WARFRAME Wiki
Advertisement
WARFRAME Wiki
ArchimedeanYonta
“Very well. Keep your secrets.”
This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
Photo-4
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
FrohdBek
“My Condition Overload (Mechanic) page, what have they done to it? Fix this!”
This article is in need of a clean-up. You can help out the wiki by re-organizing parts of the article, checking grammar and spelling to improve the article.

For the melee mod, see Condition Overload.

Condition Overload-type damage bonuses are a category of bonuses that are activated on transient enemy conditions, such as a Status Effect which can sometimes be applied, as opposed to an enemy faction which is always applied. The current form of CO bonuses were introduced when the mod Mod TT 20px Condition Overload went through an iteration[1] to make it additive with Mod TT 20px Pressure Point instead of an exponentially-scaling multiplier. Today, this same bonus is applicable to almost every weapon class, sometimes by multiple sources, but each source is categorically consistent.

Community Terminology
  • CO (Condition Overload abbreviated. Used in this article to refer to the Condition Overload Mechanic)
  • GunCO (Condition Overload for ranged weapons, e.g. primary and secondaries, abbreviated)
Writer(s) Notes

While much of this page may be considered and acknowledged by developers as bugs, this page exists to reflect the present state of the mechanic, as it has existed for multiple years, not been modified for a year, and becomes more relevant as the mechanics are utilized more by developers despite their state.

Last updated: Mon, 03 Jun 2024 00:08:36 +0000 (UTC) by User:Cephalon Scientia


Sources of Condition Overload-Style Bonuses[]

Although some sources are not related to status effects on targets, they are still based on transient conditions and are internally considered the same effect that will additively stack with each other in the list.

For example, Shiver would additively stack with Mod TT 20px Galvanized Shot, and Dread Dread's low-HP Incarnon bonus would additively stack with the Shattering Frost decree.

Catalyze130xWhite Catalyze is not part of the category, as it breaks multiple rules such as being exponential per condition like the original pre-Update 26.0 (2019-10-31) Condition Overload mod, and is a radial attack.

Mechanics[]

In-game, this bonus is commonly written as "+X% Direct Damage" in the EN localization.

"Direct Damage" is intended language[2] to specify that Radial Explosion Damage does not benefit from CO, but this is not completely true. Despite the spirit of this exclusion, many other forms of crowd damage still benefit.

  • The following forms of damage apply CO:
    • Hitscan - (e.g., Braton Braton)
    • Hitscan Explosion - (e.g., Trumna Trumna Main Fire) only on directly-hit target.
    • Hitscan Ricochet - (e.g., Lato Lato Incarnon Form)
    • Projectiles - (e.g., Boltor Boltor)
    • Embedded Cloud - (e.g., Pox Pox) only on directly-embedded target.
    • Beam - (e.g., Spectra Spectra)
    • DmgElectricitySmall64 Electricity and DmgGasSmall64 Gas procs are generated based on the bonus to the initial target, but carry that proc damage to their radius.
  • Forms that do not apply CO are:
    • Explosion Radius - (e.g., Ogris Ogris)
    • Hitscan Explosion Radius - (e.g., Ambassador Ambassador Alt-fire)
    • Embedded Cloud Radius - (e.g., Torid Torid Main-fire)
    • Beam AoE - (e.g., GlaxionVandal Glaxion Vandal)
    • Things that should work but don't:
      • BalefireCharger Balefire Charger (Has no direct-hit damage)
      • Stug Stug (Despite embeds, is entirely "radial" damage)
      • Ferrox Ferrox-series embedded alt-fire (Pulsing radius with 2s intervals instead of 1s)
      • Azima Azima turret (Should qualify as Hitscan. but not affected)
      • Sonicor Sonicor (Should qualify as wave, but not affected)
      • ArtemisBowWeapon Artemis Bow (Inexplicable)

Application Behaviors[]

CO-type bonuses have five known ways of applying, which varies on an attack-to-attack basis that is community documented. Say we have a CO-bonus value of X, ranking CO-bonus behavior by effectiveness in the eyes of a WARFRAME player:

Ranking/Behavior # Ranking Description CO-Bonus Damage Stacking Behavior[3] CO-Bonus Application Behavior[4] Player's Metagame Perspective Attack Examples
1 CO-bonus performs extremely better than expected ("excellent") Multiplicative Stacking ("not intended") Applies above X% of damage value despite listed as +X% ("not intended") "Game is bugged in our favor because it multiplicatively stacks with additive stacking bonuses like Mod TT 20px Serration. Put both CO-bonus and Mod TT 20px Serration in the same mod config for this weapon."

