Damage
“Call it whatever you like—DPS, damage per second—we just call it DAMAGE, and when it comes to making red bars go down, you can never have enough of it. Don't trivialize it though; damage is a very versatile aspect of combat. There are so many ways that a character can do damage.
— GuildWars2.com promotional material
Damage is any effect caused by an action that results in a target losing health. Damage is one of the three aspects that comprise the combat system, the other two being support and control. Strike damage and condition damage are the two primary forms of damage, incurred mainly by character's skills as well as certain traits and upgrade components. If not otherwise specified, the term "damage" usually refers to strike damage in the game.
There are several different types of damage (not to be confused with the cosmetic effect also called damage type), some of which are:
- Strike damage — also commonly referred to as "power damage" and sometimes as "direct damage", is inflicted by skills and/or traits directly, can critically hit, and is mitigated by the target's armor attribute.
- Condition damage — damage-over-time inflicted by damaging conditions every second for their duration, can not critically hit and is not mitigated by the target's armor.
- Lifesteal damage — also referred to as "life siphon damage", always paired with associated lifesteal healing. It has similarities to strike damage, but can not critically hit and ignores most damage increases/reductions as well as target armor.
- Falling damage — incurred when hitting the ground after free falling and scales with the relative height. Above certain height, the falling damage becomes lethal and immediately defeats the character, bypassing a downed state. Falling damage isn't mitigated by armor or any skill that reduces or prevents damage.
Each instance of damage is calculated individually at the moment it occurs, not when the associated skill was cast. This includes both separate instances of strike damage from multi-hitting skills and damage over time from conditions. As a result, consequent hits or condition ticks from the same ability may do different damage if any of the associated attributes change in that time. This includes offensive attributes and effects of the attacker and defensive characteristics of its target.
Outgoing damage is generally not affected by the Health status, and a player character deals the same amount of outgoing damage regardless of whether they are at 100% health or 1%. Exceptions to this are special modifiers such as traits with effects based on the character's health.
- Note that the filter options apply to the whole page: strike damage and condition damage, incoming and outgoing, skills and traits.
Strike damage[edit]
Strike damage instantly reduces enemy's health by the calculated amount, and scales with the attribute Power. The attribute Precision increases Critical Chance – up to the maximum 100% of strikes being critical hits. Ferocity determines how strong the critical hits are by increasing the Critical Damage. All these attributes can be increased by using the relevant traits and equipment.
Base strike damage[edit]
Base strike damage is given by the following equation:
Damage done = (Weapon strength) * Power * (skill-specific coefficient)/(target's Armor)
- Weapon strength: a uniformly distributed random number taken from the range of weapon strength of the equipped weapon. The weapon strength used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon strength and use a strike damage range based on the character's level. The weapon strength is also fixed for the duration of the skill, in particular pulsing aoes and channeled skills; although damage per hit is still affected by attributes, potions, sigils and other modifiers.
- Power: The current power attribute as listed on the Hero tab.
- Skill coefficient: Every skill has a unique coefficient used to calculate damage inflicted. Listed by the () after tool tip listed on wiki pages, not shown in-game however.
- Target's Armor: Not shown in-game for PvE targets.
Strike damage modifiers[edit]
This base strike damage can then be modified by the following effects:
- Critical hits increase amount of strike damage dealt. Critical hits default to 150% of base damage and this amount can be increased by the Ferocity player attribute. Critical Chance is governed by the Precision player attribute and flat bonuses such as the fury boon.
- Glancing blows, as caused by either level difference or weakness, only do 50% of regular damage and cannot critical hit.
- Vulnerability increases both types of damage dealt to target, but not falling damage.
- Protection decreases the strike damage received by a target by 33%.
- Frost Aura decreases the strike damage received by a target by 10%.
- Some champions or other enemies can become Exposed.
- Other effects that increase the attacker's outgoing damage or the target's incoming damage, including those from upgrade components, traits, nourishment, etc.
Only successful attacks will cause damage. The following will prevent this:
- The blind condition affecting the attacker, resulting in a miss
- The target blocks or evades the attack by use of skills or effects or makes a successful dodge
- The target is out of range of the actual attack (some attacks have greater reach than their skill tooltip indicates, e.g. projectiles with high arc)
- The target is obstructed by terrain, structures or objects
- The target is invulnerable
Skill tooltip value[edit]
Strike damage is listed on a skill's tooltip with the Damage icon. Skill tooltip damage is given by the following formula:
Tooltip damage = [number of hits] * round[(average weapon strength) * Power * (skill-specific coefficient per hit) / (level-based Armor value)]
- Average weapon strength is the average of the range of damage listed as Weapon Strength on the equipped weapon's tooltip.
- The damage actually done is unlikely to equal to the tooltip damage, since it depends on your opponent's Armor value and other factors listed above.
- At level 80, the opponent Armor value used to calculate the tooltip's damage is 2597. The value the game uses at other levels can be derived from the amount shown in the tooltip using the damage formula.
- Some skills do not calculate their tooltip damage based on the equipped weapon. These are frequently the same skills that are unaffected by Weapon Strength.
- Some skills list multiple strikes of damage. Each strike is treated independently as to whether it hits or misses and for the application of modifying effects. Using "Damage (2x): 500" as an example, the base damage of each strike is 250. Each strike that hits will have relevant modifying effects applied to it (crit, glancing, etc.).
- Some skills which apply conditions, such as Burning, may also have strike damage associated with them. For example: Damage (8x): 800, 8x Burning (2s): 4800. In this case the fire will apply 8 pulses of damage of 100 each at 1sec intervals. Each strike damage packet or pulse will apply 1 stack of burning each having 2 second duration.
Skill fact value[edit]
The skill facts on this Wiki quote a standardized number for the strike damage associated with a skill at level 80. It is used in the following formula for damage:
- The skill fact damage is the tooltip damage displayed in the game for a level 80 character with an exotic level 80 weapon (if it is a weapon skill), but without any further equipment and without any other damage increasing effects. It is the default strike damage dealt by a level 80 character with base power 1000 against armor 2597, see Skill Facts for details.
- For power 1000 and target armor 2597 the formula says that damage done is equal to skill-fact damage.
- Damage is proportional to power. Twice the power means twice the damage. For example, increasing power from 1000 to 2289 by wearing exotic Soldier equipment leads to 2.289 times the damage.
- Damage is inversely proportional to target armor. Twice the target armor means half the damage. This applies equally to the case when the player is the target.
- Damage here refers to non-critical hits. The average damage increase due to critical hits can be formulated by replacing power by an increased effective power in the above formulas. Damage is then proportional to effective power, which includes the effect of precision and ferocity.
- The skill-fact damage combines the average weapon strength and the skill coefficient into one convenient number for damage calculation for level 80 exotics. The skill coefficient is not shown in-game but has to be computed from the above formulas, while the skill-fact damage is given directly by the tooltip.
- The skill-fact damage formula can also be used to obtain damage for ascended weapons. Since the average weapon strength of ascended weapons is 5% higher than that of exotic weapons, multiply the result by 1.05.
Skill coefficient[edit]
The skill-specific coefficient is not shown in the game. It is computed as follows:
Skill-specific coefficient = 2597 * (tooltip damage)/(weapon strength * Power)
- Given the default strike damage at power 1000 (for example from the Wiki) and the weapon strength, the skill coefficient can be computed. This relation should hold approximately for all skill entries on the Wiki.
- Given the strike damage for some other power value (for example from the in-game tooltip), the skill coefficient is given by the second equality.
- Small differences in the skill-coefficients are expected because of numerical round-off errors. For example, a tooltip of 100 is accurate to about 1%. For reliable results, it is advisable to compute the skill coefficient for several different power values and combine the results. The numerical result may be a coefficient of 1.006471, which can be assumed to be an exact 1.0. However, in some cases it is not clear what number the game uses internally. The approach seems valid since in many cases the above calculation leads to simple numbers like 1.0, 0.4, or 2.5.
- Weapon strength is shown in the game for weapons, but it is not shown for utility skills or other sources of damage. Assuming that the game uses simple skill coefficients for such skills as well, we can use the formula to compute a weapon strength for most non-weapon attacks to be 690.5 at level 80 from the tooltip damage and some assumed skill coefficient.
- Bundles, including kits and conjures, appear to have an internal weapon strength of 922.5. This is the same value as a one-handed main hand weapon in sPvP, but it is then given a further modifier in PvE/WvW based on the rarity of the weapon, with exotic being the default.
