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For a detailed overview of CO mechanics, see Condition Overload (Mechanic).

Condition Overload is a melee mod that grants extra damage based on the number of unique status effects currently affecting the target.

Stats[]

Rank Effect Cost
0 +13.3% 10
1 +26.7% 11
2 +40% 12
3 +53.3% 13
4 +66.7% 14
5 +80% 15

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

Accessed through Duviri's The Circuit gamemode

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Basal Diploid 3.5% 0.67% 0.02345% 4264 1 0.0002345
Basal Diploid Rex 3.5% 0.67% 0.02345% 4264 1 0.0002345
Deimos Carnis 4.5% 0.5% 0.0225% 4444 1 0.000225
Deimos Jugulus 4.5% 0.5% 0.0225% 4444 1 0.000225
Deimos Leaping Thrasher 4.5% 0.5% 0.0225% 4444 1 0.000225
Deimos Saxum 4.5% 0.5% 0.0225% 4444 1 0.000225
Drekar Butcher 3% 0.67% 0.0201% 4975 1 0.000201
Feral Diploid 3.5% 0.67% 0.02345% 4264 1 0.0002345
Feral Diploid Rex 3.5% 0.67% 0.02345% 4264 1 0.0002345
Kuva Bombard 3% 0.5% 0.015% 6667 1 0.00015
Leaping Thrasher 4.5% 0.5% 0.0225% 4444 1 0.000225

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • This damage does not apply to Slams and Heavy Slams.
  • There is no limit to the number of status effects the mod is affected by.
  • The bonus damage gained by this mod stacks additively with other damage mods like  Pressure Point and  Spoiled Strike to increase your melee damage (including proc damage like  Slash). Total damage is calculated as such:
Total Damage = Base Damage × [1 + Damage Mods + (Condition Overload Multiplier × n)] × (1 + Elemental Mods) (with n being the number of unique status effects currently affecting the enemy)
  • The bonus damage of a new status effect is not applied to the hit which inflicted it (or its proc damage) – only subsequent strikes are amplified.
    • Gunblades' pellets hit consecutively and therefore can be amplified by other pellets of the same shot.
  • Status procs may originate from any source, including primary and secondary weapons, Warframe abilities, companions, other players, or the environment.
  •  Impact,  Puncture,  Slash,  Cold,  Electricity,  Heat,  Toxin,  Blast,  Corrosive,  Gas,  Magnetic,  Radiation,  Viral, and  Void procs all count for the damage bonus. Additionally:
    •  Lifted from Melee Heavy Attacks also counts.
    •  Microwave from  Nukor and  Kuva Nukor is a unique invisible status. Microwave procs have infinite duration.
    •  Knockdown while does not incur a visible status, still counts towards the damage bonus.
      • Note that conditions or abilities that prevent knockdowns (e.g.  Bastille) will prevent it from increasing damage.
    • Since  Lifted and knockdown will cancel out each other, the maximum number of status effects that can be applied to an enemy is 16.
  • Status effects from  Electricity and  Gas apply radial damage around the primary target, making them especially good for dealing with crowds. The radial damage will benefit from the damage bonus on the primary target but will not count toward bonus damage on subsequent hits on secondary targets.

Tips[]

