For those who want to know about condition damage, I’ll use the formulas and crank out example numbers. I’ll use 1400 for the condition damage cause that’s generally considered high.
Bleeding = 2.5 + (0.5 * Level) + (0.05 * Condition Damage) per stack per second (stacks by intensity)
So at level 1 with 0 condition damage = 3 damage per stack per second.
At level 80 with 0 condition damage = 42.5 damage per stack per second.
At level 80 with 1400 condition damage = 112.5 damage per stack per second.
Poison = Level + (0.1 * Condition Damage) per second (33% outgoing heal efficiency, stacks by duration)
So at level 1 with 0 condition damage = 1 damage per second.
At level 80 with 0 condition damage = 80 damage per second.
At level 80 with 1400 condition damage = 220 damage per second.
Burning = (4 * Level) + (0.25 * Condition Damage) per second (stacks by duration)
So at level 1 with 0 condition damage = 4 damage per second.
At level 80 with 0 condition damage = 320 damage per second.
At level 80 with 1400 condition damage = 670 damage per second.
Confusion = 25 + (0.5 * Level) + (0.075 * Condition Damage) per stack per skill use
So at level 1 with 0 condition damage = 25.5 damage per stack per skill use.
At level 80 with 0 condition damage = 65 damage per stack per skill use.
At level 80 with 1400 condition damage = 170 damage per stack skill use
While burning looks very good(it is the most cost efficient of the bunch) it generally applies for 1 or 2 seconds with most skills. Bleeding can last for 7-10 seconds and thus easily makes up ground. In fact at high condition damage, the bleeding done by Winds of Chaos does more damage than the burning done by the same skill, albeit over a longer time. Bleeding’s main advantage is that it stacks via intensity and is more readily available.
Poison generally lasts somewhere in between the 2 extremes in terms of duration though it’s the only one with a secondary effect. Confusion does a lot of damage relatively at early levels and is the unique one of the bunch, triggering on skill use. A Condition oriented Mesmer then who shatters 3 illusions with Cry of Frustration with at least 15 points in Illusions will be able to get 6 stacks of confusion on those in the area which equals 1020 damage for every skill used by the affected. In PvE they’ll use their attacks normally which will vary from mob to mob. In PvP it’ll bring in the affected players’ mindsets into play allowing confusion to potentially be used defensively.
What do you think? Conditions too strong? Too weak? Just right? Join the discussion in our forums or leave a comment below.


Supplementing what Gelder said in answer to Coppertopper's question:
Condition damage is improved by increasing Malice (one of the attributes) which is achieved by adding points to specific Trait lines, and by selecting equipment with +Condition damage or +Malice on it. As Gelder stated, the single largest increase is obtained through the amulet in sPvP (structured) but this can also be found on all other types of equipment in PvE/WvW as well.
"Condition damage" is like power; it's a number indicating how much 'power' your condition damage does. Note that as per the formulas above, each condition does more or less damage. Bleeds = 0.05*condition damage while burning does five times the amount, at 0.25* condition damage.
Thus, if you have 100 condition damage, you'll do much less damage per bleed OR per burn than someone that has 1400 condition damage. Just consider it as a damage multiplier. High condition damage = your bleeds cut deep, your burns are HOT HOT HOT. Low condition damage means you deliver paper cuts, your poison is like goat cheese or mushrooms, and your fires are of the 25% alcohol variety. (low, unlike thermite which burns really hot.)
Hope that helps. Another way to look at it is power. If your power is high, your damage skills do more damage. How? Go look up the equations. If your condition damage is high, your conditions are more powerful.
Now, does anyone know if condition damage has ANYTHING to do with blinds, weakness, chills, and any/all other conditions that don't apply damage? Or is that just condition duration?
Just realized I may not have answered your question properly. The biggest factor that I've found in raising condition damage is the jewel and amulet. With those you can get (I think) +7xx (750? 780?) plus about another 100 from the jewel in the amulet. The Corruption one is one of these that has high condition damage.
Other than that, your traits can increase condition damage; this varies from class to class, and is called Malice. For eles, it's the earth trait, and that will give up to 300 more.
Terrific!