- Skill coefficients can also be obtained from the skills API.
Strike damage reduction[edit]
Damage Reduction describes an effect that provides the character reduced incoming damage, often under certain circumstances.
The Armor attribute (a combination of the Toughness and Defense attributes) is the primary source of damage reduction. All received strike damage is divided by this value. Incoming strike damage is further reduced by various percentage reductions from effects and traits. The Protection boon reduces damage received by the defender by 33%, while the Weakness condition causes Glancing blows from the attacker, which only deal 50% of their regular damage. 100% damage reduction (granted by some skills) will prevent all strike damage by reducing it to zero. Note that the attack is not actually blocked and can still apply conditions, control effects or trigger on-hit effects.
Condition Damage is not reduced by armor or most percentage reductions, but can be reduced by use of the Resolution boon. The total damage received by conditions over time can be reduced by Condition Duration reducing bonuses, or by Condition removal skills and traits.
Damage reduction can also occur by preventing a hit from landing on the defender, using one of the following:
- Blind condition affecting the attacker.
- Block, Dodge or Evade from the defender.
- moving out of range of the attack.
- Obstructing the view by terrain, structures or objects.
- Becoming Invulnerable (or using similar mechanics such as Distortion)
Related skills[edit]
Skills that increase damage or deal increased damage[edit]
Weapon skills that increase damage or deal increased damage
Gleaming Disc — Spear
Helio Rush — Spear
Executioner's Calling — Sword
Blossoming Aura — Scepter
Otherworldly Bond — Scepter
Abyssal Raze — Spear
True Strike — Greatsword
Throw Axe — Axe
Maiming Spear — Spear
Spearmarshal's Support — Spear
Wastrel's Ruin — Dagger
Gleam Saber — Sword
Sun Edge — Sword
Sun Ripper — Sword
Stalker's Strike — Dagger
Pounce — Sword
Maul — Greatsword
Falcon's Stoop — Spear
Predator's Ambush — Spear
Warclaw's Engage — Spear
Maul — Greatsword
Unleashed Savage Shock Wave — Hammer
Unleashed Wild Swing — Hammer
Orchestrated Assault — Axe
Recall Axes — Axe
Larcenous Strike — Sword
Falling Spider — Spear
Malicious Backstab — Dagger
Malicious Death's Judgment — Rifle
Malicious Deadly Strike — Spear
Water Trident — Scepter, when attuned to water
Fissure — Spear, when attuned to earth
Meteor — Spear, when attuned to fire
Seethe — Spear, when attuned to fire
Dual Orbits: Fire and Air — Hammer, when attuned to fire and air
Dual Orbits: Fire and Earth — Hammer, when attuned to fire and earth
Dual Orbits: Fire and Water — Hammer, when attuned to fire and water
Flame Wheel — Hammer, when attuned to fire
Mind the Gap — Spear
Ghastly Claws — Axe
Life Siphon — Dagger
Satiate — Sword
Perforate — Spear
Bundle skills that increase damage or deal increased damage
Transform skills that increase damage or deal increased damage
Plague of Pestilence — Elixir X (underwater)
Devouring Cut — Harbinger Shroud
Voracious Arc — Harbinger Shroud
Voracious Dive — Harbinger Shroud
Healing skills that increase damage or deal increased damage
Utility skills that increase damage or deal increased damage
Test of Faith — Trap
Burst of Strength — Legendary Dragon Stance, Consume
Break Enchantments — Meditation
Overcharged Cartridges — Armament
Force Signet — Signet
"Sic 'Em!" — Command
Shadow Flare — Cantrip
Shadow Swap
Glyph of Elemental Power — Glyph
Relentless Fire — Augment
Phantasmal Defender — Phantasm
Sword of Decimation — Psionic
"Nothing Can Save You!" — Shout
"Rise!" — Shout
"Suffer!" — Shout
"You Are All Weaklings!" — Shout
Elixir of Bliss — Elixir
Elite skills that increase damage or deal increased damage
Profession mechanic skills that increase damage or deal increased damage
Heroic Command — Citadel Order
Kill Shot — Burst, Rifle
Slicing Maelstrom — Primal Burst, Dagger
Wild Throw — Primal Burst, Spear
Breaching Strike — Burst, Dagger
Blade Burst — Tool belt, Laser Disk
Particle Accelerator — Tool belt, Photon Wall
Trait skills that increase damage or deal increased damage
Call of the Renegade — Song of the Mists
Empowering Roar — Bold Reversal
Magebane Tether — Magebane Tether
Skills that reduce incoming damage[edit]
Weapon skills that reduce incoming damage
Solar Storm — Spear
Frost Aura — Dagger, when attuned to water
Frozen Ground — Staff, when attuned to water
Grinding Stones — Dagger, when attuned to air and earth
Dual Orbits: Air and Earth — Hammer, when attuned to air and earth
Dual Orbits: Fire and Earth — Hammer, when attuned to fire and earth
Dual Orbits: Water and Earth — Hammer, when attuned to water and earth
Rocky Loop — Hammer, when attuned to earth
Bundle skills that reduce incoming damage
Explosive Thrust — Unsheathe Gunsaber
Steel Divide — Unsheathe Gunsaber
Swift Cut — Unsheathe Gunsaber
Transform skills that reduce incoming damage
Healing skills that reduce incoming damage
Utility skills that reduce incoming damage
Signet of Judgment — Signet
Forced Engagement — Legendary Dwarf Stance
Vengeful Hammers — Legendary Dwarf Stance
Endure Pain — Stance
Spectrum Shield — Exceed
Barrier Signet — Signet
"Guard!" — Command
Dolyak Stance — Stance
"Flash-Freeze!" — Shout
"Rise!" — Shout
Elite skills that reduce incoming damage
Rite of the Great Dwarf — Legendary Dwarf Stance
Rampage — Physical
"Rebound!" — Shout
Weave Self — Stance
Profession mechanic skills that reduce incoming damage
Ancient Echo
Facet of Nature — Legendary Dragon Stance, Facet
Full Counter — Burst
Drink Ambrosia — Stolen skill
Throw Enchanted Ice — Stolen skill
Enter Shadow Shroud
Death Shroud — Shroud
Reaper's Shroud — Shroud
Trait skills that reduce incoming damage
Skills that have outgoing damage reduction per hit[edit]
Weapon skills that have damage reduction per hit
Eternity's Requiem — Greatsword
Meteor Shower — Staff, when attuned to fire
Lesser Volcano — Spear, when attuned to fire
Volcano — Spear, when attuned to fire
Lightning Orb — Warhorn, when attuned to air
Mirror Blade — Greatsword
Bundle skills that have damage reduction per hit
Utility skills that have damage reduction per hit
Related traits[edit]
Traits that increase outgoing damage[edit]
Trait | Trait line | Damage increase in % | Description | ||
---|---|---|---|---|---|
![]() |
![]() |
Zeal | Damage Increase: | 7% | Deal increased strike damage to burning foes. |
![]() |
![]() |
Virtues | Bonus Damage per Boon: | 1% | Virtues apply boons to allies when activated. Deal increased strike damage for each boon on you. |
![]() |
![]() |
Virtues | Inspiring Virtue: | 10% | Strike damage dealt is increased after activating a virtue. |
![]() |
![]() |
Radiance | Damage Increase: | 10% | Strike damage dealt is increased while you have resolution. |
![]() |
![]() |
Zeal | Symbolic Avenger: | 2% | Your strike damage is increased whenever your Symbols hit a foe. |
![]() |
![]() |
Zeal | Damage Increase: | 5% | Symbols inflict vulnerability on foes. Deal increased strike damage to vulnerable foes. |
![]() |
![]() |
Zeal | Damage Increase: | 30% | Symbols deal increased strike damage. |
![]() |
![]() |
Virtues | Damage Increase with Aegis: | 7% | Strike damage dealt is increased while you have aegis. Strike damage dealt is increased while you are above the health threshold. |
![]() |
![]() |
Virtues | Damage Increase above Health Threshold: | 7% | Strike damage dealt is increased while you have aegis. Strike damage dealt is increased while you are above the health threshold. |
![]() |
![]() |
Dragonhunter | Damage Increase: | 25% | Striking an enemy tethered by your Spear of Justice inflicts vulnerability and increases strike damage dealt. Tether duration is increased. |
![]() |
![]() |
Dragonhunter | Damage Increase: | 15% | Striking an enemy tethered by your Spear of Justice inflicts vulnerability and increases strike damage dealt. Tether duration is increased. |
![]() |
![]() |
Dragonhunter | Damage Increase to Disabled Foes: | 15% | Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Dragonhunter | Damage Increase to Disabled Foes: | 20% | Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Dragonhunter | Damage Increase to Defiant Foes: | 15% | Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Dragonhunter | Damage Increase to Defiant Foes: | 10% | Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Dragonhunter | Minimum Bonus Damage: | 10% | Deal bonus strike damage based on your distance to the enemy. |
![]() |
![]() |
Dragonhunter | Minimum Bonus Damage: | 5% | Deal bonus strike damage based on your distance to the enemy. |
![]() |
![]() |
Dragonhunter | Minimum Bonus Damage: | 7% | Deal bonus strike damage based on your distance to the enemy. |
![]() |
![]() |
Dragonhunter | Maximum Bonus Damage: | 15% | Deal bonus strike damage based on your distance to the enemy. |
