(Because people would prefer arguing back and forth instead of a creative discussion, I’ve taken this and made it it’s own thread)
The main technical limitation to conditions (trouble finding the red post of it, if someone has a link to said post, it’d be apreciated) is the amount of processing power needed each second (I believe). Take the triple trouble wurm heads during phase 2 as an example. On a successful map, you generally have up to 50 people there at each head. (we’re going to disregard build logistics for a bit) That means you’re going to have 50 people applying bleeds of various lengths, with various levels of might, various levels of corruption stacks, and various other buffs. At minimum you’ve got 200 different calculations per second, assuming bleeds and might stacks are gained/losted in 1 second intervals. We all know this isnt true, and those things can happen as fast as 4-5 times a second, now you’re looking at 1000 or more calculations per second. Same thing happens with poison, burning, and torment. That’s about 3000 calculations (and this is being overly simplified) per second at a single head. There’s 3 in the fight. That’s 9000. There’s also trash mobs in the fights, so we’ll double the number on a conservatively “low” side, then round it off. 20,000 calculations per second. I’d say that’s a pretty definite technical limitation as a result of the ‘at present’ method of condition damage.
Now, what if condition damage was ‘fixed’? You’d reduce the number of calculations by a lot. For example, instead of calculation condition damage every second, what if the damage was calculated based on your stats at the moment of application? This alone cuts the number of calculations from as little as 50% (2 seconds of damage) to as much as 98% (60 second bleeds, blood is power). If anet does that, it opens up some processing power to add some much needed finesse to conditions. For example, if there’s already 25 stacks of bleed on a target and, assuming condition stacks would be sorted by potency (stack 1 weakest, stack 25 strongest), they would be able to change the system so that for each incoming stack of a condition, it checks to see if the potency (for simplicity this is the dps value) is greater than the lowest current stack (stack 1). If it’s not higher, the condition is ignored. If it is higher, the current stack 1 is purged and replaced with the incoming stack, then conditions are resorted appropriately.
Some of the downsides would, obviously, be that in fights where might is not regularly maintained, players will see more up and down values to their conditions applied. On the flip side however, condi builds, and to an extent hybrid builds, should see an improvement to their condition damage, as the above changes would assign priority to their conditions over the junk conditions applied by their party members once caps are reached.
Finally, a further change that can be instituted shortly after the above changes, is a modular condition cap for enemies in PvE. Suggested changes involve the following:
- ‘regular’ enemies encountered in dungeons (basic, veteran, elite) retain current cap limits
- Champions and mid-bosses in dungeons (like Lupi or spider queen as examples) have their cap increased by 40% to a total of 35 stacks
- End bosses in dungeons have their cap increased by 100% to a total of 50 stacks
- Open world champions have their cap increased by 20% to 30 stacks total
- Open world Meta event bosses have their caps increased by 100%, 200%, or 300% (50, 75, or 100 stacks) according to boss tier
- Additional changes with above: Epidemic will only apply X stacks of conditions from the targeted enemy to the surrounding enemies, where X is each surrounding enemy’s cap
As should be obvious, this is not to be confused with any of the other existing condition threads nor merged with them as the suggestion involved is not a duplicate of any thread.