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| rarity = Rare
 
| rarity = Rare
 
| autoDrops = auto
 
| autoDrops = auto
  +
}}
}}'''Condition Overload''' is a melee mod that grants extra damage based on the amount of different types of [[Status Effect|status effect]] currently affecting the target.
+
'''Condition Overload''' is a melee mod that grants extra damage based on the amount of different types of [[Status Effect|status effect]] currently affecting the target.
   
 
==Stats==
 
==Stats==
Line 15: Line 16:
 
! [[Mod#Attributes|Cost]]
 
! [[Mod#Attributes|Cost]]
 
|-
 
|-
| 0 || +10% || 10
+
| 0 || +20% || 10
 
|-
 
|-
| 1 || +20% || 11
+
| 1 || +40% || 11
 
|-
 
|-
| 2 || +30% || 12
+
| 2 || +60% || 12
 
|-
 
|-
| 3 || +40% || 13
+
| 3 || +80% || 13
 
|-
 
|-
| 4 || +50% || 14
+
| 4 || +100% || 14
 
|-
 
|-
| 5 || +60% || 15
+
| 5 || +120% || 15
 
|}
 
|}
   
 
==Notes==
 
==Notes==
*The bonus damage gained by this mod multiplies your total melee damage.
+
*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}}). Total damage is calculated as such:
**It can be described as follows: {{MathText|Total Damage {{eql}} Modded Damage {{mul}} 1.6{{exp|n}}}} (with '''n''' being the number of status procs currently affecting the enemy).
+
:{{MathText| Total Damage {{eql}} Base Damage {{mul}} [1 + Damage Mods + (Condition Overload Multiplier {{mul}} n)] {{mul}} (1 + Elemental Mods)}} (with n being the number of unique status procs currently affecting the enemy)
  +
*At two status effects applied to a target, this mod provides more base damage bonus compared to {{M|Primed Pressure Point}} and {{M|Pressure Point}}.
*{{Icon|Proc|Impact|Text}}, {{Icon|Proc|Puncture|Text}}, {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Cold|Text}}, {{Icon|Proc|Electricity|Text}}, {{Icon|Proc|Heat|Text}}, {{Icon|Proc|Toxin|Text}}, {{Icon|Proc|Blast|Text}}, {{Icon|Proc|Corrosive|Text}}, {{Icon|Proc|Magnetic|Text}}, {{Icon|Proc|Radiation|Text}}, {{Icon|Proc|Viral|Text}}, and {{Icon|Proc|Void|Text}} procs all apply to this mod for a total possible damage multiplier of up to '''450.36x'''.
 
  +
**For builds that are constrained for mod space, it may be beneficial to replace {{M|Pressure Point}} with Condition Overload, especially for status-oriented melees.
**{{Icon|Proc|Blast|Text}} procs consist of two distinct status effect components – the normal stun on recovering victims which is displayed by the icon and the knockdown which isn't depicted – that can stack for additionally increased damage, up to '''720.58x''' with the procs listed above.
 
  +
*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 damage increase from the knockdown lingers briefly longer than the one of the depicted icon.
 
  +
**[[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets of the same shot.
**Note that conditions or abilities that prevent knockdowns (e.g. {{A|Bastille}}) will hinder the second component from increasing damage.
 
 
*Status procs may originate from any source, including primary and secondary weapons, [[Warframe]] abilities, companions, other players, or the environment.
*{{Icon|Proc|Impact|Text}} procs linger for 2 seconds after the knockback.
 
 
*{{Icon|Proc|Impact|Text}}, {{Icon|Proc|Puncture|Text}}, {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Cold|Text}}, {{Icon|Proc|Electricity|Text}}, {{Icon|Proc|Heat|Text}}, {{Icon|Proc|Toxin|Text}}, {{Icon|Proc|Blast|Text}}, {{Icon|Proc|Corrosive|Text}}, {{Icon|Proc|Gas|Text}}, {{Icon|Proc|Magnetic|Text}}, {{Icon|Proc|Radiation|Text}}, {{Icon|Proc|Viral|Text}}, and {{Icon|Proc|Void|Text}} procs all count for this mod.
*Increases the damage of proc damage, e.g. {{Icon|Proc|Slash|Text}}.
 
