Condi vs Power stat dependency
Agree 100%.
I would propose at least for the conditional damage to utilize precision. Here is how it works:
1. allow all condition to crit, for every 1 stack of condition you apply there is a chance that it will become 2 stacks. That chance is your crit chance.
2. decrease the damage done by conditions by 40%.
3. for non-damaging conditions, leave things the same.
This way you will do about the same damage as before if your crit chance is 40%, and any amount greater than that you will do more damage than before, fury will work on you as well. A conditional user that chooses to focus on condition, will do more damage than before. But the one with full dire gear should do less.
This actually will help condition users in pve as well, as with most of pve build, crit chance is much greater than 40%.
(edited by bigmonto.4215)
Condition builds already utilise precision – name me one viable condition build that doesn’t benefit from precision to stack condis.
What they need is a third offensive condition stat like power does.
Power builds don’t require precision and critical damage any more than condition builds require precision and condition duration. Also, conditions are kind of bad on anything bigger than a 2v2. If your gonna say condition damage needs a rework, you should also think massive instant aoe cleansing does. Once conditions are actually usable in wvw groups, and don’t get removed instantly in teamfights we can talk about forcing another stat for condi damage. Until then the current implementation is fine.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Conditions need time to do damage and they are so easily countered with condi cleanse. For this reason, it takes longer to win a fight as a condi build and they should have more access to toughness or vitality. I don’t think anything should change here. Power builds will always be better because the damage is direct and can only be mitigated, but cannot be undone instantly like conditions.
Here is a simple comparison between 2 auto attacks guardian scepter and necromancer scepter.
The guardian scepter scales 0.666 with power but we have to factor in defense and weapon strength and attack speed. The attack speed is o,8 , average scepter weapon strength is 1000 and a guardians base defense is 2271 resulting in a true scaling of 0,36657859973579920739762219286658 dps/power.
necromancer scepter has 3 second auto attack chain inflicting 10 ticks of bleed and 4 of poison all scaling 0.06 dps/tick resulting in a 0,28 dps/condition damage. While poison may bring utility to the auto attack, guardian scepter has a higher range.
Condition builds already utilise precision – name me one viable condition build that doesn’t benefit from precision to stack condis.
What they need is a third offensive condition stat like power does.
Yes they do, just not to the extend as a power build. However, if your build already utilize a lot of precision, my proposed change would actually be a buff for you.
Having condition damage utilizing crit chance actually benefits the condition user in a situation where the condition is cleansed. Think about it, if your crit chance is > 40%, you will actually apply a lot more stacks more quickly. Your total damage before the condition is cleansed will actually be more then the current damage.
Yes condition can be cleansed, but power damage are mitigated through toughness. I, too believe the group conditional cleanse is too high, and should be turned down, but this is a different issue.
Could always just remove the crit damage stat.
All classes get 100% crit damage base with some or all given a trait to increase this. This way both have a primary stat (condition or power) and a shared secondary (precision).
Executioner for Thief for example simply changed to increase critical strike damage to 120% instead of 100%.
An alternative to this would be to make condition duration a real stat that needs to be collected.
(edited by Atherakhia.4086)