Q:
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Q:
I haven’t played much since the Sigil/runes update, and have a question.
When and how is the -20% condition duration 6 piece effect of Hoelbrak runes applied?
Let’s pretend an opponent is hitting me with vital shot (base 4s Bleed), with 75% additional bleed duration. Is the 20% based on the skill at base, or the fully extended skill? example below
A) Hoelbrak turns 7 second bleed into 5.6s bleed (7s – 20%)
B) Hoelbrak turned 7 second bleed into 6.2s bleed (4s-20%)
Pretty sure it’s 20% of the full duration of the condi applied after modifiers. So I would say it is scenario A but I don’t have evidence.
I figure “applied to you.” was clear enough…but I guess not…whatever the duration applied to you is, that is what is reduced.
I figure “applied to you.” was clear enough…but I guess not…whatever the duration applied to you is, that is what is reduced.
Hey, thanks for being kind of a kitten about it. I don’t trust Anet to properly word, well, anything, so I thought I’d seek some confirmation.
(edited by evilapprentice.6379)
Don’t trust Anet? But they try so hard. Cut them some slack sometime.
When determining the Duration of a Condition applied to you, you do the following math:
First, you take into account the BASE duration of the condition the skill applies. In your example, 4s Bleed for Vital Shot.
Then, you add in ALL the modifiers, be them positive (like increased condition duration Food, Traits, Sigils, Runes) or negative (food, Runes, traits).
Of course, you subtract the negative values and you add the positive values. After this calculation, you add this number (which might be either Positive or Negative) to the BASE condition duration of the skill and you determine the “final” duration of the condition.
Simply put, if someone is using Hoelbrak Runes and gets hit by Vital Shot whose user has 75% condition duration, the final modifier will be: (75-20)=+55%.
So, the Bleed applied by Vital Shot will be (4*1.55)=6.2s long.
When determining the Duration of a Condition applied to you, you do the following math:
First, you take into account the BASE duration of the condition the skill applies. In your example, 4s Bleed for Vital Shot.
Then, you add in ALL the modifiers, be them positive (like increased condition duration Food, Traits, Sigils, Runes) or negative (food, Runes, traits).
Of course, you subtract the negative values and you add the positive values. After this calculation, you add this number (which might be either Positive or Negative) to the BASE condition duration of the skill and you determine the “final” duration of the condition.Simply put, if someone is using Hoelbrak Runes and gets hit by Vital Shot whose user has 75% condition duration, the final modifier will be: (75-20)=+55%.
So, the Bleed applied by Vital Shot will be (4*1.55)=6.2s long.
So….exactly the opposite of what the other guy said. Yay, lack of clarity.
When determining the Duration of a Condition applied to you, you do the following math:
First, you take into account the BASE duration of the condition the skill applies. In your example, 4s Bleed for Vital Shot.
Then, you add in ALL the modifiers, be them positive (like increased condition duration Food, Traits, Sigils, Runes) or negative (food, Runes, traits).
Of course, you subtract the negative values and you add the positive values. After this calculation, you add this number (which might be either Positive or Negative) to the BASE condition duration of the skill and you determine the “final” duration of the condition.Simply put, if someone is using Hoelbrak Runes and gets hit by Vital Shot whose user has 75% condition duration, the final modifier will be: (75-20)=+55%.
So, the Bleed applied by Vital Shot will be (4*1.55)=6.2s long.So….exactly the opposite of what the other guy said. Yay, lack of clarity.
Lots of people think condition reduction is like protection where it’s applied to the entire amount after positive modifiers. This is not true, it was tested a very long time ago and shown that positive/negative modifiers cancel each other out.
I haven’t played much since the Sigil/runes update, and have a question.
When and how is the -20% condition duration 6 piece effect of Hoelbrak runes applied?
Let’s pretend an opponent is hitting me with vital shot (base 4s Bleed), with 75% additional bleed duration. Is the 20% based on the skill at base, or the fully extended skill? example below
A) Hoelbrak turns 7 second bleed into 5.6s bleed (7s – 20%)
B) Hoelbrak turned 7 second bleed into 6.2s bleed (4s-20%)
funny thing is when you’re running dogged march too on warrior…bye bye cc
When determining the Duration of a Condition applied to you, you do the following math:
First, you take into account the BASE duration of the condition the skill applies. In your example, 4s Bleed for Vital Shot.
Then, you add in ALL the modifiers, be them positive (like increased condition duration Food, Traits, Sigils, Runes) or negative (food, Runes, traits).
Of course, you subtract the negative values and you add the positive values. After this calculation, you add this number (which might be either Positive or Negative) to the BASE condition duration of the skill and you determine the “final” duration of the condition.Simply put, if someone is using Hoelbrak Runes and gets hit by Vital Shot whose user has 75% condition duration, the final modifier will be: (75-20)=+55%.
So, the Bleed applied by Vital Shot will be (4*1.55)=6.2s long.
What this guy said.
This is how condition duration works in this game
Are the negative modifier also capped at 100%?
Are the negative modifier also capped at 100%?
I believe the resulting +/- duration is capped at +/-100%, but anything before that still counts. For example, if you have +133% duration and your foe has -100% duration, the result is +33% duration. However if you have +133% and your foe has no condi reduction, you will only hit +100% duration. Similarly, if the resulting duration is greater than -100%, the resulting condi duration will be 0 seconds.
Are the negative modifier also capped at 100%?
I’m not sure of this, but this would be a really unlikely scenario.
The only way you can achieve a negative modifier which exceeds 100% is if you are an Engineer, using Automated Response (-50% condition duration when below 33% HP), Leg Mods (-33% condition duration for Chill, Cripple, Immobilize), with Melandru Runes (-25% condition duration) and -Condi Duration Food (up to -40% condition Duration).
I have never tested this myself though.
Warriors with Dogged March, Melandru Runes and Food can reach -98% condition duration with regards to Immobilize/Cripple/Chill.
Are the negative modifier also capped at 100%?
I believe the resulting +/- duration is capped at +/-100%, but anything before that still counts. For example, if you have +133% duration and your foe has -100% duration, the result is +33% duration. However if you have +133% and your foe has no condi reduction, you will only hit +100% duration. Similarly, if the resulting duration is greater than -100%, the resulting condi duration will be 0 seconds.
I highly expect this to be the case with conditions as with movement speed – speed buffs are capped at +33% (and I think the slowest you can be made to move, without being immobilised entirely, is with chill at -66%), but higher values are still used when calculating actual movement speed – only the strongest buff and debuff are compared, and if someone running with +100% buff (effective 33%) gets chilled they keep their max speed.
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