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Confusion condition


Stavros.8249

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The confusion condition must change for pve. It must get back the condition damage into the damage over time. I suppose something like tormentDamage over time 0.06 X condition damage per second and damage on skill activation 0.09 X condition damage per second

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I disagree, it is pointless. Confusion need to have its own signature.Mobs should attack a lot faster but it is far too late to change this without affecting everything else.I would double confusion damage on activation skills and remove damage over time. So while mobs attack very slowly, each attack would hurt them a LOT.

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But the definision of a condition is that it does damage per second. The basic one is bleed, then we have poison with the flavor of decrease healing . Torment hit better when you move. All of them have 0.06X condition damage per second + their signature. Thats why i said confusion should have the damage per second + their signature which is damage on skill activation.

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@Stavros.8249 said:But the definision of a condition is that it does damage per second. The basic one is bleed, then we have poison with the flavor of decrease healing . Torment hit better when you move. All of them have 0.06X condition damage per second + their signature. Thats why i said confusion should have the damage per second + their signature which is damage on skill activation.

this is so incorrect, every condition has different scaling.

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@Stavros.8249 said:But the definision of a condition is that it does damage per second.

VulnerabilityChilledFearWeakenessCrippledBlindedSlowedImmobilizedTaunt

How much damage per second are they doing?

In fact, it used to be that Confusion didn't do ANY damage over time and was ONLY damage on skill usage. Since that is its thing. You make enemies hurt themselves in confusion.

@Leonidrex.5649 said:this is so incorrect, every condition has different scaling.

Actually, only Burning and PvP/WvW Torment (As well as Torment while moving) have different scaling. As of the June 23 2015 patch that changed Conditions to have more emphasis on scaling with Condi Damage.

Bleed, Poison and PvE Torment all use (0.06 * Condition Damage) as their scaling with then a different flat amount on top (Bleed and Torment use 22 damage at level 80 while Poison uses 33.5)

Meaning that their damage at level 80 is thus:

Bleeding = (0.06 Condition Damage) + 22Poison = (0.06 Condition Damage) + 33.5Torment (Stationary) = (0.06 Condition Damage) + 22Torment (Stationary, PvP/WvW) = (0.045 Condition Damage) + 15.9Torment (Moving) = (0.09 Condition Damage) + 31.8Burning = (0.155 Condition Damage) + 131

Confusion's damage over time doesn't have a condition damage scaling, it will just do a flat 10 damage per stack at level 80. It's scaling is purely on the proc which deals:(0.195 Condition Damage) + 95.5PvP/WvW = (0.0975 Condition Damage) + 49.5

The end result is that Burning is the most damaging condition in the game, Confusion struggles to do much in PvE where things attack so slowly (Made even worse by CC, such as Stuns/Dazes/Chills/Broken Defiance Bars which will prevent enemies from attacking) and then Bleeding/Torment are your bog standard filler Condi's for damage due to having ease of application of many stacks.

It could be interesting to see what would happen with a (0.06 Condition Damage) + 10 formula for the PvE DoT would do for Confusion as a whole. Not sure if PvP/WvW should ever get scaling on its DoT effect though (If it did, it'd probably end up being pretty low such as (0.03 Condition Damage) due to the much higher proc frequency)

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