  +
**{{Icon|Proc|Blast|Text}} procs cause two distinct status effects – the stun depicted by the icon, and the knockdown.
*Status procs may originate from a source other than the player's melee weapon (i.e. primary and secondary weapons, [[Warframe]] abilities, other players, or the environment).
 
 
***The damage increase from the knockdown lasts slightly longer than the one of the depicted icon.
*Works with [[:Category:Ability Weapons|ability weapons]] such as [[Excalibur|Excalibur's]] {{A|Exalted Blade}}.
 
 
***Note that conditions or abilities that prevent knockdowns (e.g. {{A|Bastille}}) will prevent the second component from increasing damage.
*The bonus damage is '''not''' applied to a hit which inflicted a new status effect; that means if a melee strike inflicts the first status effect onto a target, then this strike's damage (including its status effect and every DoT tick until the duration ends) will '''not''' be amplified by 1.6x. '''Only''' subsequent strikes will be amplified. Therefore, if a target already dies from the first strike that inflicts a status effect then Condition Overload is not of any use; it only is if the target survives this first strike.
 
 
**{{Icon|Proc|Impact|Text}} procs linger for 2 seconds after the knockback.
*The bonus damage '''can''' however be applied to any {{Weapon|Redeemer}} pellet striking an enemy beyond the first. A single shot from a {{Weapon|Redeemer Prime}} at 100% [[Status Chance]], for example, will fire 10 pellets which will all proc a status effect (some duplicate effects, some not). This means that some pellets from the intial shot can have a high Condition Overload multiplier when hitting an enemy, which is part of why a 100% Status Chance Redeemer Prime can "one-shot" high level enemies. Enemies may survive a glancing blow if only a couple pellets hit, but exponential damage will be dealt if most pellets hit.
 
  +
**The lifted status from heavy attacks also counts.
*You cannot gain additional bonus damage by stacking multiple instances of the '''same''' status effect. For example, multiple instances of [[Slash]] or [[Toxin]] status effects.
 
  +
*Melee hits during {{A|Stasis}} cause an {{Icon|Proc|Impact|Text}} proc which is not depicted.
  +
*{{Icon|Proc|Electricity|Text}}, {{Icon|Proc|Gas|Text}}, and {{Icon|Proc|Blast|Text}} all apply status in an area around the primary target, making them especially good for dealing with crowds.
   
  +
==Tips==
{{clr}}
 
 
*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 {{Weapon|Lesion}} or {{Weapon|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 {{Weapon|Staticor}} or {{Weapon|Pox}}.
 
*Certain Warframes can also inflict status and/or add damage type (plus status) to weapon's attacks, such as {{WF|Saryn}}, {{WF|Ember}}, {{WF|Volt}}, or {{WF|Equinox}}.
 
*[[Sentinel]]s and their weapons are additional, viable sources for status effects:
 
**[[Diriga]]'s {{M|Arc Coil}} and {{M|Electro Pulse}} can cause {{Icon|Proc|Electricity|Text}} procs.
  +
**{{Weapon|Sweeper}} ({{Weapon|Sweeper Prime|Prime}}) can reliably proc status chance, even on multiple enemies with increased spread and multishot.
 
**{{Weapon|Artax}}'s attacks are guaranteed to proc {{Icon|Proc|Cold|Text}} which also adds the advantage of slowing enemies down.
  +
**{{Weapon|Cryotra}}'s beam can reliably apply two status effects.
  +
*The {{Weapon|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 {{Icon|Proc|Viral|Text}} alongside all 3 physical damage types. After modding these weapons can have up to 6 damage types, each providing valuable procs.
   
 
==Damage Multipliers==
 
==Damage Multipliers==
{| class="emodtable"
+
{| class="emodtable mw-collapsible mw-collapsed"
 
