How does Condition Duration work?
It’s a bit more complex than that.
First off, the damage that you see in the tooltip is the total damage the condition deals over the set duration.
Second off, conditions deal damage on a per-second basis. The tooltip adds all of this up and properly rounds it down. What this means is that even if the tooltip claims you have, for example, a 12.75s bleed, the damage displayed is that of a 12s bleed, which is accurate.
Though, in your case, it would be 110 damage over 11 seconds. However, an 8 second bleed with 10% duration would not benefit at all, as the resulting 8.8 second duration gets cut off at 8.0 seconds and thus there is no benefit at all.
Also, condition duration is capped at 100%.
I don’t know if it is capped at 100%.
I don’t know if it is capped at 100%.
Are you a warrior or a necro?
This makes a difference since necro’s can get up to 133% condition duration (bleed duration) on there scepters, as shown here:
(edited by Nevermore.3820)
aren’t condition ticks ceilinged and not floored?
I thought I read elsewhere than 4s+10% = 4.4s = 5 ticks (after 4 ticks, it sees that there is still time left, so it ticks again)
it was on a discussion of +condition duration and -condition duration working together
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Condition damage is done on a per second basis. The more “seconds” the more damage you end up doing. So, not directly.
From my understanding, each player (whether its the same for each player or different, I have no idea) has an internal “clock” that will apply the effects of each condition each time it hits 1 second elapsed.
So if you apply a 5 second bleed at t=1.8 seconds, it applies the damage of the bleed at t=2.0s, 3.0s, 4.0s, 5.0s, and 6.0s. At t=6.8s, the bleed disappears, and so won’t tick at t=7.0s. That accounts for 5 full ticks.
Now, if that 5s bleed had a 10% increase in duration, it would last for 5.5s. So in the example above, the bleed would last until t=7.3s, so it would tick when the check happens at t=7.0s. That means it would tick 6 times instead of the expected 5 times, even though you don’t have the full second.
So if this is true, then condition duration for fractional seconds do not guarantee additional ticks, but they make them more likely. It would almost be like critting with conditions, except it’s based on when you apply the condition vs. the internal clock.
That’s how I believe it works anyways. I’m not 100% sure about it, we’d need input from the developers to know for sure.
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