Condition duration mechanics
It is purely additive, with the 100% limit enforced at the end. So if you have 150% and they have -80% then your conditions have 70% duration on them.
Firt off as i know condition duration cant go over 100% and its calculated first ur duration lets say on bleeding skill what has 5s duration vanilla you add 100% duration you get 10s if enemy has 70% reductiom he will get 3s bleeding
Firt off as i know condition duration cant go over 100% and its calculated first ur duration lets say on bleeding skill what has 5s duration vanilla you add 100% duration you get 10s if enemy has 70% reductiom he will get 3s bleeding
Firstly, yes, condition duration can go over 100%.
With a Necromancer, the Spite Trait-line will add 30% condi duration. With Giver’s WEAPON, 10%. With Lich or Nightmare runes another 15%. That’s 55% total. Add on food for 40% that’s 95% easy. With your scepter (untraited) bleeding does 11.75 sec duration. Now, tack on scepter condition trait for 33% more duration and watch scepter bleed go to 13.75 sec duration. Then tack on Sigil of Agony for 20% bleed duration, you get a flat 16 sec bleeding duration with the scepter. More than 100% bleeding duration. Easy.
Everything else said is true though, your condition and its duration is applied to your target first. Then the targets condition mitigation is applied (subtracted).
Currently, lingering curses does not effect condition duration.
It literally increases the base duration of the scepter skills’ conditions
Bhawb is correct as far as i know. I havent tested having over 100% with a reduction personally. But two days ago i tested the opposite. I had an engi friend run leg mods+automated defense+runes of svanir for testing purposes in a pvp arena.
At low hp with the traits in effect he had a total of 133% chill reduction, so when i hit him with a chill it promptly said “immune”(i was running 0% condi duration).
I then tested right after by putting 6 into spite so i would have 30% condi duration, in which he was still immune since it only lowered his reduction to a 103%.
Last test i threw on runes of ice and hit him with a chill and it applied it, although for a very short duration since it had a 73% reduction on it.
How it works with condi duration is while your skill duration stops going up once you hit 100%, anything over that is still there and it utilized when facing an opponent with -% of incoming condis. While this is extremely hard to achieve in pvp, it is more prevalant for WvW as a lot run -40% food and also melandru runes for another -25%.
The cap isn’t applied until after all +/- durations are applied. It is super easy to test w/ bleed duration runes (45%), 6 spite (30%), hemophilia (20%), and the bleed duration sigils. Throw them on you get 105% bleed duration, hit someone with Melandru runes reducing condition duration by 25% (IIRC) and it is 80% duration applied. The cap is applied after, not before.
Lingering Curse it is worth noting does not actually add % duration, it replaces your skills with new skills that have 33% longer base durations, which can then be upped by 100% like normal.
Based on the new skills and traits it would only make sense if they removed the 100% cap. Since scepter gives 100% bonus to ALL skills now and not just scepter skills it must be applied to condition duration and not the base skills. Since this would render food, runes, sigils and traits completely useless the cap must be removed or upped to 200%.
They hadn’t decided if the cap would stay or not, and it only applies while scepter is equipped, so all extra + duration would apply towards both any conditions applied when you inevitably swap weapons, or to counteract -duration.
Also, now that you don’t get all that much free duration it is much nicer than it seems. It won’t be nearly as easy to hit high bonus durations on all conditions, so the high raw duration on everything will at the least free up a lot of rune/gear choices.
(edited by Bhawb.7408)