Q:
How do Condi Dmg and Duration Mechanics work?
I’m pretty sure that the new additions add on at the values they are supposed to unless you hit the cap. At that point, the stronger ones override the weaker ones.
But, I’m not an expert, so someone else feel free to correct me.
I’m pretty sure that the new additions add on at the values they are supposed to unless you hit the cap. At that point, the stronger ones override the weaker ones.
But, I’m not an expert, so someone else feel free to correct me.
Thank you for your input. It looks like you’re leaning more towards a “modified B” in regards to the stacks.
I hope that others see this thread and comment on it.
Lot of this stuff is immensely hard to test in game under any semblance of controlled circumstances, just working out the damage/tick/duration/cyclic attack time for every a single weapon to work out the overall damage done is immensely difficult.
Would really appreciate an Anet developer input for some hard answers to Ayusaki’s questions.
KnT Blackgate
First question: no idea.
Second question: A
Third question: B
At least that’s how I think it works.
Thanks for all the input guys. Unfortunately, as Thresher had mentioned, “it’s hard to test”. I hope this discussion gets more views and posts. I know a lot of my necro friends had been wondering this ever since I asked the question, and a definitive answer would probably do the community some good.
If there are any cross-linked threads that could be posted here to similar discussions, do not hesitate to submit them. Thank you.
http://wiki.guildwars2.com/wiki/Effect_stacking
That page has some useful, but conflicting information.
First it says “If there are two unique sources of Burning, the effect with the greater condition damage value will be used until that source ends, at which point, the intensity from the second source is used for the remaining duration.”
Then later notes “When a boon or condition stacks in duration from multiple sources, its strength is applied in the order of application, using the relevant stats for each source. For example, a stronger stack of poison applied over a weaker one must first wait for the weaker stack’s original duration to expire before the increased damage takes effect.”
For bleeding I fairly sure it works like this.
Ex: Person A applies 10 stacks of bleeding at 50 damage per stack for 10 seconds. Person B applies 10 stacks of bleeding at 100 damage per stack for 10 seconds. Both players see “20” on the stack count for 10 seconds, but they only see the damage text fly up from their own stacks, at a rate identical to if theirs alone were the only stacks. The total damage done is unchanged from if both players had applied their bleeds sequentially rather than simultaneously.
Ex: Person A applies 10 stacks of bleeding at 50 damage per stack for 20 seconds. Person B applies 20 stacks of bleeding at 100 damage per stack for 10 seconds. For the first 10 seconds, B will see 20 stacks worth of his bleeding, but A will only see 5 stacks worth of his, as stack count is capped at 25 total. After B’s stacks run out however, I’m not sure if A will revert to the full 10 stacks for another 10 seconds, or if the game “throws away” the excess stacks and would only be at 5.
Undertow, this is a great find, it brings a lot of information to the foreground. Thanks for this.
You did mention that there’s conflicting information in the post, and I see what you mean.
Thanks Brunohstein, I just hope someone gets to answer them (Sorry for the late replies, as well)