![]() |
![]() |
Dragonhunter | Damage Increase: | 10% | Deal increased strike damage to crippled foes. Justice's passive effect cripples enemies. |
![]() |
![]() |
Willbender | Lethal Tempo: | 2% | Each time you activate a virtue or your virtue's passives are triggered, gain a damage bonus. Gaining stacks of this boon refreshes other stacks. |
![]() |
![]() |
Willbender | Lethal Tempo: | 3% | Each time you activate a virtue or your virtue's passives are triggered, gain a damage bonus. Gaining stacks of this boon refreshes other stacks. |
![]() |
![]() |
Willbender | Damage Increase: | 100% | Gain increased power. Willbender Flames deal increased damage to foes they strike. |
![]() |
![]() |
Willbender | Damage Increase: | 3% | Lethal Tempo grants increased damage, but has reduced duration. Justice's duration is modified. |
![]() |
![]() |
Willbender | Damage Increase: | 3% | Lethal Tempo grants increased damage, but has reduced duration. Justice's duration is modified. |
![]() |
![]() |
Willbender | Lethal Tempo: | 3% | Lethal Tempo grants increased damage, but has reduced duration. Justice's duration is modified. |
![]() |
![]() |
Willbender | Lethal Tempo: | 5% | Lethal Tempo grants increased damage, but has reduced duration. Justice's duration is modified. |
![]() |
![]() |
Devastation | Damage Increase: | 5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Devastation | Bonus Damage from Off Hand: | 2.5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Devastation | Bonus Damage from Off Hand: | 5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Retribution (specialization) | Damage Increase: | 10% | Deal increased strike damage to weakened foes. Disabling a foe applies weakness. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch. |
![]() |
![]() |
Invocation | Damage Increase: | 10% | All damage dealt is increased while you have fury. |
![]() |
![]() |
Invocation | Damage Increase: | 7% | All damage dealt is increased while you have fury. |
![]() |
![]() |
Invocation | Damage Increase: | 10% | While your health is above the threshold, strike damage dealt is increased. |
![]() |
![]() |
Invocation | Damage Increase: | 7% | While your health is above the threshold, strike damage dealt is increased. |
![]() |
![]() |
Devastation | Damage Increase: | 20% | Deal increased strike damage to foes below the health threshold. |
![]() |
![]() |
Devastation | Bonus Damage Per Stack: | 0.5% | Deal increased strike damage to targets based on their vulnerability stacks. |
![]() |
![]() |
Devastation | Damage Increase: | 20% | Deal increased strike damage to foes with health above the health threshold. |
![]() |
![]() |
Devastation | Damage Increase: | 10% | Deal increased strike damage to foes with health above the health threshold. |
![]() |
![]() |
Retribution (specialization) | Damage Increase: | 10% | While you have resolution, all damage dealt is increased, and you gain might when you strike foes. Resolution granted to you lasts longer. |
![]() |
![]() |
Herald | Facet of Strength: | 5% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Herald | Facet of Strength: | 10% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Herald | Damage Increase: | 25% | Deal increased strike damage with active upkeep skills. Herald and weapon upkeep skills grant less damage but can be stacked. |
![]() |
![]() |
Herald | Damage Increase: | 15% | Deal increased strike damage with active upkeep skills. Herald and weapon upkeep skills grant less damage but can be stacked. |
![]() |
![]() |
Herald | Herald and Weapon Skill Damage Increase: | 10% | Deal increased strike damage with active upkeep skills. Herald and weapon upkeep skills grant less damage but can be stacked. |
![]() |
![]() |
Herald | Herald and Weapon Skill Damage Increase: | 4% | Deal increased strike damage with active upkeep skills. Herald and weapon upkeep skills grant less damage but can be stacked. |
![]() |
![]() |
Herald | Bonus Damage per Boon: | 1% | Gain concentration and deal increased strike damage for each active boon you have. |
![]() |
![]() |
Herald | Bonus Damage per Boon: | 1% | Gain concentration and deal increased strike damage for each active boon you have. |
![]() |
![]() |
Herald | Bonus Damage per Boon: | 1.5% | Gain concentration and deal increased strike damage for each active boon you have. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | When you critically strike, or attack your enemies from behind or their flanks, or strike a defiant foe, you'll inspire yourself with Kalla's fervor. Gain access to Citadel Order abilities. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Disabling a foe cripples your enemy, which leaves them vulnerable and inspires you with Kalla's Fervor. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Fury increases the duration of bleeds you inflict. Gaining fury inspires you with Kalla's Fervor. |
![]() |
![]() |
Renegade | Improved Kalla's Fervor: | 3% | Kalla's Fervor you inspire lasts longer and is more potent. Heroic Command grants more might per stack of Kalla's Fervor. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Evading an attack inspires you with Kalla's Fervor and grants boons to nearby allies. |
![]() |
![]() |
Vindicator | Damage Increase: | 10% | Deal increased damage while your endurance is not full. |
![]() |
![]() |
Vindicator | Damage Increase: | 25% | Energy Meld's cooldown is reduced and it increases the effectiveness of your next dodge. |
![]() |
![]() |
Vindicator | Damage Increase: | 100% | Energy Meld's cooldown is reduced and it increases the effectiveness of your next dodge. |
![]() |
![]() |
Vindicator | Damage Increase: | 100% | Energy Meld's cooldown is reduced and it increases the effectiveness of your next dodge. |
![]() |
![]() |
Vindicator | Damage Increase: | 25% | Energy Meld's cooldown is reduced and it increases the effectiveness of your next dodge. |
![]() |
![]() |
Strength | Berserker's Power: | 21% | Gain increased strike damage when you use a burst skill; this damage increase is based on your adrenaline. |
![]() |
![]() |
Strength | Berserker's Power: | 10.5% | Gain increased strike damage when you use a burst skill; this damage increase is based on your adrenaline. |
![]() |
![]() |
Strength | Berserker's Power: | 15.75% | Gain increased strike damage when you use a burst skill; this damage increase is based on your adrenaline. |
![]() |
![]() |
Discipline | Damage Increase: | 7% | Burst skills deal more damage, grant swiftness, and restore a portion of adrenaline spent. |
![]() |
![]() |
Discipline | Damage Increase: | 10% | Your longbow, rifle, and harpoon gun weapon skill 1 attacks are enhanced. |
![]() |
![]() |
Defense | Damage Increase: | 10% | Deal increased strike damage to weakened foes. Burst skills inflict weakness. Can only occur once per interval per target for multihit burst skills. |
![]() |
![]() |
Defense | Damage Increase: | 7% | Deal increased strike damage to weakened foes. Burst skills inflict weakness. Can only occur once per interval per target for multihit burst skills. |
![]() |
![]() |
Discipline | Damage Increase: | 3% | Deal increased strike damage per boon on your target. |
![]() |
![]() |
Tactics | Damage Increase: | 1% | Deal increased strike damage for every boon on you. |
![]() |
![]() |
Tactics | Damage Increase: | 7% | Immobilize a target when you cripple them with a skill. Deal increased strike damage to foes affected with movement-impairing conditions. |
![]() |
![]() |
Tactics | Damage Increase: | 10% | Immobilize a target when you cripple them with a skill. Deal increased strike damage to foes affected with movement-impairing conditions. |
![]() |
![]() |
Defense | Damage Increase: | 20% | Hammer and mace skills deal increased damage when striking a disabled or defiant foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch. |
![]() |
![]() |
Strength | Damage Increase: | 5% | Deal increased strike damage. Physical skills further increase all outgoing strike damage for a period of time. |
![]() |
![]() |
Strength | Peak Performance: | 7% | Deal increased strike damage. Physical skills further increase all outgoing strike damage for a period of time. |
![]() |
![]() |
Strength | Peak Performance: | 10% | Deal increased strike damage. Physical skills further increase all outgoing strike damage for a period of time. |
![]() |
![]() |
Strength | Damage Increase: | 3% | Deal increased strike damage. Physical skills further increase all outgoing strike damage for a period of time. |
![]() |
![]() |
Defense | Damage Increase: | 10% | Gain stability when you disable a foe. Deal increased strike damage while you have stability. |
![]() |
![]() |
Tactics | Damage Increase vs. High Health: | 7% | Deal increased strike damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
