Condition analysis?
1. CD is separated between all players. If a player throws on 10 stacks of bleeds, he will do his own 10 stacks based on his CD. If another player adds on 5 stacks to make it 15, he will only do 5 stacks based on his CD.
2. CD does not increase speed per stack. It ticks at a set rate, and the more stacks, the more ticks it does at the rate.
3. Conditions that increase duration instead of stacking are dealt with differently. If player 1 sets up kitten Burn, and then player 2 sets up another 5s burn after it, it will make the Burn last 10s. However, it will tick for player 1’s CD for the first 5s, and then switch to player 2’s CD after p1’s burn duration is gone.
This is why CD is not good in groups. Because other players can easily put on their own stacks of bleeds/burning and the cap limits the amount of total DPS instead of player DPS.
I could have sworn that duration stacking on damaging conditions prioritize high damage before low damage, meaning that if you do low damage burn for instance, you will never see it do damage while another person is applying a higher damage burn.
I could have sworn that duration stacking on damaging conditions prioritize high damage before low damage, meaning that if you do low damage burn for instance, you will never see it do damage while another person is applying a higher damage burn.
It does. I forgot to include that in my quick overview. P1 would be the one with more CD in my example.
And by the by to the OP, here is the wiki on it if you want to research it:
http://wiki.guildwars2.com/wiki/Effect_stacking
I was hoping for numerical equations, but never mind!