This is a post about Condition Duration, what it does, what it means, and perhaps a new way to think about it. For those of us who think they know and will hear nothing of this, stop now, you won’t like what comes next.
For those of us who are inquisitive and perhaps considering that they are not seeing the results they expect, read on, because you may find that this correlates with your experiences.
That said, I shall begin, first I would like to discuss the Four Traps of Condition Duration, then how it works for and against you by patterning the values. So the first segment is the Four Traps of Condition Duration.
Trap #1: The product trap.
You have two DoT (Damage over time) effects, which one is better?
One lasts 5s but is worth 110/per second.
One lasts 60s but is worth 22/per second.
The product trap is simply when we take the product of a dot without considering it’s intervals, if you apply the 22/s 60s dot you will get 1,320 damage out of it. If you do the same for the 5s you will a grand total of 550. It doesn’t take a genius to see which is bigger but the final number isn’t the whole story; if we apply our attack repeatedly every stack of 110s dot is worth 41.7% of the whole 22/s compressed into a mere 5s. This brings me to the next trap.
The Interval Trap
Using numbers that are a bit closer together let’s take 150 and 100 and make them 10 and 20s respectively. So 10 × 150 is 1,500, easy enough, and 100 × 20 is 2000. The first question is which does more damage in a shorter amount of time and the second is how effective is the duration of the second versus the first? This is not a simple question, or rather, it takes thinking before you leap to the conclusion. Since it’s multiplication we can divide up the values in any singular segment, so I can actually say that 150 × 10s and 100 × 10s x 2 are the same thing, which means that the 150 compresses more damage in a shorter amount of time (500 more every 10s) but that doesn’t answer our question of how much more is the duration worth?
The third trap presents itself: Expansion.
Expansion answers this question by simply taking the crest and expressing it across the entire period; for instance the 150 × 10s = 1,500 but does that mean you do 1,500 dps? No. No it doesn’t. Since we understand stacking we can say that in second one you do 150, second 2 it’s 300, 3 is 450, 4 is 600, … 10 is 1,500 but accounting for the first 9 seconds actually reduces the dps from the 1,500. Now we can use the mirror technique to discover just how much we do in any amount of time, but I am going to use a basic minute. If you do the first 30s the last 30s are an exact mirror because the same reason you work up to 10 ticks in 1s is why you lose 1 stack in the last ten seconds, not all ten tick through, for example at second 58 your dot applied will only tick twice, seconds 59 and 60, so even though the screen will say “10 stacks” you will only capture 2s within the timeframe.
What effect does this have with condition duration? The longer it takes to get to the crest the greater the loss of damage from the crest. To illustrate with a 20s dot in the course of a minute we do the following:
(1+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+17+18+19+(20×11))*2
What this represents is the first 30s and because of the mirror we can just overlay it and multiply it by two. So you don’t have to do the math the answer to this question is 820. Now expansion suggests that you just do 20/s so you would naturally assume 1,200. This means that you are suffering a loss of (820/1200) or 31% on your quoted value. By the way your real DoT is 820. The 10s version is (510/600) or a loss from crest value of 15%.
Now the first thing you have to know about this is that while 820 looks bigger than 510 this is with equivalent condition damage, because expertise requires you to give up condition damage this changes the story immensely! You are extending out damage but getting fewer returns for every single pulse/tick and it does not matter how long the battle is. In essence you are slowing yourself down trying to get to 100% condition duration.
The fourth trap, and not the least, is that of Equivalency.
10 × 20 = 10 × 10 × 2!
This is true. But what is wrong here is that variables are being intermixed. If the 10 is the time and the 20 is the damage then what is missing from the first equation? The duration. The actual equations are:
10 × 20 × 1 = 10 × 10 × 2.
The equations are actually very different, and I have seen people say “you can just multiply your damage by two!” but you cannot, because duration is not damage, nor should it be considered as such, and it is an entirely separate variable! Why does this matter? Well if you’ve gotten this far then you read about expansion and what expansion does is it makes every point worth less by extending out the effect at a weaker rate. It means effectively that not only do you do less damage per tick (ironically, since ticks happen by the second in this game, that means less DPS) but you also do marginally more damage at the cost of extremely wait times to actualize.
Basically ask yourself this question: If you could have a dot that killed an enemy in 15s or 30s which would you take? They both do about the same damage and even at the most extreme cases are marginally different. You just wait longer.
So what does Condition Duration do for and against you?
For: It elongates effects which is great against enemies you cannot hit very often.
For: It stacks allowing for burst condition application when applicable.
For: It ignores armor.
Against: It weakens your overall DPS and slows your fights down.
Against: It easily fools people. The investments made are actually many times weaker than normal because it dampens condition damage.
Against: You have to give up condition damage to take it in some cases.
There is more but I’m not capable of loading up what I wanted.