User:Raine Valen/Musings/Conditions

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Conditions are a sub-optimal implementation.[edit]

I'm not saying they're a bad implementation, I'm saying they're not as good as they could have been.

So here's what I'd rather see.[edit]

Skills may inflict conditions in magnitudes greater than or equal to 1. If a condition would be applied to a foe already suffering from that condition, the magnitude is increased where the durations overlap. For example, if Apply Poison inflicts a tier-1 poison condition for 10 seconds, a single attack will inflict tier-1 poison for 10 seconds. A second attack 5 seconds later causes the poison to increase to tier 2, but only for 5 seconds (the time remaining until the initial poisoning expires); after that, the second application of poison continues for its final 5 seconds as tier-1 poison. Conditions stack up to tier 3 from skills; tiers 4 and 5 are only achieved through bonuses or through skills that inflict conditions of these magnitudes on their own.

Similarly, condition removals may remove conditions in magnitudes greater than 1. Removals still remove from the top down, even within partially-homogeneous stacks: take a target that was poisoned (tier 1), then blinded (tier 1), and finally poisoned again; a removal that removes 2 magnitudes of conditions will reduce the poison to tier 1 and remove blindness completely. For this purpose, conditions that inflict a condition at a tier higher than 1 are considered to apply a tier-1 condition several times (i.e. a skill may inflict tier-3 burning as one condition, but a removal that removes 1 will only degrade the burning to tier-2).

Effects that suppress conditions (e.g. by decreasing them in severity while active) may effectively "remove" conditions while active; the conditions will return to normal severity when the effects expire.

Bleeding[edit]

  • Tier 1: 1 Health degeneration.
  • Tier 2: 3 Health degeneration.
  • Tier 3: 4 Health degeneration, 1 Energy degeneration. Poison and Disease on target foe are increased in severity (+1).
  • Tier 4: 5 Health degeneration, 2 Energy degeneration. Poison and Disease on target foe are increased in severity (+1).
  • Tier 5: 5 Health degeneration, 2 Energy degeneration. Poison and Disease on target foe are increased in severity (+2).

Blind[edit]

  • Tier 1: 50% chance to miss. Decreases in severity when an attack lands.
  • Tier 2: 66% chance to miss. Targeted skills may affect adjacent creatures. Decreases in severity when an attack lands.
  • Tier 3: 75% chance to miss. Targeted skills may affect adjacent creatures. Decreases in severity when an attack lands.
  • Tier 4: 80% chance to miss. Targeted skills may affect nearby creatures. Decreases in severity when an attack lands.
  • Tier 5: 90% chance to miss. Targeted skills may affect nearby creatures. Decreases in severity when an attack lands.

Burning[edit]

  • Tier 1: 5 Health degeneration. Bleeding, Chill, and Disease on foe decreased in severity (-1).
  • Tier 2: 8 Health degeneration. Spreads to adjacent creatures. Bleeding, Chill, and Disease on foe decreased in severity (-1).
  • Tier 3: 10 Health degeneration. Easily interrupted. Spreads to adjacent creatures. Bleeding, Chill, and Disease on foe decreased in severity (-2).
  • Tier 4: 11 Health degeneration. 3 Health loss per second. Easily interrupted. Spreads to nearby creatures. Bleeding, Chill, and Disease on foe decreased in severity (-2).
  • Tier 5: 13 Health degeneration. 10 Health loss per second. Easily interrupted. Spreads to nearby creatures. Bleeding, Chill, and Disease decreased in severity (-3).

Chill[edit]

  • Tier 1: 50% slower movement. Poison, Disease, and Burning on foe decreased in severity (-1).
  • Tier 2: 66% slower movement. Poison, Disease, and Burning on foe decreased in severity (-1).
  • Tier 3: 75% slower movement. Easily interrupted. Poison, Disease, and Burning on foe decreased in severity (-2).
  • Tier 4: 90% slower movement. Easily interrupted. Poison, Disease, and Burning on foe decreased in severity (-2).
  • Tier 5: 100% slower movement. Easily interrupted. Poison, Disease, and Burning on foe decreased in severity (-3).

