and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis
Also remember that some values of conditions round up or down on a second/few seconds.
I’m not sure we’ve established this as fact. Damaging conditions deal damage on each tick. Non-damaging conditions last for the exact duration (I remember seeing this one in a developer’s post before I noticed it in-game).
FYI, I’m speaking here as a guardian. My conditions are mostly limited to burning (generally short-term anyway) and blindness (only lasts until they take a swing). Occasional immobilize, yes, but it’s rarely my staple. I don’t deal a lot of condition damage, but with the burning, it is kind of nice. I don’t suffer a ton of it, either, because I have plenty of removal abilities.
When it comes to ZvZ, it’s the knockdowns that get me. Not immobilize (though that does usually hold me still long enough to get knocked down if I’m not ready for it). Not cripple. Not even chilled (though it does make me feel cooler). I guess I don’t see the problem because I don’t play a class with no condition removal… Wait. Is there a class without condition removal?
If only there was a hard counter to lemongrass poultry soup… Something like Rare veggie pizza...
+1
OP: please post proof that -duration is applied to total and not to base. Also, please provide proof of how conditions are ticking--does it round up or down? Does it tick at the beginning or end of every period? I know you have canned answers to all these questions as they’ve been asked before. But I’ve never seen proof in the mists. All I see is theory based on assumptions of how the game mechanics works. Thank you for digging into this for us.
OP: please post proof that -duration is applied to total and not to base.
That I would like to see as well. But unless you have a dev statement, it might be quite hard to prove, considering that food items are not available for sPvP. Well, an arranged WvW encounter with one party applying conditions with Rare Veggie Pizza and one receiving with Lemongrass Poultry Soup would do. After all, if they stack additively, the duration the receiver takes should be the same as the one that the attacker has on their tooltip.
Other than that, it kinda makes sense for -condition duration to apply to the total, rather than the base, considering that currently it’s impossible to get more than -65% (Other than Dogged March) whereas conditions can easily reach the cap of 100%.
Also, please provide proof of how conditions are ticking—does it round up or down? Does it tick at the beginning or end of every period?
The relevant wiki page has the following note:
Damage is applied on every whole second a specific condition last. Fractional durations (for example due to Sigil of Agony) do not grant additional damage unless they add another full second.
I am on JQ and willing to test this today with anyone from SoR or BG. I will be on in roughly one hour. Send me a PM or whisper in game if interested. Let’s get to the bottom of this.
If only there was a hard counter to lemongrass poultry soup… Something like Rare veggie pizza...
+1
Or, perhaps you could have read the post, where it was explained that the pizza works off your BASE duration, while the -duration food works off the TOTAL duration of the condition when it is applied. Which means that the lemongrass hard counters the pizza, not the other way around.
I have a 10 second base bleed. With pizza it should last for 14 seconds on you (40% longer). Lets say for the sake of argument, I manage to squeeze out an additional 30% duration from runes and traits, a big sacrifice as it takes up all my runes and 10 points in the duration tree. Now that bleed should last 17 seconds
If you use lemongrass, it will now last 10.2 seconds on you. Your food has now countered my food and then some. The two foods should cancel each other out, plain and simple. As a condition player, I have to put all my runes/traits/food towards duration/damage, only to have it more than cancelled out by a food item?
As a condition player, we have one choice. Rare veggie. Your one food item now renders us back to base or worse, and you still have your condition removal skills, and the generally unfavorable landscape to conditions on your side.
As I said before, BOTH items are overbudget for what they do… Looking at rune and stat equivalents, there is no equal to what these two food items do with their stat budgets. Lemongrass just goes beyond to provide an even bigger boost than pizza.
If every food canceled out every other food, then why have food? Certainly it is tin foil hat like to suggest ANET wants us to burn 10 s/hr for food that’s just getting canceled out. Maybe it’s possible that things are working as intended? (I have no opinion on this matter, I’m just trying to drive the conversation further)
If every food canceled out every other food, then why have food? Certainly it is tin foil hat like to suggest ANET wants us to burn 10 s/hr for food that’s just getting canceled out. Maybe it’s possible that things are working as intended? (I have no opinion on this matter, I’m just trying to drive the conversation further)
I am not advocating that concept, I am simply saying that would be an equilibrium point for these two particular foods, because they do the exact same thing in opposite ways. There is no “take 10% less damage from criticals and reduce incoming attacks by 100 precision” food, or “Heal for any life stolen from food and reduce incoming precision on attacks by 70”.
It is a food designed to reduce the effectiveness of conditions, and a food designed to increase the effectiveness of conditions. Why should one be stronger than the other? The Lemongrass already helps against people that do or do not use condition duration food, or run condition builds.
The condition duration increase food ONLY significantly helps condition based classes, and they have to trait/spec/gear for that. I would argue the lemongrass food should be weaker because it universally applies.
Oh, no need to be defensive; I know you’re not saying that. I didn’t mean to implicate that anyone is paranoid, I was just saying in general terms that I doubt anet simply makes food items that cancel each other out. Sorry about that!
Let’s take a step back and just talk about condition damage. Like you said, it’s unique in that it ticks via pulses over time. In this way, clearly, at some point, getting another tick of damage is better than adding a little condition damage. So if there’s a food that gives +40% condition duration, that’s great because now you will get extra ticks. Anyone care to offer more thoughts on the theory behind condition damage and duration? Maybe if we think this through, we can logically decide how fair lemongrass food is without just jumping straight to the end and saying it’s OP or fine as it is (or UP, although that seems to be a laughable suggestion). For the record, I play ranger and love conditions but I am trying to stay neutral here.
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