![]() |
![]() |
Tactics | Damage Increase vs. High Health: | 25% | Deal increased strike damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
![]() |
![]() |
Tactics | Damage Increase vs. Barrier: | 10% | Deal increased strike damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
![]() |
![]() |
Tactics | Damage Increase vs. Barrier: | 50% | Deal increased strike damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. |
![]() |
![]() |
Discipline | Damage Increase: | 3% | Run faster while wielding melee weapons, and deal increased strike damage while you have swiftness. Movement skills break immobilization when used. |
![]() |
![]() |
Discipline | Damage Increase: | 10% | Run faster while wielding melee weapons, and deal increased strike damage while you have swiftness. Movement skills break immobilization when used. |
![]() |
![]() |
Berserker | Damage Increase: | 10% | Deal increased strike damage while in berserk mode. Gain resistance when entering berserk mode. |
![]() |
![]() |
Berserker | Damage Increase: | 15% | Deal increased strike damage while in berserk mode. Gain resistance when entering berserk mode. |
![]() |
![]() |
Spellbreaker | Damage Increase: | 20% | Full Counter deals additional damage and grants resistance. Copy conditions on yourself to targets you hit with Full Counter. |
![]() |
![]() |
Bladesworn | Fierce as Fire: | 1% | Gain increased strike damage for each round of ammunition spent. |
![]() |
![]() |
Explosives | Damage Increase: | 10% | Deal increased strike damage to foes with a lower health percentage than you. Hitting with an Explosion heals you over a few seconds. |
![]() |
![]() |
Explosives | Damage Increase: | 15% | Deal increased strike damage to foes with a lower health percentage than you. Hitting with an Explosion heals you over a few seconds. |
![]() |
![]() |
Tools | Damage Increase: | 10% | Strike damage dealt is increased while you have vigor. |
![]() |
![]() |
Explosives | Damage Increase: | 10% | Strike damage dealt increases when above health threshold. |
![]() |
![]() |
Firearms | Damage Increase: | 2% | Deal increased strike damage for each condition on a foe. |
![]() |
![]() |
Firearms | Damage Increase: | 1.5% | Deal increased strike damage for each condition on a foe. |
![]() |
![]() |
Explosives | Damage Increase per Stack: | 0.5% | Deal increased strike damage for each stack of vulnerability on your target. |
![]() |
![]() |
Tools | Damage Increase: | 10% | Deal increased strike damage while your endurance is not full. |
![]() |
![]() |
Scrapper | Damage per Boon: | 5% | Deal increased strike damage while you have stability, swiftness, or superspeed. This damage increase compounds for each boon you have. |
![]() |
![]() |
Holosmith | Maximum Damage Increase: | 15% | While Photon Forge is active, your outgoing strike damage is increased based on your current heat. |
![]() |
![]() |
Holosmith | Maximum Damage Increase: | 10% | While Photon Forge is active, your outgoing strike damage is increased based on your current heat. |
![]() |
![]() |
Holosmith | Damage Increase: | 10% | Your first few attacks after entering or exiting Photon Forge inflict burning and deal increased strike damage. This bonus is also granted if you overheat. |
![]() |
![]() |
Nature Magic | Damage per Boon: | 1% | You deal increased strike damage for each boon affecting you. Your pet deals increased strike damage for each boon affecting it. |
![]() |
![]() |
Marksmanship | Damage Increase above Threshold: | 10% | Ranger weapon skills deal increased strike damage. Damage is further increased for foes above the range threshold. |
![]() |
![]() |
Marksmanship | Damage Increase above Threshold: | 15% | Ranger weapon skills deal increased strike damage. Damage is further increased for foes above the range threshold. |
![]() |
![]() |
Marksmanship | Damage Increase: | 10% | Ranger weapon skills deal increased strike damage. Damage is further increased for foes above the range threshold. |
![]() |
![]() |
Marksmanship | Damage Increase: | 5% | Ranger weapon skills deal increased strike damage. Damage is further increased for foes above the range threshold. |
![]() |
![]() |
Skirmishing | Damage Increase: | 10% | You deal more damage and have an increased chance to critically strike while attacking from behind or the side or when striking a defiant foe. |
![]() |
![]() |
Skirmishing | Damage Increase: | 15% | You deal more damage and have an increased chance to critically strike while attacking from behind or the side or when striking a defiant foe. |
![]() |
![]() |
Skirmishing | Damage Increase: | 10% | Damage and condition duration are increased after dodging or using Quick Shot. Short bow skills pierce and gain recharge reduction, and their attacks from behind or while flanking or against defiant foes are improved. |
![]() |
![]() |
Beastmastery | Damage Increase: | 10% | While your health is above the threshold, your pet deals increased strike damage. Your pet swap gains recharge reduction. |
![]() |
![]() |
Marksmanship | Attack of Opportunity: | 50% | Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations that you inflict last longer. This trait can only grant an attack of opportunity against enemies with defiance bars once per interval. |
![]() |
![]() |
Marksmanship | Attack of Opportunity: | 10% | Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations that you inflict last longer. This trait can only grant an attack of opportunity against enemies with defiance bars once per interval. |
![]() |
![]() |
Marksmanship | Damage Increase: | 15% | You and your pet deal increased strike damage to disabled, defiant, or movement-impaired foes. Affected conditions are stun, taunt, daze, cripple, fear, immobilize, and chilled. |
![]() |
![]() |
Marksmanship | Damage Increase: | 25% | Regain opening strike whenever you gain fury. Opening strike deals more damage. |
![]() |
![]() |
Wilderness Survival | High-Health Damage Increase: | 10% | Gain increased outgoing strike damage and reduced incoming strike damage. When above the health threshold, outgoing strike damage is further increased. When below the health threshold, incoming strike damage is further reduced. |
![]() |
![]() |
Wilderness Survival | Damage Increase: | 5% | Gain increased outgoing strike damage and reduced incoming strike damage. When above the health threshold, outgoing strike damage is further increased. When below the health threshold, incoming strike damage is further reduced. |
![]() |
![]() |
Beastmastery | Damage Increase: | 10% | Greatsword and underwater spear skills deal more damage and recharge faster. Gain fury when you disable a foe. |
![]() |
![]() |
Soulbeast | Damage Increase: | 10% | You deal increased strike damage while you have fury. |
![]() |
![]() |
Soulbeast | Damage Increase: | 7% | You deal increased strike damage while you have fury. |
![]() |
![]() |
Soulbeast | Damage Increase: | 10% | Deal increased damage to foes at a lower health percentage than you. Conditions you apply to foes at a lower health percentage than you last longer. |
![]() |
![]() |
Soulbeast | Twice as Vicious: | 5% | Disabling a foe increases your damage and condition damage for a short duration. |
![]() |
![]() |
Soulbeast | Twice as Vicious: | 10% | Disabling a foe increases your damage and condition damage for a short duration. |
![]() |
![]() |
Untamed | Damage Increase: | 15% | Venomous Outburst deals more damage and applies blindness in addition to its other effects. Unleashed Ambush skills deal more damage. |
![]() |
![]() |
Untamed | Damage Increase: | 25% | Venomous Outburst deals more damage and applies blindness in addition to its other effects. Unleashed Ambush skills deal more damage. |
![]() |
![]() |
Untamed | Damage Increase: | 10% | Venomous Outburst deals more damage and applies blindness in addition to its other effects. Unleashed Ambush skills deal more damage. |
![]() |
![]() |
Untamed | Ferocious Symbiosis: | 4% | You and your pet grant each other increased damage and movement speed when striking enemies. When this triggers, it refreshes the duration of all stacks |
![]() |
![]() |
Untamed | Ferocious Symbiosis: | 3% | You and your pet grant each other increased damage and movement speed when striking enemies. When this triggers, it refreshes the duration of all stacks |
![]() |
![]() |
Untamed | Ferocious Symbiosis: | 2% | You and your pet grant each other increased damage and movement speed when striking enemies. When this triggers, it refreshes the duration of all stacks |
![]() |
![]() |
Untamed | Outgoing Damage Adjustment: | 10% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Untamed | Outgoing Damage Adjustment: | 25% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Untamed | Outgoing Damage Adjustment: | 20% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Critical Strikes | Damage Increase: | 10% | Your pistol and harpoon gun attacks now pierce and have increased strike damage. |
