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 Slash). 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)
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.
Melee hits during Stasis cause an Impact proc which is not depicted.
Status effects fromElectricity and Gas 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.
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:
Sweeper (Prime) can reliably proc status chance, even on multiple enemies with increased spread and multishot.
Artax's attacks are guaranteed to proc Cold 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 KeewarZaw tie for the highest number of damage types on a single melee weapon, thanks to innate Viral alongside all 3 physical damage types. After modding these weapons can have up to 6 damage types, each providing valuable procs.
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