Talk:Condition Overload/@comment-104.246.216.136-20191107211014/@comment-72.22.117.7-20191110083656

^Continuing from the last reply. We can calculate a best case scenario which is much easier to obtain with this update since a 12x combo multiplier can be achieved faster than a 3x multiplier from previous iterations.

Let's look at Broken War for an example since it is both relatively easy to obtain and now one of the best melee weapons in the game for critical builds.

For mods, let's use the mods considered mandatory such as Pressure Point, Blood Rush, True Steel, Organ Shatter, and of course Condition Overload. You can add 60/60 mods for the remaining slots to gain the max status effects more easily and a combo duration mod to sustain combo multiplier.

Broken War base damage is 187. With Pressure Point, that rises 187 * (1 + 1.2) = 411.4. At 12x combo multiplier, critical chance would be 0.35 base * (1 + 0.6 True Steel + 7.2 Blood Rush) = 3.08 or 308% critical chance. Critical damage would be 2.2 * (1 + 0.9) = 4.18 or 4.2 by the game's rounding. Average damage from an attack with these stats (no Condition Overload) would be 411.4 * 3.08 * 4.2 = ~5,321.9 with rounding.

If we start looking at the effects of Condition Overload on these numbers, here is what we get. For one stack, (187 * (1 + 1.2 + 1.2) = 635.8) * 3.08 * 4.2 = 8224.7. This is a ~155% compared to without Condition Overload. For two stacks, (187 * (1 + 1.2 + 1.2 + 1.2) = 860.2) * 3.08 * 4.2 = ~11127.5 with rounding. This is ~135% compared to one stack of Condition Overload and ~209% compared to no stacks of Condition Overload. For three stacks, (187 * (1 + 1.2 + 1.2 + 1.2 + 1.2) = 1084.6) * 3.08 * 4.2 = ~14030.4 with rounding. This is ~126% compared to two stacks and ~264% compared to no stacks. So from this observation, we see that each stack of Condition Overload, or even Pressure Point for that matter, adds about 54% additional overall damage.

This is the number Zecuse calculated in his/her reply except it misses an important point. The additional overall damage is increasing additively by that 54% each time compared to the base damage. A 54% increase isn't something to sneeze at in calculating damage output because it considerably reduces the number of hits required to kill an enemy. If you're going for one shots on high level enemies, then you may be SOL. DE was correct in pretty much saying that Condition Overload was overpowered before the update. This makes Condition Overload a balanced mod in its current form. It is still completely useful, viable, and even necessary for most builds.