![]() |
![]() |
Deadly Arts | Damage Increase: | 20% | Deal increased strike damage when your target is below the health threshold. |
![]() |
![]() |
Deadly Arts | Damage Increase per Unique Condition: | 2% | Deal increased strike damage to your target for each unique condition on them. |
![]() |
![]() |
Trickery | Maximum Damage Increase: | 15% | Increases all damage dealt per initiative spent. Steal gains reduced recharge time. |
![]() |
![]() |
Trickery | Lead Attacks: | 1% | Increases all damage dealt per initiative spent. Steal gains reduced recharge time. |
![]() |
![]() |
Daredevil | Bounding Dodger: | 15% | Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Gain increased strike damage for a period of time after you dodge. |
![]() |
![]() |
Daredevil | Damage Increase: | 10% | Strike damage dealt is increased when your endurance is not full. |
![]() |
![]() |
Daredevil | Damage Increase: | 15% | Strike damage dealt is increased when your endurance is not full. |
![]() |
![]() |
Daredevil | Damage Increase: | 10% | Your next attack after dodging causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal increased strike damage to them. |
![]() |
![]() |
Daredevil | Damage Increase: | 7% | Your next attack after dodging causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal increased strike damage to them. |
![]() |
![]() |
Deadeye | Damage Increase: | 10% | Strike damage dealt to your marked target is increased, and strike damage taken from your marked target is reduced. |
![]() |
![]() |
Deadeye | Damage Increase: | 10% | When you cast a cantrip, gain a random new stolen skill. Stolen skills deal more damage. (Requires a marked target. Overwrites existing stolen skills.) |
![]() |
![]() |
Deadeye | Damage Increase: | 25% | When you cast a cantrip, gain a random new stolen skill. Stolen skills deal more damage. (Requires a marked target. Overwrites existing stolen skills.) |
![]() |
![]() |
Deadeye | Bonus Damage per Boon: | 1% | Deal increased strike damage for each unique boon you have; concentration is increased. |
![]() |
![]() |
Air | Damage Increase: | 20% | Deal increased strike damage to enemies below the health threshold. |
![]() |
![]() |
Arcane (specialization) | Damage Increase: | 2% | Deal increased strike damage for each boon on you. |
![]() |
![]() |
Water | High-Health Damage Increase: | 10% | Deal increased strike damage, which is further increased while your health is above the threshold. Blocking or evading an attack heals you. |
![]() |
![]() |
Water | Damage Increase: | 5% | Deal increased strike damage, which is further increased while your health is above the threshold. Blocking or evading an attack heals you. |
![]() |
![]() |
Fire | Persisting Flames: | 2% | Fire fields created by weapon skills last longer. Whenever your fire fields hit a foe or you inflict burning, gain increased strike damage for a duration. |
![]() |
![]() |
Water | Damage Increase: | 10% | Vulnerability you inflict has increased duration. Deal increased strike damage to vulnerable foes. Damage bonus is doubled while attuned to water. |
![]() |
![]() |
Water | Damage Increase: | 5% | Vulnerability you inflict has increased duration. Deal increased strike damage to vulnerable foes. Damage bonus is doubled while attuned to water. |
![]() |
![]() |
Fire | Damage Increase: | 10% | Your fire-weapon skills gain reduced recharge. Deal increased strike damage to burning foes. |
![]() |
![]() |
Earth | Damage Increase: | 5% | Bleeding you inflict has increased duration. Deal increased damage to bleeding foes. |
![]() |
![]() |
Air | Damage Increase: | 10% | Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Tempest | Transcendent Tempest: | 15% | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. |
![]() |
![]() |
Tempest | Transcendent Tempest: | 7% | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. |
![]() |
![]() |
Weaver | Elements of Rage: | 10% | Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. |
![]() |
![]() |
Weaver | Elements of Rage: | 5% | Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. |
![]() |
![]() |
Weaver | Damage Increase: | 10% | Gain swiftness when using a Dual Attack. Deal increased strike damage to enemies while under the effects of swiftness or superspeed. |
![]() |
![]() |
Catalyst | Empowering Auras: | 3% | Gain increased outgoing damage when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. |
![]() |
![]() |
Catalyst | Empowering Auras: | 2% | Gain increased outgoing damage when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. |
![]() |
![]() |
Illusions | Compounding Power: | 2% | Creating an illusion increases your outgoing damage and condition damage for a short duration. Virtuoso: Triggers when stocking a blade. |
![]() |
![]() |
Domination | Damage Increase: | 10% | Deal increased strike damage to foes with a lower health percentage than you. |
![]() |
![]() |
Domination | Damage Increase: | 15% | Illusions deal increased strike damage. |
![]() |
![]() |
Domination | Damage Increase per Stack: | 0.5% | Deal increased strike damage for each stack of vulnerability on your target. |
![]() |
![]() |
Domination | Damage Increase: | 10% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
![]() |
![]() |
Domination | Damage Increase vs. Inactivity: | 50% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
![]() |
![]() |
Domination | Damage Increase vs. Inactivity: | 20% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
![]() |
![]() |
Domination | Damage Increase: | 25% | Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills. |
![]() |
![]() |
Illusions | Phantasmal Force: | 1% | Phantasms deal increased strike damage for each stack of might you have. Gain might when your phantasms become clones. |
![]() |
![]() |
Domination | Damage Increase: | 15% | You and your illusions deal increased strike damage to foes without boons. Disabling a foe removes boons from them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
![]() |
![]() |
Chronomancer | Damage Increase: | 5% | Activating a Shatter gives your illusions superspeed. Shatters deal increased damage to movement-impaired foes. |
![]() |
![]() |
Chronomancer | Damage Increase: | 10% | Activating a Shatter gives your illusions superspeed. Shatters deal increased damage to movement-impaired foes. |
![]() |
![]() |
Mirage | Sharp Edges: | 10% | Ambush[sic] skills are improved. |
![]() |
![]() |
Mirage | Sharp Edges: | 15% | Ambush[sic] skills are improved. |
![]() |
![]() |
Mirage | Damage Increase: | 10% | Ambush[sic] skills are improved. |
![]() |
![]() |
Mirage | Damage Increase: | 25% | Ambush[sic] skills are improved. |
![]() |
![]() |
Mirage | Damage Increase: | 10% | Shatter skills give vigor. Strike and condition damage dealt is increased when you have vigor. |
![]() |
![]() |
Virtuoso | Damage Increase: | 25% | Bleeding you apply deals increased damage. Stock a blade after applying enough stacks of bleeding to foes. |
![]() |
![]() |
Virtuoso | Deadly Blades: | 5% | Blades inflict vulnerability on critical hits. After successfully casting a Bladesong, increase all damage dealt for a short time. This does not stack. |
![]() |
![]() |
Virtuoso | Deadly Blades: | 5% | Blades inflict vulnerability on critical hits. After successfully casting a Bladesong, increase all damage dealt for a short time. This does not stack. |
![]() |
![]() |
Virtuoso | Damage Increase: | 10% | Automatically stock blades while in combat. When you use bladesong above the blade threshold, refund blades. Blade attacks deal more damage. |
![]() |
![]() |
Virtuoso | Damage Increase: | 7% | Automatically stock blades while in combat. When you use bladesong above the blade threshold, refund blades. Blade attacks deal more damage. |
![]() |
![]() |
Virtuoso | Damage Increase: | 10% | Strike damage is increased against foes within the range threshold. |
![]() |
![]() |
Virtuoso | Damage Increase: | 7% | Strike damage is increased against foes within the range threshold. |
![]() |
![]() |
Spite | Damage Increase: | 20% | Deal increased strike damage to enemies below the health threshold. |
![]() |
![]() |
Spite | Damage Increase: | 25% | Deal increased strike damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability to the same target more than once per interval. |
![]() |
![]() |
Spite | Damage Increase: | 5% | Deal increased strike damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability to the same target more than once per interval. |
![]() |
![]() |
Death Magic | Damage Increase: | 25% | Minions deal more damage and take conditions from you. When a minion attacks, it transfers conditions to its target. There is a 10 second cooldown per minion. |
![]() |
![]() |
