Condition damage is a stat that increases the damage dealt by several conditions. Unfortunately, I think most people are not fully aware of how much it actually does. So, I'm going to try to illustrate just how effective condition damage is, and how much bang you get for your buck. If the calculations and speculations don't interest you, skip to the bottom for my conclusion.

Here are the raw figures:

__Bleeding:__base damage: 42.5 per stack, 1062.5 with max stacks

how much you gain per 1 point in CD: 0.05

__Burning:__base damage: 328

how much you gain per 1 point in CD: 0.25

__Poison:__base damage: 84

how much you gain per 1 point in CD: 0.10

__Confusion:__base damage: 130, 3250 with max stacks

how much you gain per 1 point in CD: 0.15

All that doesn't tell you very much without doing a bunch of extra calculations, sooo I'll do them for you! Firstly, note that the relative increase to your damage is approximately 0.12% per point in condition damage, meaning that you need about 850 CD just to double your base damage. It's significantly worse for

Burning though - you need 1312 to reach double.

Here's how much damage you'll get from your conditions if you choose certain specs:

**300 condition damage** (no condition damage gear or food at all; just 30 points in the appropriate trait):

Bleeding will deal 57.5 per stack, instead of the base 42.5

Burning will deal 403, instead of the base 328

Poison will deal 114, instead of the base 84

Confusion will deal 175 per stack, instead of the base 130

That's an increase of approximately 1/3.

**224 condition damage** (condition damage as a minor stat on your armour e.g. from Rampager's gear):

...adds about 1/4 to your base damage.

**315 condition damage** (condition damage as a major stat on your armour i.e. Carrion or Rabid gear):

...adds just over 1/3.

...skipping ahead through all the possibilities...

**3171 condition damage** (ascended gear, food, a bunch of allies buffing you... I think this is at least close to the max possible):

Bleeding will deal 201 per stack - 5025 with max stacks

Burning will deal 1101

Poison will deal 401

Confusion will deal 606 per stack - 15150 with max stacks

Realistically, nobody is going to even come close to this much condition damage in a real combat situation. A more sensible figure, for a character aiming to maximise condition damage in a dungeon, popping expensive food and whilst surrounded by allies granting Might would be

**2000 condition damage**.

Bleeding will deal 143 per stack - 3563 with max stacks

Burning will deal 828

Poison will deal 284

Confusion will deal 430 per stack - 10750 with max stacks

That's fairly good DPS, when combined with the damage from your regular attacks and anything else you can offer the team. The downside is that putting all those points into condition damage will detract hugely from everything else you can do.

**Notes**- All of this assumes that you're level 80 - almost all of the base damage is dependent on your level, but condition damage is scaled down in low areas too, so it doesn't really matter.

- Except for Confusion, every condition inflicts its damage once per second. Confusion triggers every single time your target uses a skill (including attacks); in GW1 terms it's a single target Spiteful Spirit. This makes it very effective against enemies that attack fast or spam skills. Unfortunately, none of those exist in PvE. However...

- ...in SPvP, Confusion deals half as much damage, making it a lot less effective than it would otherwise be. This leaves WvWvW as the only place where Confusion is really worthwhile.

- If you have the necro trait Terror, Fear also deals condition damage. It's a bit more than Burning, but I haven't bothered doing any calculations for it because it has a much higher opportunity cost than other conditions.

**tl;dr?**Condition damage does give a reasonable boost to conditions that aren't

Burning, but since

Poison isn't stackable, and

Confusion is disadvantaged outside of WvW, this only leaves

Bleeding as an important damaging condition. Since no profession can match the bleeding output of a necromancer, power and critical damage are much more effective stats to focus on.