Most projectile-based weapons/attacks

2 CO-bonus performs better than expected ("good") Additive Stacking ("intended") Applies above X% of damage value as listed +X% ("not intended") "The game is bugged and GunCO provides more damage bonus than its description. Replace additive bonuses like Mod TT 20px Serration."

Child projectiles that spawn from a parent projectile (CO-bonus uses parent projectile damage, which tend to be higher than its children):

3 CO-bonus performs as expected ("intended") Additive Stacking ("intended") Applies exactly X% of damage value as listed +X% ("intended") "Replace additive bonuses like Mod TT 20px Serration because CO-bonus tends to give a larger bonus. Since CO-bonus and other damage bonuses are additive to each other, I rather use that mod slot for something that increases my damage more like crit damage bonus." (opportunity cost) Most, if not all, hitscan weapons/attacks and some projectile-based weapons/attacks that behave "normally"
4 CO-bonus performs worse than expected ("bad") Additive Stacking ("intended") Applies below X% of damage value despite listed as +X% ("not intended") "Keep using additive bonuses like Mod TT 20px Serration because CO-bonus is lying to the player and gives less damage than expected over Mod TT 20px Serration."

Most bows' and projectile-based weapons with Charge Trigger Type's Charged Shot

5 CO-bonus doesn't work ("very bad") N/A Does not apply any damage bonus ("intended" or "not intended", depends) "Keep using additive bonuses like Mod TT 20px Serration because GunCo doesn't work on this weapon." ArtemisBowWeapon Artemis Bow, AoE component of attacks for GunCo bonuses

Math[]

We can group the behaviors from the previous section into two categories based on how they stack with other damage bonuses:

  • Behavior #1: "Multiplying". A multiplicative bonus that additively stacks with only CO-like damage bonuses (e.g. Mod TT 20px Galvanized Aptitude) AND multiplicatively stacks with other damage bonuses (e.g. Mod TT 20px Serration, VexArmor130xWhite Vex Armor, ArcaneFury Arcane Fury). Its functionality is reliable and compatible with all weapon bonuses. This is the least common way on how CO-like effects stack with damage bonuses.
    • Base Weapon Damage × Most Damage Bonuses × CO × Other Damage Multipliers
    • Example with Mod TT 20px Serration and 2 procs/1 stack of Mod TT 20px Galvanized Aptitude bonus:
      • Final Damage = Base Weapon Damage × (1 + Mod TT 20px 1.65) × (1 + Mod TT 20px 0.4 + Mod TT 20px 0.4)
Photo-4
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Confirm accuracy of below behavior as of 2024-06-02
  • Behavior #2/3/4: "Adding". A multiplicative bonus that additively stacks with ALL +% Damage mods, damage bonuses, AND CO-like damage bonuses (e.g. Mod TT 20px Serration, VexArmor130xWhite Vex Armor, ArcaneFury Arcane Fury, Mod TT 20px Galvanized Aptitude). This type is an additive recalculation of all effects, but omits +X% Damage in the recalculation, thus making CO mathematically additive to +X% Damage. However, this recalculation inadvertently omits some other effects. This is the most common way on how CO-like effects stack with damage bonuses.
    • (Base Weapon Damage × Most Damage Bonuses × Other Damage Multipliers) + (Base Weapon Damage × CO )
      • Or Base Weapon Damage × [ (Most Damage Bonuses × Other Damage Multipliers) + CO ]
      • Damage multipliers or effects that are ignored with Additive Stacking CO-like bonuses:
        • Damage Falloff (conditional damage multiplier)
        • Eclipse130xWhite Eclipse (conditional damage multiplier)
        • LongbowSharpshot Longbow Sharpshot (conditional damage multiplier)
        • Additive base damage provided by all Incarnon Genesis Adaptors (conditional damage bonus, differs from weapon variant to variant)
        • Some Melee Stance Multipliers, on inputs with multiple hits.
        • Some natural weapon stats modifiers, such as Bow charging and more.

What Counts As A Status Effect?[]

All Status Effects that have a damage type equivalent are counted for purposes of calculating the CO damage bonus. For thoroughness, this includes:

Pre-Update 31.1 (2022-02-09) CO-Bonuses Acting On Hidden Damage Values (Why Projectile Weapons Deviate)[]

Sgt Nef AnyoIcon
“Orokin secrets cannot remain secret forever! Start talking!”
The following article/section is conjecture. Content is subjected to change/removal as the game progresses. Please do not use this article for critical in-game information.
Main article: Weapons#Internal Mechanics

Prior to Update 31.1 (2022-02-09), "a previous change had [CO-bonuses] operate relative to "base damage" but the code was incorrectly getting base damage from the impact behavior rather than the projectile." To understand why this was the case, we need to know how attacks are stored in WARFRAME's data. Projectile weapons can have their "impact:LotusWeaponImpactBehavior".AttackData damage impact attack data overrided by the "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData projectile fire attack data which will give the numbers as presented in the Arsenal. For some reason, CO-bonuses apply to values in the overrided "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData object, causing discrepancies in damage calculations.

