Conditions need a serious buff
Cause of several reasons.
Condition Damage is affected by two things, condition damage and condition duration. Condition Duration isnt available in armor or trinkets (and a combination of cond dmg+duration on weapons is also unavailable i think). So a condi build only relies on one armor stat to build up its damage and has 2 more slots to fill with tanky stats. Berserker armor, the armor used to reach these 10+k sustained dps, needs 3 armor stats, leaving 0 space for tanky stats.
2nd reason is that conditions tick even when you dont hit the boss (Damage over Time). While a zerk does pretty good direct damage, when he stops attacking, his dps drops to 0. So conditions have higher dps uptime than direct damage, they couldnt be as powerful as direct hits.
3rd reason. Melee damage>>Ranged Damage. How is it fair a necro spamming his scepter auto from 900 range doing dps similar to another class which sits on the boss and eats/dodges its attacks ?
Anyway in PvE (at the moment) berserker gear yields the best results. If you feel bad about your condition dps, play conditionmancer/terrormancer in pvp and rejoice
Th part about the berserker gear needing 3 stats while condi needs 1 Stat is bullkitten. Compare soldiers damage to dire damage what wins?
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Always thought giving conditions a chance to crit, ie, condition damage, precision, ferocity, would be a viable buff.
Always thought giving conditions a chance to crit, ie, condition damage, precision, ferocity, would be a viable buff.
SPVP would be 90% of the time waiting for a respawn. they would have to give players more vit baseline.
Assuming 100% uptime and 2100 condition damage and 25 stacks of might (875 condition damage)
This gives us:
Bleed: 4781 dps
Fear: 1190 dps
Burn: 1071 dps
Poison: 381 dps
3 torment: 430 dpsThis gives us a maximum of: 7850 DPS
This is ignoring AA, right? With 25 stacks of might, AA is not entirely negligible and should probably be included. It makes up a significant portion of those other classes’ DPS.
A bigger problem for necros in PvE is probably the lack of AoE/cleave. They could play power and be pretty good at DPS if not for that. Every class lags in condition DPS because conditions (intentionally by design?) suck in PvE, right?
Short range damage> long range because it carries more risk of being buggered.
Spike damage > conditions damage because it carries more risk of being dodged or blocked.
With that said, 5 condi should have slightly less dps than 5 short range spike because the chances of any one of the spikers going down and nerfing dps is higher. This is all theoretical, of couse.
Th part about the berserker gear needing 3 stats while condi needs 1 Stat is bullkitten. Compare soldiers damage to dire damage what wins?
Dunno, it would depend on build i guess, with enough condi duration conditions might be better. Haven’t tried a full soldier build (trinkets etc)
If you check out nemesis’ dps tests between zerker necro and zerker warrior you will see they both get around 7k dps in a 10 second time frame without dodging. Dodging will massively drop your dps if youre running a power build.
Furthermore, all those numbers are from perfect scenarios where they have other classes buffing them and max might stacks. Also, imagine your condition damage with a good epidemic.
That being said conditions do still need a massive buff, but the dps difference isnt nearlythat large.
I don’t think conditions needs a buff so much as the PvE design needs an overhaul. The condi v burst v defence v healing in PvP/WvW is fairly well balanced, just minor tweaking needed between builds. PvE However, the one hit KO mechanics and damage/health stacking of mobs, forces Spike DPS preferences. It’s also the reason ranger pets are so bloody useless.
If PvE was redesigned with a mixture of mobs with various stats eg. high toughness condition users with few to none ohkos as well as the present OHKOers, then condition and support builds would be more viable and a mix of Condi/burst builds would be optimal for runs. This would be improved further if some enemies could use active blocking or barriers to prevent physical attacks for short periods, while Condis continue to tick tick tick away.
Til then tho, get used to condi being terribad in PvE.
(edited by wolfyrik.2017)
Cause of several reasons.
Condition Damage is affected by two things, condition damage and condition duration. Condition Duration isnt available in armor or trinkets (and a combination of cond dmg+duration on weapons is also unavailable i think). So a condi build only relies on one armor stat to build up its damage and has 2 more slots to fill with tanky stats. Berserker armor, the armor used to reach these 10+k sustained dps, needs 3 armor stats, leaving 0 space for tanky stats.2nd reason is that conditions tick even when you dont hit the boss (Damage over Time). While a zerk does pretty good direct damage, when he stops attacking, his dps drops to 0. So conditions have higher dps uptime than direct damage, they couldnt be as powerful as direct hits.