Soul Reaping | Damage Increase: | 10% | Entering or exiting shroud increases all damage you deal for a duration. |
![]() |
![]() |
Spite | Damage Increase: | 10% | Deal increased strike damage to foes with no boons. Focus and axe skills recharge faster. |
![]() |
![]() |
Reaper | Damage Increase: | 100% | Shouts now siphon health. This effect is increased on foes in melee range. |
![]() |
![]() |
Reaper | Damage Increase: | 15% | Chill lasts longer, and chilled foes take increased strike damage from your attacks. |
![]() |
![]() |
Reaper | Damage Increase: | 10% | Chill lasts longer, and chilled foes take increased strike damage from your attacks. |
![]() |
![]() |
Reaper | Damage Increase: | 10% | Striking foes within the range threshold deals increased strike damage and heals you for a portion of the damage dealt. Healing will not occur while life force replaces health. |
![]() |
![]() |
Scourge | Damage Increase: | 10% | Burning you inflict does more damage. Gain expertise based on your condition damage. |
![]() |
![]() |
Harbinger | Damage Increase: | 0.5% | Deal increased strike damage for each stack of blight you have. Critical strikes deal increased damage to targets with torment. |
![]() |
![]() |
Harbinger | Damage Increase: | 1% | Deal increased strike damage for each stack of blight you have. Critical strikes deal increased damage to targets with torment. |
Traits that reduce incoming damage[edit]
Trait | Trait line | Damage reduced in % | Description | ||
---|---|---|---|---|---|
![]() |
![]() |
Willbender | Damage Reduced: | 50% | While Courage is active, incoming strike damage and condition damage is reduced. |
![]() |
![]() |
Willbender | Damage Reduced: | 20% | While Courage is active, incoming strike damage and condition damage is reduced. |
![]() |
![]() |
Retribution (specialization) | Damage Reduced: | 10% | Reduce strike damage dealt to you from foes beyond the range threshold. |
![]() |
![]() |
Corruption (specialization) | Damage Reduced: | 20% | Incoming strike damage is reduced while you have resistance on you. |
![]() |
![]() |
Corruption (specialization) | Damage Reduced: | 10% | Incoming strike damage is reduced while you have resistance on you. |
![]() |
![]() |
Retribution (specialization) | Damage Reduced: | 10% | Strike damage taken is reduced by a percentage while you have resolution. |
![]() |
![]() |
Salvation | Damage Reduced: | 15% | Take reduced strike damage for a duration after healing. Lasts longer if you heal an ally other than yourself. |
![]() |
![]() |
Salvation | Damage Reduced: | 10% | Take reduced strike damage for a duration after healing. Lasts longer if you heal an ally other than yourself. |
![]() |
![]() |
Herald | Facet of Chaos: | 10% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Herald | Facet of Chaos: | 5% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Defense | Damage Reduced: | 10% | Gain resolution when you block or are struck by a critical hit. Strike damage taken is reduced by a percentage while you have resolution. |
![]() |
![]() |
Berserker | Feel No Pain: | 100% | Activating berserk mode breaks stuns and reduces incoming damage. |
![]() |
![]() |
Berserker | Feel No Pain: | 100% | Activating berserk mode breaks stuns and reduces incoming damage. |
![]() |
![]() |
Alchemy | Iron Blooded: | 2% | Reduce physical and condition damage for each boon you have. |
![]() |
![]() |
Holosmith | Damage Reduced: | 15% | Photon Forge reduces incoming damage but has increased passive heat generation. |
![]() |
![]() |
Mechanist | Exigency Protocols: | 50% | When your mech is struck while under half health, it activates Exigency Protocols, gaining damage reduction and regeneration for a short duration. Regeneration boons you apply are stronger. |
![]() |
![]() |
Wilderness Survival | Damage Reduced: | 5% | Gain regeneration when you are inflicted with bleeding, poison, or burning. While you have regeneration, you take reduced strike damage. |
![]() |
![]() |
Wilderness Survival | Damage Reduced: | 5% | Gain increased outgoing strike damage and reduced incoming strike damage. When above the health threshold, outgoing strike damage is further increased. When below the health threshold, incoming strike damage is further reduced. |
![]() |
![]() |
Wilderness Survival | Low-Health Damage Reduction: | 10% | Gain increased outgoing strike damage and reduced incoming strike damage. When above the health threshold, outgoing strike damage is further increased. When below the health threshold, incoming strike damage is further reduced. |
![]() |
![]() |
Untamed | Incoming Damage Adjustment: | 10% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Untamed | Incoming Damage Adjustment: | 15% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Untamed | Incoming Damage Adjustment: | 25% | Your outgoing strike damage is increased while you are unleashed. You take reduced damage from strikes while your pet is unleashed. |
![]() |
![]() |
Daredevil | Damage Reduced: | 10% | Gain vitality based on a portion of your power. Damage is decreased from foes within the range threshold. |
![]() |
![]() |
Daredevil | Unhindered Combatant: | 10% | Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness and damage reduction. Removing conditions in this way temporarily reduces endurance gain. |
![]() |
![]() |
Daredevil | Damage Reduced: | 10% | Your next attack after dodging causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal increased strike damage to them. |
![]() |
![]() |
Deadeye | Damage Reduced: | 10% | Strike damage dealt to your marked target is increased, and strike damage taken from your marked target is reduced. |
![]() |
![]() |
Deadeye | Damage Reduced: | 15% | Strike damage dealt to your marked target is increased, and strike damage taken from your marked target is reduced. |
![]() |
![]() |
Arcane (specialization) | Frost Aura: | 10% | Cast Geyser when you begin reviving a downed ally. Geyser now partially revives downed allies. When you begin reviving an ally, you gain an aura based on your attunement. |
![]() |
![]() |
Earth | Damage Reduced: | 10% | Strike damage from nearby foes is reduced. Earth weapon skills gain reduced recharge. |
![]() |
![]() |
Water | Frost Aura: | 10% | Gain regeneration and frost aura when using a healing skill. |
![]() |
![]() |
Earth | Damage Reduced: | 7% | Strike damage taken is reduced while attuned to earth. |
![]() |
![]() |
Tempest | Frost Aura: | 10% | Heal allies you grant an aura to. Grant frost aura to nearby allies when struck while below the health threshold. |
![]() |
![]() |
Tempest | Frost Aura: | 10% | Overloads grant an aura based on your attunement. |
![]() |
![]() |
Catalyst | Frost Aura: | 10% | Gain an aura based on your current attunement when you combo. Gain Elemental Empowerment when you grant yourself an aura. Auras can be gained this way once per attunement per interval. |
![]() |
![]() |
Catalyst | Frost Aura: | 10% | Gain an aura based on your current attunement when you combo. Gain Elemental Empowerment when you grant yourself an aura. Auras can be gained this way once per attunement per interval. |
![]() |
![]() |
Catalyst | Damage reduction per stack.: | 2% | Damage reduction is increased when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. |
![]() |
![]() |
Scourge | Damage Reduced: | 7% | Reduce all incoming damage taken when you have a shade active. |
![]() |
![]() |
Scourge | Damage Reduced: | 15% | Reduce all incoming damage taken when you have a shade active. |
Related effects[edit]
Effects that reduce strike damage[edit]
- Protection — Incoming damage decreased by 33%; stacks duration.
- Frost Aura — Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
Related equipment[edit]
Relics that increase outgoing strike damage[edit]
- Relic of the Brawler — Deal increased strike damage for a duration when granting protection or resolution to yourself.
- Relic of the Claw — Deal increased strike damage for a duration after you disable a foe.
- Relic of the Deadeye — Gain increased strike damage for a duration when you use a cantrip skill.
- Relic of the Dragonhunter — Enemies hit by your trap skills become hunted by you, increasing your strike damage and condition duration against them.
- Relic of Fireworks — Upon dealing strike damage using a weapon skill with a recharge time of 20 seconds or more, deal increased strike damage for a duration. Refreshes duration on stack.
- Relic of Nourys — Gain stacks of Nourys's Hunger every interval and when you remove boons from enemies. Consume 10 stacks to grow larger, dealing increased damage, taking reduced damage, and converting a percentage of outgoing damage into healing.
- Relic of Peitha — After shadowstepping or using a deception skill, fire a blade at a nearby enemy after a short delay, applying torment and increasing your strike damage against that target.
