Q:
How does condition damage work in groups/events?
A:
- skills that cause burning also have an upfront damage component to them.
- mob tagging is not about who hits it 1st rather how much damage you have done to qualify for the loot table. (not 100% sure as to the minimum dmg % needed to qualify for loot table though)
- say you have 20 burn dmg per tick and someone arrives with 40 dmg per tick what happens now is the burn duration of both is added but the dmg is not, your burn would continue to burn at 20 dmg per tick and transition into the 40dmg per tick obviously the higher dmg burn takes priority and would burn 1st, but yours is not lost at all well unless the mob died before yours was in effect, which still leaves the upfront damage from the skill to be counted towards the loot table anyway.
Hope that shines some light into it for you.
Didn’t they say that there is a limit of 25 stacks? So if 25 people apply bleads then the 26th person’s bleed is ignored?
Same with poison, etc.
- skills that cause burning also have an upfront damage component to them.
- mob tagging is not about who hits it 1st rather how much damage you have done to qualify for the loot table. (not 100% sure as to the minimum dmg % needed to qualify for loot table though)
- say you have 20 burn dmg per tick and someone arrives with 40 dmg per tick what happens now is the burn duration of both is added but the dmg is not, your burn would continue to burn at 20 dmg per tick and transition into the 40dmg per tick obviously the higher dmg burn takes priority and would burn 1st, but yours is not lost at all well unless the mob died before yours was in effect, which still leaves the upfront damage from the skill to be counted towards the loot table anyway.Hope that shines some light into it for you.
It does, thank you. If the 40 dmg in your example takes priority and a single guardian (or elementalist I’m sure) can keep it going indefinitely, my 20 dmg is never going to get processed before the mob dies. My burns would only ever apply the upfront damage, making a power/direct damage build more useful.