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==Notes== |
==Notes== |
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− | *The bonus damage gained by this mod |
+ | *The bonus damage gained by this mod stacks additively with other damage mods like {{M|Pressure Point}} and {{M|Spoiled Strike}} to increase your melee damage (including proc damage like {{Icon|Proc|Slash|Text}}). |
− | **It can be described as follows:<br />{{MathText|Total Damage {{eql}} Modded Damage {{mul}} (1+1.2{{mul}}n)}} (with '''n''' being the number of '''''unique''''' status procs currently affecting the enemy). |
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*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. |
*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. |
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**[[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets of the same shot. |
**[[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets of the same shot. |
Revision as of 10:40, 10 November 2019
“It's taking longer than I calculated.”
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Update 26.0 (2019-10-31) changes
Condition Overload is a melee mod that grants extra damage based on the amount of different types of status effect currently affecting the target.
Stats
Rank | Effect | Cost |
---|---|---|
0 | +20% | 10 |
1 | +40% | 11 |
2 | +60% | 12 |
3 | +80% | 13 |
4 | +100% | 14 |
5 | +120% | 15 |
Unique status effects | Bonus Melee Damage (max rank) |
---|---|
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% |
Notes
- 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 Script error: The function "Proc" does not exist.).
- 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.
- Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist. procs all count for this mod.
- Script error: The function "Proc" does not exist. procs cause two distinct status effects – the stun depicted by the icon, and the knockdown.
- The damage increase from the knockdown lasts slightly longer than the one of the depicted icon.
- Note that conditions or abilities that prevent knockdowns (e.g. Bastille) will prevent the second component from increasing damage.
- Script error: The function "Proc" does not exist. procs linger for 2 seconds after the knockback.
- The lifted status from heavy attacks also counts.
- Script error: The function "Proc" does not exist. procs cause two distinct status effects – the stun depicted by the icon, and the knockdown.
- Melee hits during Stasis cause an Script error: The function "Proc" does not exist. proc which is not depicted.
- Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist. all apply status in a 3-metre area around the primary target, making them especially good for dealing with crowds
Tips
- 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 AoE with innate elemental status, such as Staticor or Pox.
- Certain Warframes can also inflict status and/or add damage type (plus status) to weapon's attacks, such as Saryn, Ember, Volt, or Equinox.
- Sentinels and their weapons are additional, viable sources for status effects:
- Diriga's Arc Coil and Electro Pulse can cause Script error: The function "Proc" does not exist. procs.
- Sweeper ( Prime) can reliably proc status chance, even on multiple enemies with increased spread and multishot.
- Artax's attacks are guaranteed to proc Script error: The function "Proc" does not exist. which also adds the advantage of slowing enemies down.
- Cryotra's beam can reliably apply two status effects.
- The Pathocyst and the Plague Kripath and Plague Keewar Zaw tie for the highest number of damage types on a single melee weapon, thanks to innate Script error: The function "Proc" does not exist. alongside all 3 physical damage types. After modding these weapons can have up to 6 damage types, each providing valuable procs.
- A shot from a gunblade, e.g. Sarpa or Redeemer, can cause multiple status procs at once, and can rapidly deal a significant amount of damage.
- Pellets from Redeemer ( Prime) also have innate Script error: The function "Proc" does not exist. damage, potentially providing up to 6 different status procs, after fully modded due to to the unique way that pellet-based weapons apply status effects
Bugs
- Since Update 20.0 (2017-03-24), Script error: The function "Proc" does not exist. procs permanently linger on enemies which allows them to add bonus damage despite having no actual proc duration.
Patch History
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.