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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

Notes[]

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)
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)

Tips[]

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), or account for Nemesis bonuses.

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[]

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

U26CO.png

Update 19.2 (2016-12-01)

  • Introduced.
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