Cond. dmg: Are fractions of a sec worthless?

Cond. dmg: Are fractions of a sec worthless?

in Players Helping Players

Posted by: Sergo.2867

Sergo.2867

I’m looking at things that increase condition duration. It occurred to me that conditions tick once every second (am I right?).

So if I have something that burns for 4 seconds and I add a 20% duration increase, that would be 4.8 seconds. Sounds like that’s not enough to get to the next full second for a burning tick, so it’s useless.

Do burning and bleeding work on a strict tick system like this, or are they actually continuous, only reporting damage once a second for simplicity?

Geros Rainhall, Warrior, et. al.
Tarnished Coast

Cond. dmg: Are fractions of a sec worthless?

in Players Helping Players

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

They work on a tick system. However, it is a bit more complicated than that.

For bleeding, torment, and confusion, the fractional seconds don’t matter. For burning and poison, they do. The reason why is because for burning and poison, they stack in duration. So if you apply two 4.5 second burns, you get a total of 9 seconds of burning and it gets an extra tick.

I don’t have opinions. I only have facts I can’t adequately prove.

Cond. dmg: Are fractions of a sec worthless?

in Players Helping Players

Posted by: Khisanth.2948

Khisanth.2948

Then you have immobolize, chilled, crippled, vulnerability, weakness and blind.
Condition duration isn’t just for damage.

Cond. dmg: Are fractions of a sec worthless?

in Players Helping Players

Posted by: Sergo.2867

Sergo.2867

Right, I like condition duriation on the ones you mentioned, because obviously, every little additional fraction of a second, it’s still being effective. What I was wondering about, which Arachnid clears up, are things that tick. For bleeding and torment, if the +cond dur isn’t taking me all the way to the next full second, it’s not getting me anything at all.

Thanks for the responses.

Geros Rainhall, Warrior, et. al.
Tarnished Coast