Total Damage = Base Damage × (1 + Lich Bonus) × [1 + Damage Mods + (Condition Overload Multiplier × n ÷ (1 + Lich Bonus))] × (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.
Although knockdown does not cause any icon on the enemy, it still counts as a status.
Note that conditions or abilities that prevent knockdowns (e.g. BastilleBastille) will prevent it from increasing damage.
Since LiftedLifted 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 DamageElectricity and Gas DamageGas 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.
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.
Unique Status Effects
Does not affect explosions (eg. Glaive Heavy Attacks), or account for Nemesis bonuses.
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)
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.
+80% Melee Damage per Status Type affecting the target.
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