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| rarity = Rare |
| rarity = Rare |
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| autoDrops = auto |
| autoDrops = auto |
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+ | }} |
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− | + | '''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. |
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==Stats== |
==Stats== |
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Line 15: | Line 16: | ||
! [[Mod#Attributes|Cost]] |
! [[Mod#Attributes|Cost]] |
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|- |
|- |
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− | | 0 || + |
+ | | 0 || +20% || 10 |
|- |
|- |
||
− | | 1 || + |
+ | | 1 || +40% || 11 |
|- |
|- |
||
− | | 2 || + |
+ | | 2 || +60% || 12 |
|- |
|- |
||
− | | 3 || + |
+ | | 3 || +80% || 13 |
|- |
|- |
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− | | 4 || + |
+ | | 4 || +100% || 14 |
|- |
|- |
||
− | | 5 || + |
+ | | 5 || +120% || 15 |
|} |
|} |
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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}}). Total damage is calculated as such: |
− | + | :{{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}}. |
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⚫ | *{{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 |
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+ | **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. |
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− | **{{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. |
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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. |
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⚫ | |||
+ | **[[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets of the same shot. |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | *{{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. |
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⚫ | |||
⚫ | |||
− | *Works with [[:Category:Ability Weapons|ability weapons]] such as [[Excalibur|Excalibur's]] {{A|Exalted Blade}}. |
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⚫ | |||
− | *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. |
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⚫ | |||
− | *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. |
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+ | **The lifted status from heavy attacks also counts. |
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− | *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. |
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+ | *Melee hits during {{A|Stasis}} cause an {{Icon|Proc|Impact|Text}} proc which is not depicted. |
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+ | *{{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}} |
||
⚫ | |||
+ | *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}}. |
||
⚫ | |||
⚫ | |||
⚫ | |||
+ | **{{Weapon|Sweeper}} ({{Weapon|Sweeper Prime|Prime}}) can reliably proc status chance, even on multiple enemies with increased spread and multishot. |
||
⚫ | |||
+ | **{{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. |
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==Damage Multipliers== |
==Damage Multipliers== |
||
− | {| class="emodtable" |
+ | {| class="emodtable mw-collapsible mw-collapsed" |
|- |
|- |
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− | ! Status Effects |
+ | ! Unique Status Effects |
+ | ! Bonus Damage |
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− | ! Multiplier |
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|- |
|- |
||
− | | |
+ | | 1 || +120% |
|- |
|- |
||
− | | |
+ | | 2 || +240% |
|- |
|- |
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− | | |
+ | | 3 || +360% |
|- |
|- |
||
− | | |
+ | | 4 || +480% |
|- |
|- |
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− | | |
+ | | 5 || +600% |
|- |
|- |
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− | | |
+ | | 6 || +720% |
|- |
|- |
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− | | |
+ | | 7 || +840% |
|- |
|- |
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− | | |
+ | | 8 || +960% |
|- |
|- |
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− | | |
+ | | 9 || +1080% |
|- |
|- |
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− | | |
+ | | 10 || +1200% |
|- |
|- |
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− | | |
+ | | 11 || +1320% |
|- |
|- |
||
− | | |
+ | | 12 || +1440% |
|- |
|- |
||
− | | |
+ | | 13 || +1560% |
|- |
|- |
||
− | | |
+ | | 14 || +1680% |
|- |
|- |
||
− | | |
+ | | 15 || +1800% |
+ | |- |
||
+ | | 16 || +1920% |
||
+ | |- |
||
+ | | 17 || +2040% |
||
|} |
|} |
||
− | == |
+ | ==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 |
||
+ | :{{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) |
||
⚫ | |||
⚫ | |||
⚫ | |||
− | **{{Weapon|Sweeper}}, when modded for [[status chance]], can proc desired elements reliably on close targets. |
||
⚫ | |||
==Bugs== |
==Bugs== |
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==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{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. |
||
}} |
}} |
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+ | |||
+ | {{MeleeMods}} |
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__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 Pressure Point and 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 Primed Pressure Point and Pressure Point.
- For builds that are constrained for mod space, it may be beneficial to replace 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. 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 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 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.
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
Update 19.2 (2016-12-01)
- Introduced.
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