- Relic of the Thief — Upon striking an enemy with a weapon skill that has a recharge or resource cost, gain increased strike damage. When this triggers, refresh the duration of all stacks.
- Relic of the Weaver — Upon using a stance skill, deal increased strike damage for a duration.
Relics that reduce incoming strike damage[edit]
- Relic of Nourys — Gain stacks of Nourys's Hunger every interval and when you remove boons from enemies. Consume 10 stacks to grow larger, dealing increased damage, taking reduced damage, and converting a percentage of outgoing damage into healing.
- Relic of Sorrow — After using an elite skill, create an area that protects allies and destroys enemy projectiles.
Upgrade components that increase strike damage[edit]
- Sigils
- See also Sigil#Damage bonus for sigils that increase strike damage against specific NPCs
- Sigil of Force
- Superior Sigil of Force (+5% Damage)
- Major Sigil of Force (+3% Damage)
- Minor Sigil of Force (+1% Damage)
Related consumables[edit]
Consumables that reduce incoming damage[edit]
- A category of ascended feasts provides -10% Incoming Damage.
- Other food items:
Item | Effect | Duration | Level Required |
---|---|---|---|
Bowl of Mussel Soup | -10% Incoming Damage +70 Vitality +10% Experience from kills |
30 minutes | 80 |
Bowl of Curry Mussel Soup | -10% Incoming Damage +5% Condition-Damage Reduction +10% Experience from kills |
30 minutes | 80 |
Bowl of Lemongrass Mussel Pasta | -10% Incoming Damage +70 Toughness +10% Experience from kills |
30 minutes | 80 |
Plate of Mussels Gnashblade | -10% Incoming Damage +70 Concentration +10% Experience from kills |
30 minutes | 80 |
Fried Oysters | -10% Incoming Damage +10% Experience from kills |
30 minutes | 80 |
Fried Oyster Sandwich | -10% Incoming Damage +70 Power +10% Experience from kills |
30 minutes | 80 |
Oysters Gnashblade | -10% Incoming Damage +70 Expertise +10% Experience from kills |
30 minutes | 80 |
Oysters with Cocktail Sauce | -10% Incoming Damage +70 Precision +10% Experience from kills |
30 minutes | 80 |
Oysters with Pesto Sauce | -10% Incoming Damage +70 Healing Power +10% Experience from kills |
30 minutes | 80 |
Oysters with Spicy Sauce | -10% Incoming Damage +70 Condition Damage +10% Experience from kills |
30 minutes | 80 |
Oysters with Zesty Sauce | -10% Incoming Damage +70 Ferocity +10% Experience from kills |
30 minutes | 80 |
Condition damage[edit]
- For the eponymous attribute, see Condition Damage
The damage done by conditions is governed by the character level, the condition inflicted, and the player's Condition Damage attribute. Unlike strike damage, condition damage is not reduced by armor or toughness. Players can increase the total damage done by conditions over time by increasing the Condition Duration attribute via traits, equipment, or nourishments. Players can reduce incoming condition damage with Resolution, Light Aura, Dark Aura, as well as other effects listed below.
Condition damage calculation[edit]
Condition | Formula | Inflicted |
---|---|---|
Bleeding | 0.06 * Condition Damage + 0.25 * Level + 2 lvl80: 0.06 * Condition Damage + 22
|
per second |
Burning | 0.155 * Condition Damage + 1.55 * Level + 7 lvl80: 0.155 * Condition Damage + 131
|
per second |
Poisoned1 | 0.06 * Condition Damage + 0.375 * Level + 3.5 lvl80: 0.06 * Condition Damage + 33.5
|
per second |
Torment2 | 0.06 * Condition Damage + 0.25 * Level + 2 lvl80: 0.06 * Condition Damage + 22
|
per second |
Confusion | 0.05 * Condition Damage + 0.2125 * Level + 1.25 lvl80: 0.05 * Condition Damage + 18.25
|
per second |
Confusion | 0.0325 * Condition Damage + 0.1625 * Level + 3.24 lvl80: 0.0325 * Condition Damage + 16.24
|
per foe skill use |
- 1 Poison reduces incoming healing by 33% for its entire duration.
- 2 Torment deals more damage to stationary targets, see Torment for moving/stationary damage in PvE/WvW+PvP.
Related skills[edit]
Skills that increase outgoing condition damage[edit]
Weapon skills that increase outgoing condition damage
Dual Orbits: Fire and Air — Hammer, when attuned to fire and air
Dual Orbits: Fire and Earth — Hammer, when attuned to fire and earth
Dual Orbits: Fire and Water — Hammer, when attuned to fire and water
Flame Wheel — Hammer, when attuned to fire
Utility skills that increase outgoing condition damage
Elite skills that increase outgoing condition damage
Profession mechanic skills that increase outgoing condition damage
Trait skills that increase outgoing condition damage
Skills that reduce incoming condition damage[edit]
Weapon skills that reduce incoming condition damage
Dual Orbits: Fire and Water — Hammer, when attuned to fire and water
Dual Orbits: Water and Air — Hammer, when attuned to air and water
Dual Orbits: Water and Earth — Hammer, when attuned to water and earth
Icy Coil — Hammer, when attuned to water
Transform skills that reduce incoming condition damage
Healing skills that reduce incoming condition damage
Utility skills that reduce incoming condition damage
Signet of Judgment — Signet
Vengeful Hammers — Legendary Dwarf Stance
Spectrum Shield — Exceed
Barrier Signet — Signet
Dolyak Stance — Stance
Plague Signet — Signet
Profession mechanic skills that reduce incoming condition damage
Related traits[edit]
Traits that increase outgoing condition damage[edit]
Trait | Trait line | Condition damage increase in % | Description | ||
---|---|---|---|---|---|
![]() |
![]() |
Radiance | Damage Increase: | 10% | Burning you inflict deals increased damage. Burning duration applied by the passive effect of Virtue skill 1 is increased. |
![]() |
![]() |
Radiance | Damage Increase: | 15% | Burning you inflict deals increased damage. Burning duration applied by the passive effect of Virtue skill 1 is increased. |
![]() |
![]() |
Corruption (specialization) | Damage Increase: | 10% | Torment deals increased damage. |
![]() |
![]() |
Devastation | Damage Increase: | 5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Devastation | Bonus Damage from Off Hand: | 2.5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Devastation | Bonus Damage from Off Hand: | 5% | All damage dealt is increased, and increased additionally if you have an off-hand weapon equipped. |
![]() |
![]() |
Invocation | Damage Increase: | 10% | All damage dealt is increased while you have fury. |
![]() |
![]() |
Invocation | Damage Increase: | 7% | All damage dealt is increased while you have fury. |
![]() |
![]() |
Retribution (specialization) | Damage Increase: | 10% | While you have resolution, all damage dealt is increased, and you gain might when you strike foes. Resolution granted to you lasts longer. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | When you critically strike, or attack your enemies from behind or their flanks, or strike a defiant foe, you'll inspire yourself with Kalla's fervor. Gain access to Citadel Order abilities. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Disabling a foe cripples your enemy, which leaves them vulnerable and inspires you with Kalla's Fervor. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Fury increases the duration of bleeds you inflict. Gaining fury inspires you with Kalla's Fervor. |
![]() |
![]() |
Renegade | Damage Increase: | 25% | Bleeding you inflict deals more damage. |
![]() |
![]() |
Renegade | Improved Kalla's Fervor: | 3% | Kalla's Fervor you inspire lasts longer and is more potent. Heroic Command grants more might per stack of Kalla's Fervor. |
![]() |
![]() |
Renegade | Kalla's Fervor: | 2% | Evading an attack inspires you with Kalla's Fervor and grants boons to nearby allies. |
![]() |
![]() |
Firearms | Thermal Vision: | 5% | Gain expertise. Increase your outgoing condition damage when you inflict burning. |
![]() |
![]() |
Skirmishing | Damage Increase: | 33% | Bleeding you inflict is more dangerous. |
![]() |
![]() |
Wilderness Survival | Damage Increase: | 25% | Upon using a Beast ability, your pet's next attack will inflict poison; your poison damage is increased. |
![]() |
![]() |
Soulbeast | Twice as Vicious: | 5% | Disabling a foe increases your damage and condition damage for a short duration. |
![]() |
![]() |
Soulbeast | Twice as Vicious: | 10% | Disabling a foe increases your damage and condition damage for a short duration. |
![]() |
![]() |
Trickery | Damage Increase: | 25% | Stealing also applies bleeding. Bleeding you inflict deals more damage. |
![]() |
![]() |
Trickery | Maximum Damage Increase: | 15% | Increases all damage dealt per initiative spent. Steal gains reduced recharge time. |
![]() |
![]() |
Trickery | Lead Attacks: | 1% | Increases all damage dealt per initiative spent. Steal gains reduced recharge time. |
![]() |
![]() |
Deadly Arts | Damage Increase: | 20% | Poison you inflict has increased damage and duration. Other Deadly Arts traits apply additional stacks of poison. |
