Help me understand Condition Damage

Help me understand Condition Damage

in Guild Wars 2 Discussion

Posted by: UnseeN.4928

UnseeN.4928

Q:

I’ve been thinking about condition damage for some time and i can’t really get my head around it.

The problem is.. conditions stacks at 25, on a mob. This is not a personal stack but a “everyone wide” stack. But the problem with it is, Why do i always see a damage indication?

Example:
World boss spawns, I stack 15 stacks bleeding on it consistently!
Another person stacks 10 stacks bleeding consistently.
That makes 25 stacks.
Then person 3 comes a long and deals 1 stacks consistently.
How come everyone gets to see a damage indication? Because these stacks combined should be 26 stacks even tho it’s capped at 25? Shouldn’t players miss a tick in between sometimes?

If people have a personal 25 stack, then why can i never reach my full ticking damage on a world boss, and why is my damage always variable (250-1700) even tho my stacks should always be consistent?

Help me understand Condition Damage

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Posted by: Rennoko.5731

Rennoko.5731

A:

I’ve been thinking about condition damage for some time and i can’t really get my head around it.

The problem is.. conditions stacks at 25, on a mob. This is not a personal stack but a “everyone wide” stack. But the problem with it is, Why do i always see a damage indication?

Example:
World boss spawns, I stack 15 stacks bleeding on it consistently!
Another person stacks 10 stacks bleeding consistently.
That makes 25 stacks.
Then person 3 comes a long and deals 1 stacks consistently.
How come everyone gets to see a damage indication? Because these stacks combined should be 26 stacks even tho it’s capped at 25? Shouldn’t players miss a tick in between sometimes?

If people have a personal 25 stack, then why can i never reach my full ticking damage on a world boss, and why is my damage always variable (250-1700) even tho my stacks should always be consistent?

On bleed specifically, as that seems to be your question:

The mob caps at 25 bleeds from any source, the bleed stack debuff on the mob isn’t yours, it is everyones. You may be able to maintain 15 bleed stacks, but that doesn’t mean 15 of those 25 are yours.

The bleed priority system is first come first serve, and then last in first out.

Example:

I stack 25 bleeds on the target myself, someone comes along and hits it with 5 bleeds. Those 5 bleeds will push off 5 of my own OLDEST bleeds. It doesn’t matter how long your bleeds were when they got pushed off, how much damage they were doing, who cast them… they are the oldest, so they get pushed off.

There is no priority system for condition players or builds, and anyone using bleeds will push off the oldest bleed on a world boss if it is capped at 25. You actually push your own bleeds off at 25 if you can self stack that high.

The sad part is that the bleed that gets pushed off may have had 30 more seconds to go before it expired, but Anet decided a system with no emphasis on duration or damage was best, so zerker mesmers make it impossible to maintain more than 1-2 bleeds on a world boss for more than a second or two.

Help me understand Condition Damage

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Posted by: Crapgame.6519

Crapgame.6519

Inter the plight of a Guardian…

Main – Laaz Rocket – Guardian (Ehmry Bay)
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)

Help me understand Condition Damage

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Posted by: UnseeN.4928

UnseeN.4928

I’ve been thinking about condition damage for some time and i can’t really get my head around it.

The problem is.. conditions stacks at 25, on a mob. This is not a personal stack but a “everyone wide” stack. But the problem with it is, Why do i always see a damage indication?

Example:
World boss spawns, I stack 15 stacks bleeding on it consistently!
Another person stacks 10 stacks bleeding consistently.
That makes 25 stacks.
Then person 3 comes a long and deals 1 stacks consistently.
How come everyone gets to see a damage indication? Because these stacks combined should be 26 stacks even tho it’s capped at 25? Shouldn’t players miss a tick in between sometimes?

If people have a personal 25 stack, then why can i never reach my full ticking damage on a world boss, and why is my damage always variable (250-1700) even tho my stacks should always be consistent?

On bleed specifically, as that seems to be your question:

The mob caps at 25 bleeds from any source, the bleed stack debuff on the mob isn’t yours, it is everyones. You may be able to maintain 15 bleed stacks, but that doesn’t mean 15 of those 25 are yours.

The bleed priority system is first come first serve, and then last in first out.

Example:

I stack 25 bleeds on the target myself, someone comes along and hits it with 5 bleeds. Those 5 bleeds will push off 5 of my own OLDEST bleeds. It doesn’t matter how long your bleeds were when they got pushed off, how much damage they were doing, who cast them… they are the oldest, so they get pushed off.

There is no priority system for condition players or builds, and anyone using bleeds will push off the oldest bleed on a world boss if it is capped at 25. You actually push your own bleeds off at 25 if you can self stack that high.

The sad part is that the bleed that gets pushed off may have had 30 more seconds to go before it expired, but Anet decided a system with no emphasis on duration or damage was best, so zerker mesmers make it impossible to maintain more than 1-2 bleeds on a world boss for more than a second or two.

Very good explanation i get it now.
But, one thing makes me wonder. In world bosses, the oldest bleed gets pulled off.
What if 25 players each put on 1 stack of bleeds constantly, shouldn’t there be a pauze in between ticks sometimes? Even tho that never happens?
it’s like some magic number pops up out of nowhere.

Help me understand Condition Damage

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Anet made a huge mistake when they decided to have bleed ticks subject to change after the bleed was applied (for example, if you apply a 10 second bleed and then get might 3 seconds into the bleed, then the rest of your 7 seconds will bleed for more damage per tick).

This forces communication between the bleeder and the server every single second. It also adds a ton of computations.

If Anet had done fire-and-forget bleeds, where the damage per tick is determined at the instant the bleed is applied, these computations, communications would have been avoided with no loss to the “flavor” of the game (why does might affect a bleed I’ve already placed on an opponent anyway?).

Help me understand Condition Damage

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Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

The bleed priority system is first come first serve, and then last in first out.

Example:

I stack 25 bleeds on the target myself, someone comes along and hits it with 5 bleeds. Those 5 bleeds will push off 5 of my own OLDEST bleeds.

Just a point of confusion:
Don’t you mean first in first out, not last in first out?
The first one that gets applied would be the oldest would it not?