As we all know, Condition Damage builds are ineffective when it comes to really long fights or when there’s several people running that build OR when it comes to destroying entities that are unaffected by conditions.
Let’s first talk about Intensity stacking conditions.
Intensity
Cap stays at 25.
Whenever the cap reaches 25, that condition is removed and replaced by Hemorrhage/Cluster Headache/Anguish, a time-stacking condition whose damage is equal to that of its precursor Condition stacked 25 times. This Condition lasts 15 seconds and is unaffected by Condition Duration. Whenever Bleeding/Confusion/Torment reaches its maximum amount of stacks again, it will deal twice as much damage for two seconds and extend its duration by 3s and will repeat indefinitely.
Vulnerability remains unchanged
Only on Non-Player Entities
Example:
Let’s say twenty-five people reach 25 Bleeding stacks, each of them have different amounts of Cond. Damage.
Let’s say that after adding them up and dividing them by 25, the average is 1600 Cond. Damage.
25 stacks of Bleeding with 1600 Cond. Damage would tick for 3062.5 per second, so after our Bleeding stacks evolved into Hemorrhaging, it would tick for that much every second for 10 seconds.
Now, let’s say that soon after, another 25 stacks accumulated on the target with an average Cond. Damage of 1500. That would be 2937.5 damage per tick. Hemorrhage’s duration is extended for three extra seconds, and for the next 2 seconds, it will deal 6000 damage per tick.
Everytime Bleeding reaches 25 stacks, its total damage per tick is added up to Hemorrhaging for the next two seconds, up to a cap of 25,000 per tick, as we love that number.
We could make it so that these new conditions are unaffected by traits that increase damage per Condition on the enemy, too.
Now, about entities that are completely immune to conditions, I’d suggest that by every X amount of condition damage from Traits, Gears or Buffs (Let’s call it Bonus Cond. Damage), you get Y extra damage on those entities.
This would only apply if Bonus Cond. Damage > Bonus Power.
Feedback is encouraged and highly appreciated.
Edit: Revamp.
Edit: Small change.
Edit: Mental block. Will work on this later