I’d like to talk about condition damage a bit, and a few things that I’ve tried to test and wanted sanity checks on. Other things are just stuff that I think people may or may not know. I’ll probably go through all the tunes that affect conditions tonight and post ‘em up, and make sure I have all the condition damage stat combinations on gear. Feel free to point out anything I’m missing, and especially point out anything I’ve mentioned that is wrong!
1. The only thing that affects damage from conditions is condition damage, my specific test/ramification from this is the 5% extra damage to bleeding opponents and the 5% bonus damage sigil do not seem to affect the damage from conditions. I also don’t believe vulnerability affects it either.
2A. Duration seems to do nothing unless it actually gives a full second increase. This one was less well tested, as we don’t have damage meters yet to my knowledge(I may go test this more thoroughly tonight unless someone else already has). Increasing the bleed duration of my pistol shot to 2 and 3/4 of a second did not seem to yield any bigger or smaller ticks(I would asusme if it did anything you’d either get a tick, and then 1 and 3/4 of a tick of damage, or 2 1 ticks, and then 3/4 tick). The important thing here is that you want to make sure all your moves are exactly on the second marks or else the condition duration is worthless(this is true only for poison/burn/bleed). This is very bad for our pistol skill 1 bleed as you need a full 50% increase in bleed duration to get it to another second.
2B. Sometimes it may be more effecient to build duration though, especially the higher the base/lower the scaling/higher the base duration. IE for a burn of 5 seconds assuming you have 0 condition damage, a 20% duration increase will give it 328 more damage, you’d need a lot of condition damage to get that much(262 to be exact).
3. Sigils stack oddly for the %chance on crit, this is mainly important for %chance for bleed on crit. Both are counted in, but cannot both proc on a single attack, so it simply raises the chance that you’ll see a single proc
4. condition damage ignores armor/toughness, nothing that I’ve seen mitigates the ticks other than condition removal and condition duration reduction.
5. Probably better known, condition damage is unnafected by crit chance/damage.
6. Make sure to check the dungeon vendors for condition damage gear. crafting will only net you power/vit/con damage and power/precision/con damage. Dungeon gear has the (in my opinion) mighty Precision/Toughness/ConDamage. I’ll edit this later with all the con damage gear options.
7. Gems of the undead in armor let you convert toughness into condition damage, and a trait in the vit/healing line lets you turn vitality into condition damage.
8. The explosion from the pistol does not, to my knowledge, apply bleed, nor is it an explosion so the % chance for explosions to bleed does nothing for it.
9. Might gives bonus to power and condition damage stat
10. damage ratios!
Burn: 4.1 * Level + 0.25 * Condition Damage per second
Poison : Level + 0.1 * Condition Damage per second
Bleed: 2.5 + (0.5 * Level) + (0.05 * Condition Damage)= per stack per second
Confusion: 25 + 0.5 * Level + 0.075 * Condition Damage per stack per skill use
at 80:
Burn: 328 + 0.25 * Condition Damage per second
Poison : 80 + 0.1 * Condition Damage per second
Bleed: 42.5 + (0.05 * Condition Damage) per stack per second
Confusion: 25 +40 + 0.075 * Condition Damage per stack per skill use
important parts for condition damage stat.
Burn = +1dps per 4 Con damage.
Poison = +1dps per 10 Con Damage
Bleed = +1dps per 20 con damage
Confusion = +1 dps per 13.33333333333
(edited by Tolore.6138)