  • Some Melee Weapons special attacks have a multiplicative scaling with other additive bonuses such as  Pressure Point.
  • To achieve a high amount of distinct status procs, it is advised to use melee weapons that feature high attack speed with high base status chance and all physical damage types like the  Lesion or  Glaive Prime.
  • For complementary ranged weapons, it is advised to use weapons that feature high fire rate or area of effect with innate elemental status, such as  Staticor or  Pox.
  •  Cedo's Alternate Fire can innately proc  Toxin,  Cold,  Electricity,  Heat, and  Blast in an area of effect along with  Slash from direct contact with its projectile, in addition to other modded elements.
  • Certain Warframes can also inflict status and/or add damage type (plus status) to weapon's attacks, such as  Saryn,  Ember,  Volt,  Equinox or  Oberon.
    • Saryn's passive, in particular, extends the duration of any status effect she inflicts, giving her a larger time window to exploit Condition Overload's added damage.
  •  Lavos' passive allows him to spread multiple status types through his abilities.
  •  Voruna's  Fangs of Raksh applies 5 randomly selected status effects.
  •  Citrine's  Fractured Blast applies  Impact and  Slash and her  Prismatic Gem procs  Heat,  Electricity,  Cold, and  Toxin while also increasing her and her ally's Status Chance and Status Duration.
  • Sentinels and their weapons are additional, viable sources for status effects:
    • Diriga's  Arc Coil and  Electro Pulse can cause  Electricity procs.
    •  Sweeper ( Prime) can reliably proc statuses, even on multiple enemies with increased spread and multishot.
    •  Artax's attacks are guaranteed to proc  Cold which also adds the advantage of slowing enemies down.
    •  Cryotra's beam can reliably apply two status effects.
    •  Helstrum's attacks in a proc setup can quite reliably apply  Impact,  Heat and a combo element within its AoE radius, and  Puncture to anything directly struck by the missiles.
    •  Prisma Burst Laser, obtained by purchasing Prisma Shade from Baro Ki'Teer, has a reload speed of 0.01 seconds, meaning it will effectively fire without stopping, making it useful for applying status effects.
  • Several weapons can wield up to 6 effects simultaneously.  Pathocyst,  Keratinos,  Caustacyst,  Tatsu, Plague Kripath and Plague Keewar Zaws, and  Kuva Shildeg with  Radiation or  Magnetic​​​​​ all tie for the highest number of damage types on a single melee weapon, thanks to innate secondary elements  Viral,  Radiation, and  Corrosive alongside all 3 physical damage types. After modding these weapons can have up to 6 damage types, which can rise further with stance effects.
  • As this is a rare mod to farm, the easiest way to farm this mod is to just keep doing Deimos Bounties and killing Thrashers and such other creatures that drop this mod.

Damage Multipliers[]

Unique Status Effects 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Bonus Damage +80% +160% +240% +320% +400% +480% +560% +640% +720% +800% +880% +960% +1,040% +1,120% +1,200% +1,280%

Bugs[]

  • Does not affect explosions (eg. Glaive Heavy Attacks).

Trivia[]

  • Prior to Update 26.0 (2019-10-31), this mod provided a multiplicative bonus independent of base damage mods at a lower +60% damage per status effect. Total damage calculated with Condition Overload was as follows:
Total Damage = Modded Damage × 1.6n (with n being the number of unique status procs currently affecting the enemy)

Patch History[]

Hotfix 31.1.3 (2022-02-15)

  • Fixed damage bonus % provided by Condition Overload not being numerically consistent across Melee weapons.
    • Condition Overload was not accounting for Melee weapons that deal different amounts of damage with different swings via combos. We will continue to watch for any issues related to the above

Update 30.5 (2021-07-06)

Melee Mod Nerfs

Condition Overload’s maximum value is being lowered. It’s been some time since we originally changed this Mod, and in this time we’ve decided we’re still not happy with the way this goes up against other Damage Mods (namely Primed Pressure Point). We’ve reduced this to 80% to make it almost as good as Primed Pressure Point, and 3 Status Types back to where it was originally. It remains true that even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.

There should now be a more meaningful choice: do you want front loaded damage or a build up from multiple Status Types?

Condition Overload is changing from:
+120% Melee Damage per Status Type affecting the target.

To
+80% Melee Damage per Status Type affecting the target.

Hotfix 28.0.6 (2020-06-24)

  • Fixed Condition Overload not affecting the Stropha shots.
  • Fixed Condition Overload not affecting the damage of a thrown Glaive.

Update 26.0 (2019-10-31)

  • Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
  • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
  • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload

Update 19.2 (2016-12-01)

  • Introduced.
  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)