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

Stats[edit | edit source]

Rank Effect Cost
0 +20% 10
1 +40% 11
2 +60% 12
3 +80% 13
4 +100% 14
5 +120% 15

Notes[edit | edit source]

  • The bonus damage gained by this mod stacks additively with other damage mods like Mod TT 20px.pngPressure Point and Mod TT 20px.pngSpoiled Strike to increase your melee damage (including proc damage like DmgSlashSmall64.pngSlash). 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)
  • At two status effects applied to a target, this mod provides more base damage bonus compared to Mod TT 20px.pngPrimed Pressure Point and Mod TT 20px.pngPressure Point.
    • For builds that are constrained for mod space, it may be beneficial to replace Mod TT 20px.pngPressure Point with Condition Overload, especially for status-oriented melees.
  • 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.
  • DmgImpactSmall64.pngImpact, DmgPunctureSmall64.pngPuncture, DmgSlashSmall64.pngSlash, DmgColdSmall64.pngCold, DmgElectricitySmall64.pngElectricity, DmgFireSmall64.pngHeat, DmgToxinSmall64.pngToxin, DmgBlastSmall64.pngBlast, DmgCorrosiveSmall64.pngCorrosive, DmgGasSmall64.pngGas, DmgMagneticSmall64.pngMagnetic, DmgRadiationSmall64.pngRadiation, DmgViralSmall64.pngViral, and DmgVoidSmall64.pngVoid procs all count for this mod.
    • Lifted b.svgLifted from Melee Heavy Attacks also counts.
    • GrineerMicrowaveGun.pngNukor and KuvaNukor.pngKuva Nukor apply a unique invisible status called Microwave to enemies touched by its beam.
      • Microwave procs have infinite duration.
    • Although knockdown doesn't cause any icon on the enemy, it still counts as a status.
      • Note that conditions or abilities that prevent knockdowns (e.g. Bastille130xDark.pngBastille) will prevent it from increasing damage.
    • Since Lifted b.svg  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 DmgElectricitySmall64.pngElectricity and DmgGasSmall64.pngGas 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[edit | edit source]

  • 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 InfTipedo.pngLesion or PrimeGlaive.pngGlaive 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 CrpElectroMag.pngStaticor or InfProximityStars.pngPox.
  • Cedo.pngCedo's Alternate Fire can innately proc DmgToxinSmall64.pngToxin, DmgColdSmall64.pngCold, DmgElectricitySmall64.pngElectricity, DmgFireSmall64.pngHeat, and DmgBlastSmall64.pngBlast in an area of effect along with DmgSlashSmall64.pngSlash 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 SarynIcon272.pngSaryn, EmberIcon272.pngEmber, VoltIcon272.pngVolt, or EquinoxIcon272.pngEquinox.
  • LavosIcon272.pngLavos' passive allows him to spread multiple status types through his abilities.
  • Sentinels and their weapons are additional, viable sources for status effects:
    • Diriga's Mod TT 20px.pngArc Coil and Mod TT 20px.pngElectro Pulse can cause DmgElectricitySmall64.pngElectricity procs.
    • DESentinelSweeper.pngSweeper (SentinelSweeperPrime.pngPrime) can reliably proc statuses, even on multiple enemies with increased spread and multishot.
    • SentinelArtax.pngArtax's attacks are guaranteed to proc DmgColdSmall64.pngCold which also adds the advantage of slowing enemies down.
    • Cryotra.pngCryotra's beam can reliably apply two status effects.
  • Several weapons can wield up to 6 effects simultaneously. Pathocyst.pngPathocyst, Keratinos.pngKeratinosEmbolistScythe.pngCaustacyst, Tatsu.pngTatsu, Plague Kripath and Plague Keewar Zaws, and KuvaShildeg.pngKuva Shildeg with DmgRadiationSmall64.pngRadiation or DmgMagneticSmall64.pngMagnetic​​​​​ all tie for the highest number of damage types on a single melee weapon, thanks to innate secondary elements DmgViralSmall64.pngViralDmgRadiationSmall64.pngRadiation, and DmgCorrosiveSmall64.pngCorrosive 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[edit | edit source]

Unique Status Effects Bonus Damage
1 +120%
2 +240%
3 +360%
4 +480%
5 +600%
6 +720%
7 +840%
8 +960%
9 +1080%
10 +1200%
11 +1320%
12 +1440%
13 +1560%
14 +1680%
15 +1800%
16 +1920%

Trivia[edit | edit source]

  • Prior to Update 26.0, 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[edit | edit source]

Hotfix 28.0.6

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

Update 26.0

  • 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

U26CO.png

Update 19.2

  • Introduced.
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