I’ve gone pretty in depth on the numbers and some additional advantages here. Give feedback and criticism. I will correct anything if you find an inaccuracy.
Looking at the confusion damage another way: even halved it will do the same damage as equal stacks of burn with 1-2 skills used. Burn is the highest damage condition by far pound for pound and is balanced by the fact it scales in duration instead of intensity.
Getting into the numbers. All damages are base damages, confusion numbers are the new sPVP numbers.
Base Damages:
Burn = 325 base damage per stack per second.
Bleed = 42.5 damage per stack per second. So 7-8 bleed stacks = 1 burn tick.
Confusion = 65 damage per skill activation. So 5 stacks of confusion = 1 burn tick per skill activation.
Poison = 84 damage per second but lowers healing by 33%.
Scaling:
Burn = condition damage * 0.25.
Bleed = condition damage * 0.05
Confusion = condition damage * 0.075.
Poison = condition damage * 0.1
Damage gains with 1,000 condition damage:
Burn: 250 additional damage per second
Bleeding: 50 additional damage per second per stack
Confusion: 75 additional damage per stack per skill activation
Poison: 100 additional damage per second.
(Total damages with 1,000 condition damage:
Burn: 575 per second
Bleed: 92.5 per second per stack (6 stacks = 1 second burn)
Confusion: 140 damage per stack per skill activation (4 stacks skill use = 1 second burn)
Poison: 184 damage per second but lowers healing by 33%.
Initially burn seems the clear winner in conditions, but you’ll noticed while other require stacks and have lower bases and scaling, they actually more than double their damage while burn gains less than 50%. Furthermore burn cannot stack more than that set amount per second and bleed and confusion can stack to 25. All other conditions actually become MORE competitive with burn with additional condition damage despite lower scaling.
So we can see that straight damage wise confusion in a clear winner assuming you can apply 4 – 5 stacks. Even more so if you consider that vs classes with instants or fast attacks confusion can activate more than once per second.
But we have a caveat, condition removal. People say so much about condition removal = lol confuse worthless. This is actually less true of confusion than it is of other conditions. Confusion faces condition removal and convert condition to boons skills. All other conditions face all of that PLUS a few class counters. List of known counters: Thief: Pain Response and Slowed Pulse, Ele: Stop Drop and Roll, Ranger: Oakheart Salve and Evasive Purity, Guardian: Inner Fire (Burning gives them Fury), Engineer: Leafy Bandage (toolkit skill of Healing seed Sylvari Racial),
So if you look at the numbers, the counters, and the capabilities confusion is still superior to other conditions even post nerf. Confusion is also kinda nasty in the way it sneaks up on ya. Bleeding, burning, and poison put lots of numbers above your head and you quickly counter it if you have counters. It also typically takes several seconds to get alot of bleeding, poison, or burning on someone. If someone puts confusion on you though you typically take a couple skill activations before realizing it in a hectic fight. In doing that you’ve already done the full damage the other conditions would have done many times. They depend on constant reapplication, confusion does alot of damage up front.
It was nerfed because it was needed. Confusion is still the best condition even after a 50% nerf lol.
Additional notes:
Keep in mind that you may average more damage in the long run because people may not choose to blow their condition removal on your confusion anymore. 1 more activation on average brings you right back up to pre-nerf levels.
Burning, bleeding, and poison take time to stack and take time to deal their damage. Confusion deals alot of damage up front and confusion is applied in short order allowing you to do other things. In many cases confusion deals it’s damage where other conditions simply do not, though other conditions may be applied more frequently.
One last thing. Because bleeding, poison, and burning are applied frequently classes that can convert conditions to boons or send conditions to enemies can actually benefit alot more heavily from them. Great example is the popular Warrior War Horn traited. With proper War Horn support condition damage dealers are actually making the enemy zerg stronger by giving them boons.
Dealing all of your damage in one occasionally applied condition up front is actually a significant benefit against well made enemy team comps. It strikes a good balance between getting a chance to deal your damage and not empowering the enemy zerg.
Ehmry Bay – Legion of the Iron Hawk [Hawk]