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{{ModBox
 
{{ModBox
| image = ConditionOverloadMod.png
+
|image = ConditionOverloadMod.png
  +
|introduced = {{ver|19.2}}
| transmutable =
 
| introduced = {{ver|19.2}}
+
|polarity = {{Icon|Pol|V}}
 
|rarity = Rare
| polarity = {{Icon|Pol|V}}
 
  +
|autoDrops = [[Blite Captain]] 0.05%<br>[[Glacik Commander]] 0.05%<br>[[Lektro Commander]] 0.05%<br>[[Pyr Captain]] 0.05%
| rarity = Rare
 
| 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.
   
Line 15: Line 14:
 
! [[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 (including proc damage like {{Icon|Proc|Slash|Text}}).
+
*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:<br />{{MathText|Total Damage {{eql}} Modded Damage {{mul}} 1.6{{exp|n}}}} (with '''n''' being the number of '''''unique''''' 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)
*The bonus damage of a new status effect is '''not''' applied to the hit (or its potential damage proc) which inflicted it, meaning only subsequent strikes are amplified.
+
*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}}.
  +
**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.
**However, [[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets' procs of the same shot.
 
  +
*The bonus damage of a new status effect is '''not''' applied to the hit which inflicted it (or its proc damage) &ndash; only subsequent strikes are amplified.
*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).
 
 
**[[:Category:Gunblade|Gunblades']] pellets hit consecutively and therefore '''can''' be amplified by other pellets of the same shot.
*{{Icon|Proc|Impact|Text}} procs linger for 2 seconds after the knockback.
 
 
*Status procs may originate from any source, including primary and secondary weapons, [[Warframe]] abilities, companions, other players, or the environment.
*{{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 apply to this mod for a total possible damage multiplier of up to '''720.58x'''.
+
*{{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.
**{{Icon|Proc|Blast|Text}} procs consist of two distinct status effect components &ndash; the normal stun on recovering victims which is displayed by the icon and the knockdown which isn't depicted &ndash; that can stack for additionally increased damage, up to '''1152.92x''' with the procs listed above.
 
  +
**The [[Melee#Lifted Status|Lifted]] status from [[Melee#Heavy Attack|Melee Heavy Attacks]] also counts.
***The damage increase from the knockdown lingers briefly longer than the one of the depicted icon.
 
  +
**{{Weapon|Nukor}} and {{Weapon|Kuva Nukor}} apply a unique invisible status called Microwave to enemies touched by its beam.
***Note that conditions or abilities that prevent knockdowns (e.g. {{A|Bastille}}) will hinder the second component from increasing damage.
 
  +
***Microwave procs have infinite duration.
**{{Icon|Proc|Gas|Text}} procs' duration are too short to utilise without either heavy use of [[Status Effect#Status Duration|slows]] or {{A|Stasis}} to stop proc expiration.
 
  +
**{{Icon|Proc|Impact|Text}} procs cause two distinct status effects &ndash; the [[stagger]] 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. {{A|Bastille}}) will prevent the second component from increasing damage.
 
*Melee hits during {{A|Stasis}} cause an {{Icon|Proc|Impact|Text}} proc which is not depicted.
 
*Melee hits during {{A|Stasis}} cause an {{Icon|Proc|Impact|Text}} proc which is not depicted.
  +
*Status effects from{{Icon|Proc|Electricity|Text}} and {{Icon|Proc|Gas|Text}} 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.
 
{{clr}}
 
   
 
==Tips==
 
==Tips==
Line 50: Line 51:
 
*[[Sentinel]]s and their weapons are additional, viable sources for status effects:
 
*[[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.
 
**[[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|Sweeper}} ({{Weapon|Sweeper Prime|Prime}}) can reliably proc status chance, even on multiple enemies with increased spread and multishot.
**{{Weapon|Artax}}' attacks are guaranteed to proc {{Icon|Proc|Cold|Text}} which also adds the advantage of slowing enemies down.
+
**{{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 mw-collapsible mw-collapsed"
 
{| 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%
 
|-
 
|-
| 15 || 1152.92x
+
| 16 || +1920%
  +
|-
  +
| 17 || +2040%
 
|}
 
|}
   
==Bugs==
+
==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:
*Since {{ver|20}}, {{Icon|Proc|Corrosive|Text}} procs permanently linger on enemies which allows them to add bonus damage despite having no actual proc duration.
 
  +
:{{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)
   
 
==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.
  +
}}
}}__NOTOC__
 
  +
{{MeleeMods}}
 
__NOTOC__
 
[[de:Zustandsüberladung]]
 
[[de:Zustandsüberladung]]
 
[[es:Sobrecarga de condición]]
 
[[es:Sobrecarga de condición]]

Revision as of 16:01, 7 March 2020

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.
    • The Lifted status from Melee Heavy Attacks also counts.
    • Nukor Nukor and KuvaNukor Kuva Nukor apply a unique invisible status called Microwave to enemies touched by its beam.
      • Microwave procs have infinite duration.
    • Script error: The function "Proc" does not exist. procs cause two distinct status effects – the stagger 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.
  • Melee hits during Stasis130xWhite Stasis cause an Script error: The function "Proc" does not exist. proc which is not depicted.
  • Status effects fromScript error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. 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

  • 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)

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.