Condi damage ticks
I havent tested this in perfect conditions but I have observed that this is how it works:
If the condi applied is exactly a full second (not halves and quarters) it wont tick on application but will tick every second after, including the very end. If its like 10.25 seconds, you will get partial tick on application or end (quarter of a second worth damage)
Fear works differently though, ticks on application so you can het 2 ticks form a 1.5 second of fear!
However I might be wrong. Think about music and bars. The instance might have an ongoing sequence. If you apply the condi right when a bar starts you will get the tick right away. Or if inbetween, it will start ticking when the next bat starts. This is speculation though. Dont take my word for it.
Fear works differently though, ticks on application so you can het 2 ticks form a 1.5 second of fear!
For fear to tick twice all you need is 15% condition duration basically nightmare runes without Master of Terror.
The Dhuumfire thread
O e way to help visualise it better is to disable the simple condition display in options. You’ll then see the total condition damage from bleed. For example I slap down 10 stacks of bleed for 150 dmg per stack. That’s 1500dmg per second. Whenever the number pops is the tick.
It used to be:
-a condition is put on
-condition counter starts, pulses/checks every second
So in the long run, a 1,25 s burning would 75% of times deal only 1x tick and 25% of time u could 2x ticks.
Now it doesnt matter,
As all those 0,25s will deal 0,25 of damage. This is for all conditions -fear is only still bugged from old system
How does it apply the ticks now? Like, does it still use the global timer system, so a 1.5s bleed will tick once for its full damage at the next global tick and then for 50% of damage at the next? Haven’t had enough time to play with it.
3.1/2sec of bleeding with 100dmg per tick will be ticking like these:
either
100+100+100+50
or
50+100+100+100
For Fear, if what I saw on the screen makes me right then, 1.1/2sec of Fear will only tick once. You will need another 1/2sec to get another tick.
How does it apply the ticks now? Like, does it still use the global timer system, so a 1.5s bleed will tick once for its full damage at the next global tick and then for 50% of damage at the next? Haven’t had enough time to play with it.
The timer mechanic is still the same. The first condition applied sets up that “global” timer for a target and all additional conditions will tick at the same time.
The difference now is that condi durations that aren’t full seconds long can neither be completely lost or get you another full tick if you’re lucky enough.
Edit: scratch that half second thing, the timer of the first condition sets up the timer for the rest so any other later applied condition will begin with a partial tick unless you by accident manage to exactly hit the full second again.
For example:
Bleeding is applied for 3.xx seconds at T(zero). Since it’s the first condition it will tick normally until the 4th second when it ticks for 0.xx of it’s full damage.
3.75 seconds of poison is applied at T(zero+0.75). If a full poison tick is 100 damage then you’ll get 25 damage at the first tick, 100 at tick 2+3+4 and another 50 damage at the fifth tick.
Fear is still bugged and works exactly like it used to before the patch. So either full tick or nothing.
(edited by flow.6043)
Ok so to put this in context-if I have 5.75 seconds of burning, I am only losing out on .25 seconds of burning damage as opposed to a full second activating upon the 6th tick? So it might not be worth increasing my burning duration from 90 to 100% by buying expensive toxic sharpening stones?
Well, before the patch 5.75 secs of burning basically meant that there’s a 75% chance of getting another 6th full tick, but there was also a 25% chance that you would only get 5. Now you always get the exact value of your duration extension.
@toxic sharpening stones: higher duration means more damage, if it’s worth buying them is up to you.
Depending on your build the 100 condi dmg they give might be more than you’d get with a percentage of your toughness or vitality. So they might be the highest damage option either way.