![]() |
![]() |
Deadly Arts | Damage Increase: | 33% | Poison you inflict has increased damage and duration. Other Deadly Arts traits apply additional stacks of poison. |
![]() |
![]() |
Daredevil | Lotus Training: | 15% | Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time when dodging. |
![]() |
![]() |
Specter | Damage Increase: | 25% | Gain expertise based on a percentage of your vitality. Torment you inflict deals increased damage. |
![]() |
![]() |
Specter | Damage Increase: | 20% | Gain expertise based on a percentage of your vitality. Torment you inflict deals increased damage. |
![]() |
![]() |
Tempest | Transcendent Tempest: | 7% | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. |
![]() |
![]() |
Tempest | Transcendent Tempest: | 15% | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. |
![]() |
![]() |
Weaver | Elements of Rage: | 5% | Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. |
![]() |
![]() |
Weaver | Elements of Rage: | 10% | Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. |
![]() |
![]() |
Weaver | Weaver's Prowess: | 10% | Gain increased condition damage and duration for a period of time after attuning to a different element. |
![]() |
![]() |
Weaver | Weaver's Prowess: | 10% | Gain increased condition damage and duration for a period of time after attuning to a different element. |
![]() |
![]() |
Catalyst | Empowering Auras: | 2% | Gain increased outgoing damage when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. |
![]() |
![]() |
Catalyst | Empowering Auras: | 3% | Gain increased outgoing damage when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. |
![]() |
![]() |
Chaos | Damage Increase: | 10% | Gain chaos aura when you use Shatter skill 2. While you have chaos aura, condition damage you deal is increased. |
![]() |
![]() |
Chaos | Damage Increase: | 7% | Gain chaos aura when you use Shatter skill 2. While you have chaos aura, condition damage you deal is increased. |
![]() |
![]() |
Virtuoso | Deadly Blades: | 5% | Blades inflict vulnerability on critical hits. After successfully casting a Bladesong, increase all damage dealt for a short time. This does not stack. |
![]() |
![]() |
Virtuoso | Deadly Blades: | 5% | Blades inflict vulnerability on critical hits. After successfully casting a Bladesong, increase all damage dealt for a short time. This does not stack. |
![]() |
![]() |
Death Magic | Poison Damage Increased: | 15% | Poison damage is increased. Applying poison grants carapace. |
![]() |
![]() |
Soul Reaping | Damage Increase: | 10% | Entering or exiting shroud increases all damage you deal for a duration. |
![]() |
![]() |
Scourge | Damage Increase: | 20% | Torment you inflict deals increased damage and causes your foes to burn. This trait can only inflict burning on a particular target once every three seconds. |
![]() |
![]() |
Scourge | Damage Increase: | 33% | Torment you inflict deals increased damage and causes your foes to burn. This trait can only inflict burning on a particular target once every three seconds. |
![]() |
![]() |
Harbinger | Damage Increase: | 0.5% | Deal increased condition damage for each stack of blight you have. Shroud 2 skill also inflicts poison. |
![]() |
![]() |
Harbinger | Damage Increase: | 0.25% | Deal increased condition damage for each stack of blight you have. Shroud 2 skill also inflicts poison. |
Traits that reduce incoming condition damage[edit]
Trait | Trait line | Condition damage reduced in % | Description | ||
---|---|---|---|---|---|
![]() |
![]() |
Radiance | Light Aura: | 10% | Gain a light aura and blind nearby foes when you activate Virtue skill 1. |
![]() |
![]() |
Willbender | Condition Damage Reduced: | 50% | While Courage is active, incoming strike damage and condition damage is reduced. |
![]() |
![]() |
Willbender | Condition Damage Reduced: | 20% | While Courage is active, incoming strike damage and condition damage is reduced. |
![]() |
![]() |
Retribution (specialization) | Condition Damage Reduced: | 50% | Rite of the Great Dwarf affects condition damage as well. When struck below the health threshold, cast the Rite of the Great Dwarf. Gain power based on your toughness. |
![]() |
![]() |
Herald | Facet of Chaos: | 10% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Herald | Facet of Chaos: | 5% | You retain your facet passives for a duration after using their consume skills. Your facet passives grant additional bonuses. |
![]() |
![]() |
Renegade | Condition Damage Reduced: | 4% | Kalla's Fervor reduces the damage you receive from conditions. Orders from Above lasts longer and affects a larger area. |
![]() |
![]() |
Alchemy | Iron Blooded: | 2% | Reduce physical and condition damage for each boon you have. |
![]() |
![]() |
Mechanist | Exigency Protocols: | 50% | When your mech is struck while under half health, it activates Exigency Protocols, gaining damage reduction and regeneration for a short duration. Regeneration boons you apply are stronger. |
![]() |
![]() |
Soulbeast | Damage Reduced: | 33% | Conditions inflict less damage to you while you have protection. |
![]() |
![]() |
Soulbeast | Damage Reduced: | 25% | Conditions inflict less damage to you while you have protection. |
![]() |
![]() |
Daredevil | Unhindered Combatant: | 10% | Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness and damage reduction. Removing conditions in this way temporarily reduces endurance gain. |
![]() |
![]() |
Death Magic | Condition Damage Reduced: | 10% | Take reduced condition damage while at or above the threshold of carapace stacks. |
![]() |
![]() |
Death Magic | Condition Damage Reduction: | 20% | If you are disabled, gain protection. Incoming condition damage is reduced while you have protection. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch. |
![]() |
![]() |
Scourge | Damage Reduced: | 15% | Reduce all incoming damage taken when you have a shade active. |
![]() |
![]() |
Scourge | Damage Reduced: | 7% | Reduce all incoming damage taken when you have a shade active. |
Related effects[edit]
Effects that reduce incoming condition damage[edit]
- Resolution — Incoming condition damage decreased by 33%; stacks duration.
- Light Aura — When struck, you gain resolution. Incoming condition damage is reduced by 10%. (Cooldown: 1s)
- Dark Aura — Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).
Related equipment[edit]
Relics that increase outgoing condition damage[edit]
- Relic of Nourys — Gain stacks of Nourys's Hunger every interval and when you remove boons from enemies. Consume 10 stacks to grow larger, dealing increased damage, taking reduced damage, and converting a percentage of outgoing damage into healing.
Relics that reduce incoming condition damage[edit]
- Relic of Nourys — Gain stacks of Nourys's Hunger every interval and when you remove boons from enemies. Consume 10 stacks to grow larger, dealing increased damage, taking reduced damage, and converting a percentage of outgoing damage into healing.
- Superior Sigil of Bursting: +5% Condition Damage
Lifesteal damage[edit]
- Primary article: Life stealing
Falling damage[edit]
A character that falls will take a percentage of their health in damage, based on the distance. The damage appears to scale exponentially, and the maximum safe falling distance is around 1200 units. Barrier does not block fall damage at all. Landing in water negates fall damage, but invulnerability does not. In some cases, falling damage can be disabled by game mechanics, e.g. by the Windfall effect in World versus World game mode.
Nonfatal falls can still be quite dangerous in areas with hostile NPCs, as sufficiently long falls can cause characters to be knocked prone upon landing; this leaves the character vulnerable to attacks while recovering.
- Slopes
The character can fall while attempting to navigate a slope, since it is more difficult to estimate the height and angle. Sometimes, instead of sliding safely down, a character can be inflicted by repeated short falls that are each far enough to cause falling damage, sometimes resulting in becoming defeated, even though individually the falls would not have been fatal.
- Forcing opponents to fall
In WvW and PvP, players can cause opponents to fall by using control effects, such as fear and knockback, to move them over the edge, but NPCs will never fall off ledges.
Notes[edit]
- When rounding numbers, Guild Wars 2 uses a specific type of rounding known as Round Half to Even.
Trivia[edit]
- Direct damage has been clarified to strike damage in most runes, traits, skills and sigils with the May 11, 2021 game update.
- Prior to the December 3, 2019 game update, every profession had a trait which halved falling damage and granted one or more other effects after falling.