running golem in the Heart of the Mists. If turn on "simple condition floaters", it shows that damage is dealt each half of the second, however, if venom duration was fractional (?), like 5,5 or 5,75 seconds, torment dealt damage only 5 seconds. From what I observed I can assume, that it's behaving as a normal condition, ticking once each second, but it's numbers are split into two parts. MalGalad 06:29, 12 November 2013 (UTC)
That's very interesting. Thanks MalGalad. --Combatter (talk) 14:05, 12 November 2013 (UTC)

Feedback 2015/08/29[edit]

The Revenant application of Torment is absent from this page.