|-
 
|-
! Status Effects
+
! Unique Status Effects
  +
! Bonus Damage
! Multiplier
 
 
|-
 
|-
| 0 || 1x
+
| 1 || +120%
 
|-
 
|-
| 1 || 1.6x
+
| 2 || +240%
 
|-
 
|-
| 2 || 2.56x
+
| 3 || +360%
 
|-
 
|-
| 3 || 4.10x
+
| 4 || +480%
 
|-
 
|-
| 4 || 6.55x
+
| 5 || +600%
 
|-
 
|-
| 5 || 10.49x
+
| 6 || +720%
 
|-
 
|-
| 6 || 16.78x
+
| 7 || +840%
 
|-
 
|-
| 7 || 26.84x
+
| 8 || +960%
 
|-
 
|-
| 8 || 42.95x
+
| 9 || +1080%
 
|-
 
|-
| 9 || 68.72x
+
| 10 || +1200%
 
|-
 
|-
| 10 || 109.95x
+
| 11 || +1320%
 
|-
 
|-
| 11 || 175.92x
+
| 12 || +1440%
 
|-
 
|-
| 12 || 281.47x
+
| 13 || +1560%
 
|-
 
|-
| 13 || 450.36x
+
| 14 || +1680%
 
|-
 
|-
| 14 || 720.58x
+
| 15 || +1800%
  +
|-
  +
| 16 || +1920%
  +
|-
  +
| 17 || +2040%
 
|}
 
|}
   
==Tips==
+
==Trivia==
  +
*Prior to {{ver|26}}, 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:
*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 IPS like the {{Weapon|Lesion}} or {{Weapon|Glaive Prime}}. To achieve a high amount of distinct status procs for ranged weapons, it is advised to use weapons that feature high fire rate or AoE with innate elemental status, such as {{Weapon|Staticor}} or {{Weapon|Pox}}.
 
  +
:{{MathText| Total Damage {{eql}} Modded Damage {{mul}} 1.6<sup>n</sup>}} (with n being the number of unique status procs currently affecting the enemy)
*It's also a good idea to use it when running any Warframe that can also inflict status, such as {{WF|Saryn}}, {{WF|Ember}}, {{WF|Volt}}, or {{WF|Equinox}}.
 
*[[Sentinel]]s and their weapons are additional, viable sources for status effects:
 
**[[Diriga]]'s {{M|Arc Coil}} and {{M|Electro Pulse}} can cause {{Icon|Proc|Electricity|Text}} procs.
 
**{{Weapon|Sweeper}}, when modded for [[status chance]], can proc desired elements reliably on close targets.
 
**{{Weapon|Artax}}' attacks are guaranteed to proc {{Icon|Proc|Cold|Text}} which also adds the advantage of slowing enemies down.
 
   
 
==Bugs==
 
==Bugs==
Line 95: Line 107:
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|26}}
  +
*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
  +
[[File:U26CO.png]]
  +
 
{{ver|19.2}}
 
{{ver|19.2}}
 
*Introduced.
 
*Introduced.
 
}}
 
}}
  +
  +
{{MeleeMods}}
 
__NOTOC__
 
__NOTOC__
 
[[de:Zustandsüberladung]]
 
[[de:Zustandsüberladung]]

Revision as of 15:20, 11 November 2019

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

Notes

  • The bonus damage gained by this mod stacks additively with other damage mods like Mod TT 20px Pressure Point and Mod TT 20px Spoiled Strike to increase your melee damage (including proc damage like Script error: The function "Proc" does not exist.). 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 procs currently affecting the enemy)
  • At two status effects applied to a target, this mod provides more base damage bonus compared to Mod TT 20px Primed Pressure Point and Mod TT 20px Pressure Point.
    • For builds that are constrained for mod space, it may be beneficial to replace Mod TT 20px Pressure 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.
  • 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. Bastille130xWhite 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.
  • Melee hits during Stasis130xWhite 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 an 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 Lesion or GlaivePrime 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 Staticor or Pox Pox.
  • Certain Warframes can also inflict status and/or add damage type (plus status) to weapon's attacks, such as SarynIcon272 Saryn, EmberIcon272 Ember, VoltIcon272 Volt, or EquinoxIcon272 Equinox.
  • Sentinels and their weapons are additional, viable sources for status effects:
    • Diriga's Mod TT 20px Arc Coil and Mod TT 20px Electro Pulse can cause Script error: The function "Proc" does not exist. procs.
    • Sweeper Sweeper (SweeperPrime Prime) can reliably proc status chance, even on multiple enemies with increased spread and multishot.
    • Artax 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 Cryotra's beam can reliably apply two status effects.
  • The Pathocyst 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.

Damage Multipliers

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%
17 +2040%

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)

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

U26CO

Update 19.2 (2016-12-01)

  • Introduced.