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Effect stacking

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Effect stacking refers to the bonuses or effects from multiple equipment, skill, or other effect sources.

[edit] Equipment

If an equipment bonus is labeled with "non-stacking", this means that it will overlap with other "non-stacking" effects rather than adding to them, it will still stack with other effects of the same type which are not labeled "non-stacking".

overall bonus = bonus1(stacking) + bonus2(stacking) + ... + max (bonus1(non-stacking), bonus2(non-stacking), ...)

AL bonuses on body armor are local, as is prefix damage reduction. AL bonuses and damage reduction from shields and focus items are global and stacking, as is damage reduction from runes of absorption.

Headgear attributes will stack with other bonuses to the same attribute, but bonuses to the same attribute from multiple runes will not stack with eachother. So if a headgear provides a +1 bonus to your attribute, applying a minor to it will result in a +2 bonus. If a major rune is added to a different armor piece, the resulting bonus is +3 (+1 from the headgear, +2 from the major rune; the minor rune bonus does not stack).

[edit] Skills

Multiple copies of the same skill will not stack with each other. However, the beneficial effect of Hex spells that provide a bonus to the caster, such as Life Siphon do stack, so 3 copies of life siphon on different monsters will give 3...9 pips of health regeneration. 3 copies of life siphon on the same monster will give no more than 3 pips of health regeneration to the caster and no more than 3 pips health degeneration to the target because the hex itself doesn't stack, only its side-effect. Hex stacks are commonly used to avoid having the important hex removed, for example a curses Necro may cast Faintheartedness first, then Reaper's Mark and finally Parasitic Bond. This normally means that Parasitic Bond and Reaper's Mark have to be removed before Faintheartedness can be.

Whenever a spirit is summoned with a Binding Ritual (or Anguished Was Lingwah), it will kill any allied spirit of the same type, and whenever a spirit is summoned with a Nature Ritual, it will kill any other spirits of the same type within range.

Additionally, some skills will not stack with other skills of the same type. A character can only be affected by one stance, one preparation, one glyph, one weapon spell and one form at a time, a new stance, preparation, glyph, weapon spell or form will overwrite the old one. Likewise, pets can only be affected by one Pet Attack buff at a time, if a new Pet Attack buff is applied before the pet expends the old one by attacking, the old buff will be overwritten. Because a character can only hold a single bundle at a time, a character cannot benefit from multiple Item Spells at the same time, casting a second Item Spell will cause the first urn to be dropped.

Armor bonuses from multiple skills will not stack with each other to provide an armor bonus in excess of +25, however the armor bonus from a single skill can exceed +25, and armor bonuses from skills will stack with armor bonuses from other sources.

[edit] Effects

When multiple effects grant the same bonus or penalty, they often stack, but only to a specific maximum value. This maximum only limits multiple effects stacking with one another, so an effect from a single source can exceed the maximum.

Property Positive Negative
Attack speed +33% -50%
Movement speed +33% -50%
Chance to block N/A1 N/A2
Healing Unlimited -40%
Adrenaline gain +100% 0%
Recharge time none -50%6
Health or energy regeneration +103 -103
Activation time +150% none
Armor (from multiple skills) +25 Unlimited
Armor (from other sources) Unlimited Unlimited
Attribute 20 (213, 4) 03
Damage multipliers Unlimited Unlimited
Maximum health Unlimited 13
Condition duration5 ~12 hours 0s7
Combat Experience 350% N/A8
  1. Blocking is determined independantly for each effect. For example a character enchanted with both Aegis and Guardian (each of which provide a 50% block rate) will have a 75% chance of blocking attacks.
  2. There are no effects which reduce block rate, only effects which completely prevent blocking.
  3. Unlike most stacking caps, which only apply to multiple effects, these caps also apply to single effects.
  4. 21 can only be achieved with an "<Attribute> +1 (10...20% chance while using skills)" item bonus (such as the bonus from a "Master of My Domain" inscription or a Staff Wrapping of Mastery).
  5. Only applies to remaining condition duration, a condition can be kept on a character indefinitely as long as the duration is refreshed through repeated applications.
  6. Item Mods can increase these beyond the values listed with no stacking limit.
  7. Conditions (and any other effect) lasting 0 seconds still count as being applied and being unapplied, as shown by the effects of skills like Fragility.
  8. There are currently no effects which reduce experience gained from combat.
  • The maximum number of maintained enchantments is limited by your energy regeneration. Your maintained enchantments cannot bring your net energy regeneration below -10. Whenever maintained enchantments would bring your net energy regeneration below -10 (for example, a character with 4 pips of energy regeneration trying to maintain 15 Enchantments, or a character with 4 pips of Energy regeneration trying to maintain 8 Enchantments while under the effects of Nature's Renewal), any excess maintained Enchantment will be lost.
  • Percentile effects stack multiplicatively, while non-percentile effects stack additively.
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