This isn’t entirely true, but 50% and 100% are usually safe numbers due to the following:
All conditions that deal damage over time (except confusion) will tick damage every WHOLE second.
For example if you have a 5.25 second burning that does 500 damage every tick:
At 0 seconds – the burn is applied
At 1 seconds – you take the first 500 damage tick from burning
At 2 seconds – you take the second 500 damage tick from burning
At 3 seconds – you take the third 500 damage tick from burning
At 4 seconds – you take the fourth 500 damage tick from burning
At 5 seconds – you take the fifth 500 damage tick from burning
At 5.25 seconds – the burning ends.
The bottom line is that conditions do damage in one second intervals so in order to maximize damage you always want your condition’s duration to be a whole number. That extra 0.25, 0.5, or .75 of a second will not give you any additional damage.
So the reason that people say 50% and 100% are magic numbers is because most (if not all) skills that apply a damage condition have a base duration of a whole number (3s poison, 4s bleed, etc). So no matter what, if you have 100% duration, you’ll double the duration, which will always be a whole number. The 50% only works for condi durations with a base duration that is an even whole number.
The thing that you need to know is always aim for the next full second when determining condition duration on damage-over-time conditions and when calculating duration remember that GW2 always rounds to the nearest 1/4 of a second.
For conditions that act as debuffs (cripple, weakness, etc) more duration is always better, because the effect is not ticking but rather a continuous, so a 5.75s cripple will be better than a 5.0s cripple.
This is the most basic description of it and is really all you need to worry about. In bigger fights when there are multiple sources of non-stacking conditions (burning, poison) this idea is flawed due to the timing based on the first application, but that’s really something more for theorycrafting rather than actual playing.