Please keep it constructive.
Currently, the Damage Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Damage Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds. - There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage. - Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks per condition (can stay 25).
- Each player owns 1 stack per condition, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack. - Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect (damage conditions that stack intensity, or regeneration), it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
EDIT: 8 is actually ~28,6% of 28 and 20 is actually 71,4% of 28. The result is actually ~4,14s.
Why?
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)