Cracked Armor[edit]

  • Tier 1: -10 armor.
  • Tier 2: -15 armor. Attacks have 5% Armor penetration.
  • Tier 3: -20 armor. Attacks have 10% Armor penetration.
  • Tier 4: -25 armor. Attacks have 15% Armor penetration.
  • Tier 5: -30 armor. Attacks have 25% Armor penetration.

Cripple[edit]

  • Tier 1: 15% slower movement.
  • Tier 2: 33% slower movement.
  • Tier 3: 50% slower movement. 20% knockdown chance if struck in melee while moving.
  • Tier 4: 66% slower movement. 50% knockdown chance if struck in melee while moving.
  • Tier 5: 75% slower movement. 33% knockdown chance if struck in melee, additional 33% chance while moving.

Daze[edit]

  • Tier 1: +20% casting time. Easily interrupted. Duration -2 seconds whenever struck.
  • Tier 2: 1 Energy degeneration. +40% casting time. Easily interrupted. Severity +1 when interrupted. Duration -2 second whenever struck.
  • Tier 3: 2 Energy degeneration. +60% casting time. Easily interrupted. Severity +1 when interrupted. Duration -1 second whenever struck.
  • Tier 4: 3 Energy degeneration. +80% casting time. Easily interrupted. Severity +1 when interrupted. Duration -1 second whenever struck.
  • Tier 5: 4 Energy degeneration. +100% casting time. Easily interrupted. Knocked down when interrupted. Duration -1 second whenever struck.

Deep Wound[edit]

  • Tier 1: -10% maximum Health.
  • Tier 2: -15% maximum Health. Bleeding on target foe is increased in severity (+1).
  • Tier 3: -20% maximum Health. Causes Bleeding (1 second) every second. Bleeding on target foe is increased in severity (+1).
  • Tier 4: -25% maximum Health. Causes Bleeding (3 seconds) every second. Bleeding on target foe is increased in severity (+1).
  • Tier 5: -30% maximum Health. Causes Bleeding (10 seconds) every second. Bleeding on target foe is increased in severity (+2).

Disease[edit]

  • Tier 1: 2 Health degeneration. Spreads on melee attack.
  • Tier 2: 4 Health degeneration. Spreads to adjacent creatures.
  • Tier 3: 6 Health degeneration. Spreads to nearby creatures. Cripple and Weakness inflicted on target foe are increased in severity (+1).
  • Tier 4: 8 Health degeneration. Spreads to creatures in the area. Cripple and Weakness on target foe are increased in severity (+1).
  • Tier 5: 10 Health degeneration. Spreads to creatures in the area. Cripple and Weakness on target foe are increased in severity (+2).

Poison[edit]

  • Tier 1: 2 Health degeneration.
  • Tier 2: 4 Health degeneration.
  • Tier 3: 6 Health degeneration. Duration only decreases while target foe is not moving, attacking, or activating skills. Daze on target foe is increased in severity (+1).
  • Tier 4: 7 Health degeneration. Duration increases whenever target foe moves, attacks, or activates a skill. Daze on target foe is increased in severity (+1).
  • Tier 5: 8 Health degeneration. Duration increases whenever target foe moves, attacks, or activates a skill. Daze on target foe is increased in severity (+2).

Weakness[edit]

  • Tier 1: Attributes -1. Damage dealt -10%.
  • Tier 1: Attributes -1. Damage dealt -25%.
  • Tier 1: Attributes -2. Damage dealt -50%.
  • Tier 1: Attributes -2. Energy regeneration -1. Damage dealt -66%.
  • Tier 1: Attributes -3. Energy regeneration -1. Damage dealt -75%.