3rd reason. Melee damage>>Ranged Damage. How is it fair a necro spamming his scepter auto from 900 range doing dps similar to another class which sits on the boss and eats/dodges its attacks ?Anyway in PvE (at the moment) berserker gear yields the best results. If you feel bad about your condition dps, play conditionmancer/terrormancer in pvp and rejoice
1. This is certainly fixable. Introduce a Condition damage/condition duration/precision gear set and allow conditions to crit. This would give us a similar glass cannon build to direct damage users.
2. Conditions may tick when you don’t hit the boss, but you also aren’t applying new conditions. your dps will be reduced just as much as a direct damage user, it is just harder to notice. Yes it doesn’t drop to 0, but if you drop from 5000dps to 3000dps for 2 seconds it will then take an additional few seconds to build the condition stacks back up and get back to 5000 dps. A direct damage user can instantly go back to full dps, there is no build up time. In the end these end up being the same, and as such is not a factor.
3. You are correct, it isn’t fair for a ranged user to do as much damage as a melee user. A possible fix for this is to introduce a melee condition user spec to each class when they release new weapons. This would be a melee weapon that applies conditions and whos attacks have a direct damage component that is dependant on condition damage instead of power. This would mean your damage would come entirely from condition based stats, but would be a combination of conditions and direct damage.
Cause of several reasons.
Condition Damage is affected by two things, condition damage and condition duration. Condition Duration isnt available in armor or trinkets (and a combination of cond dmg+duration on weapons is also unavailable i think). So a condi build only relies on one armor stat to build up its damage and has 2 more slots to fill with tanky stats. Berserker armor, the armor used to reach these 10+k sustained dps, needs 3 armor stats, leaving 0 space for tanky stats.2nd reason is that conditions tick even when you dont hit the boss (Damage over Time). While a zerk does pretty good direct damage, when he stops attacking, his dps drops to 0. So conditions have higher dps uptime than direct damage, they couldnt be as powerful as direct hits.
3rd reason. Melee damage>>Ranged Damage. How is it fair a necro spamming his scepter auto from 900 range doing dps similar to another class which sits on the boss and eats/dodges its attacks ?Anyway in PvE (at the moment) berserker gear yields the best results. If you feel bad about your condition dps, play conditionmancer/terrormancer in pvp and rejoice
1. This is certainly fixable. Introduce a Condition damage/condition duration/precision gear set and allow conditions to crit. This would give us a similar glass cannon build to direct damage users.
2. Conditions may tick when you don’t hit the boss, but you also aren’t applying new conditions. your dps will be reduced just as much as a direct damage user, it is just harder to notice. Yes it doesn’t drop to 0, but if you drop from 5000dps to 3000dps for 2 seconds it will then take an additional few seconds to build the condition stacks back up and get back to 5000 dps. A direct damage user can instantly go back to full dps, there is no build up time. In the end these end up being the same, and as such is not a factor.
3. You are correct, it isn’t fair for a ranged user to do as much damage as a melee user. A possible fix for this is to introduce a melee condition user spec to each class when they release new weapons. This would be a melee weapon that applies conditions and whos attacks have a direct damage component that is dependant on condition damage instead of power. This would mean your damage would come entirely from condition based stats, but would be a combination of conditions and direct damage.
1.) I dont think that its so easy to let conditions crit…its a huge mechanics change…and imagine the PvP havoc. And with the right traits/food and full condi gear you get 100% condi duration, which is the cap(and more than 100% bleeding duration when using scepter and Lingering Curse trait)…So no need for more condi duration on armor…and ‘’condi weapons’’ like scepter scale badly with power, so even if they crit all the time the damage benefit is minimal…so stats like condi damage/condi dur/precision or power wouldnt be that good. What would be awesome for necro is the stat combi Power/prec/condi damage, would make hybrid builds stronk
2.) It certainly drops, but it doesnt drop to 0..condi duration plays a role..and as bleeds go away, so does vulnerability, so if a glass cannon stops hitting and the vuln stacks drop, so does its dps. Also against some high toughness bosses (well we got only husks right now to prove that point) conditions work better, cause they ignore armor…and its the same ofc with the players. A major problem is the cap in parties, cause a guy full zerk can override your bleeds/burn/poison and drop your dps dramatically. Same in world bosses, a condimancer is completely useless there. I suggest taking minions, and gear set with power as main stat for those:P
3.) ‘’direct damage component that is dependent on condition damage’‘. Hmm thats interesting, but the damage formula already exists for the weapons..dunno if that can work, would be interesting, maybe something like the guardian trait which makes retaliation scale off of condition damage…There are melee ’’condi weapons’’, for example warrior sword, thief d/d i think..
(edited by Pelopidas.2140)
Direct damage, regardless on what it scales from, is direct damage. We should have condition builds with conditions as source of damage, not direct damage scaled from condition damage.