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Infoman Data and Comments on Conditions and Removals

Message #1 le 2012-8-13 @ 4:16:10 par Eloctinar:
Hello all,
The past few days I´ve been collecting data about the game. Specifically I´ve been putting information about skills into a spreadsheet in order to present some examples.
1.0 Introduction
From my view, I consider conditions in the game as belonging to four broad categories: Damage Modifiers, Damage Over Time Effects, Snares, and Disables.
Class 1: Damage Modifiers
These conditions do not directly affect the afflicted character. Instead, they cause the damage output of the character to be reduced or incoming damage to be increased. These conditions are:
Blindness
Weakness
Vulnerability
Class 2: Damage Over Time Effects
These conditions cause the red bar to go down over a period of time no less. Confusion is listed here because, while it is conditional to when it causes HP reduction, HP reduction is it´s only effect. The conditions are:
Burning
Bleeding
Poison
Confusion
Class 3: Snares
These effects limit the afflicted character´s movement. They are very effective as movement and positioning can be one of the most important aspects to winning a game. These conditions are:
Chilled
Cripple
Immobilize
Class 4: Disables
These conditions cause the affected character to lose control of their actions. This loss of control, while frustrating at times to play against can be vital to shutting down key actions of the enemy. These conditions are:
Daze
Fear
Knockback
Knockdown
Stun
1.1 Condition Removal
The conditions listed above are removed through two different methods. The red icon conditions can all be removed by skills and traits that specify “removes conditions”. However, skills that cause you to lose control of your character are removed via “Stun Break” skills regardless of if they are a red icon skill or not.
2.0 Data Tables
Condition____/ Skills that Apply__/ AVG Duration__/ AVG Recharge
Bleeding 43 7.88 18.33
Blindness 29 4.79 23.48
Burning 41 2.78 23.56
Chilled 23 4.30 29.13
Confusion 6 4.50 24.50
Cripple 35 3.51 25.54
Daze 13 1.62 20.31
Fear 5 1.20 49.00
Immobilize 22 3.14 27.50
Knockback 25 1.04 35.32
Knockdown 14 2.14 42.86
Poison 26 4.62 25.73
Stun 17 1.94 37.24
Vulnerability 33 7.15 12.79
Weakness 18 4.94 28.17
Table 2.1: Summary of conditions by name
Condi Class__/ Elemen/ Engineer/ Guardian/ Mesmer/ Necro/ Ranger/ Thief/ Warrior
Disable 12 12 6 7 4 5 5 10
DOT 24 16 4 7 12 16 7 7
Modifier 11 7 3 10 14 2 12 9
Snare 17 10 2 5 8 10 9 7
Totals 64 45 15 29 37 33 33 33
Table 2.2: Condition classes by profession
Profession___/ Weapon Skills
Elementalist 38
Engineer 11
Guardian 10
Mesmer 26
Necromancer 21
Ranger 23
Thief 16
Warrior 27
Table 2.3: Summary of weapon skills that apply conditions
Profession___/ Utility Skills
Elementalist 24
Engineer 26
Guardian 5
Mesmer 3
Necromancer 20
Ranger 9
Thief 16
Warrior 6
Table 2.4: Summary of utility skills that apply conditions
Profession____/ Removal Skills/ AVG Recharge
Elementalist 8 25.38
Engineer 7 40.71
Guardian 8 32.88
Mesmer 2 23.00
Necromancer 4 36.75
Ranger 4 32.50
Warrior 4 27.50
Table 2.5: Profession breakdown of skills that remove conditions
Profession____/ Weapon Removal/ AVG Recharge
Elementalist 5 31.00
Guardian 4 28.25
Warrior 1 20.00
Table 2.6: Profession breakdown of weapon skills that remove conditions
Profession____/ Utility Removal/ AVG Recharge
Elementalist 3 16.00
Engineer 5 34.00
Guardian 4 37.50
Mesmer 2 23.00
Necromancer 4 36.75
Ranger 3 33.33
Warrior 3 30.00
Table 2.7: Profession breakdown of utility skills that remove conditions
Profession____/ Removal Skills/ AVG Recharge
Elementalist 4 63.75
Engineer 3 48.33
Guardian 3 50.00
Mesmer 5 34.20
Necromancer 4 107.50
Ranger 2 52.50
Thief 4 50.00
Warrior 4 53.75
Table 2.8: Profession breakdown of skills that have stun break
3.0 Personal Conclusions
Conditions are quite easy to apply. The majority of conditions can come from weapon abilities. This promotes a condition environment because the skills that apply the condition tend to give an additional benefit besides just condition application.
Removal on the other hand is focused on utility skills. These utility skills do not typically provide a secondary benefit. This means that to take a condition removal utility you must neglect to take another skill that may perhaps provide needed support or offense to your character.
The one exception to this is Stun Break abilities. These abilities provide removal of key disable conditions. In addition, these skills often provide a secondary ability that is still beneficial to you even if you do not require the stun break. The result of this is an environment where disable conditions are less favored.
P.S. This post was not easy to make pretty. I do not like textile.