Talk:Condition Overload/@comment-42.117.118.248-20170720160711/@comment-335386-20170731173603

infinitly scaling is all fine and well, but it's also only a theoretical thing or for simulacrum testing. i ran a test once with the pre-nerfed telos boltace against lvl 145 tomb guardians (you know those things from sands of inaros that slip into more smaller ones when killed), and got with it to 5.5x at about 34k combo-counter and ran the show until the counter was above 65k (i think i wanted to test for a buffer-overflow ^^).

even with the insane telos build i used (the one where procs increases the counter too) i ran for about 15 minutes in there to get this high. there is no way this would ever be a viable in-game condition. getting a 4.5 is usually the best one can hope for in a course of a 60min high level survival - and even that is pretty much a waste of time.

the condition overload mod of course have it's max. when there is no more proc to be applied, but it can get to its this max. rather fast... though it still is only for "lab-conditions" imho since i sure as hell won't bother to mod my entire used gear to maximize the number of proc me and the team can possible affict upon the enemies. fun thing for testing, but useless in the actual game conditions.

in the end, both, the critical and the status approach is upto everyones own choice of weapons and both are viable for the normal gameplay and above it too (if you don't strife to fight lvl1000 enemies after hours of grinding and praying that the game won't crash on you ^^)