In most cases, hitscan attacks will have CO-bonuses apply as expected because their damage values are only stored in "impact:LotusWeaponImpactBehavior".AttackData for the respective attack. However, projectile attacks may have unexpected damage calculation deviations because of this overriding behavior of the original "impact:LotusWeaponImpactBehavior" .

Case Study[]

To demonstrate, in the case of Astilla Astilla, as of 04:46, 12 January 2024 (UTC) it's attacks are the stored as the following[5]:

"Behaviors": [ {
	"fire:LotusWeaponProjectileFireBehavior": {
		"AIMED_ACCURACY": {
			"Spread": {
				"SHOOTING": {
					"range": [2, 6],
					"type": "ST_EXPONENTIAL"
				}
			}
		},
		"IgnoreFireIterations": 0,
		"IsMeleeBehavior": 0,
		"IsSilenced": 0,
		"RoundUpAmmoConsumption": 0,
		"ScaleAmmoRequirement": 0,
		"UseAmmo": 1,
		"ammoRequirement": 1,
		"ammoType": "/Lotus/Weapons/Ammo/RifleAmmoEx",
		"fireIterations": 1,
		"projectileType": {
			"AttackData": {
				"Amount": 70,
				"DT_IMPACT": 1,
				"DT_PUNCTURE": 0,
				"DT_SLASH": 0,
				"HitType": "DHT_PROJECTILE",
				"ProcChance": 0.33
			},
			"BounceOnAvatars": 0,
			"CriticalChance": 0.17,
			"CriticalMultiplier": 1.9,
			"DamageRadius": 2.4,
			"DealDamageThroughImpactBehavior": 1,
			"EmbedDeathAttack": {
				"Amount": 100,
				"DT_IMPACT": 0,
				"DT_PUNCTURE": 0.22,
				"DT_SLASH": 0.78,
				"ProcChance": 0.22,
				"Type": "DT_PHYSICAL"
			},
			"EmbedTime": [0.02, 0.02],
			"ExplodeOnImpact": 1,
			"ExplosionFallOff": 0.3,
			"ExplosiveAttack": {
				"Amount": 120,
				"DT_IMPACT": 0,
				"DT_PUNCTURE": 0.35,
				"DT_SLASH": 0.65,
				"ProcChance": 0.33,
				"Type": "DT_PHYSICAL"
			},
			"MaxBounces": 1,
			"SweepRadius": 0.5
		}
	},
	"fire:Type": "/Lotus/Types/Game/LotusWeaponProjectileFireBehavior",
	"impact:LotusWeaponImpactBehavior": {
		"AttackData": {
			"Amount": 3,
			"HitType": "DHT_NONE",
			"ProcChance": 0.3,
			"Type": "DT_CORROSIVE",
			"UseNewFormat": 0
		},
		"PlayerDamageMultiplier": 1,
		"PvpDamageMultiplier": 1,
		"criticalHitChance": 0,
		"criticalHitDamageMultiplier": 2,
		"radius": 0
	},
	"impact:Type": "/Lotus/Types/Weapon/LotusWeaponImpactBehavior",
	"state:Type": "/EE/Types/Game/WeaponAutomaticStateBehavior",
	"state:WeaponAutomaticStateBehavior": {
		"IsAlternateFire": 0,
		"LocTag": "/Lotus/Language/Menu/Loadout_TriggerAuto",
		"fireRate": 260,
		"reloadTime": 2
	}
} ]

As you can see, Astilla Astilla has a base damage of 70 DmgImpactSmall64 Impact on direct impact as defined in "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData, this matches the in-game arsenal value as of 04:46, 12 January 2024 (UTC):

"projectileType": {
	"AttackData": {
		"Amount": 70,
		"DT_IMPACT": 1,
		"DT_PUNCTURE": 0,
		"DT_SLASH": 0,
		"HitType": "DHT_PROJECTILE",
		"ProcChance": 0.33
	},
	"BounceOnAvatars": 0,
	"CriticalChance": 0.17,
	"CriticalMultiplier": 1.9,
	"DamageRadius": 2.4,
	"DealDamageThroughImpactBehavior": 1,
	"EmbedDeathAttack": {
		"Amount": 100,
		"DT_IMPACT": 0,
		"DT_PUNCTURE": 0.22,
		"DT_SLASH": 0.78,
		"ProcChance": 0.22,
		"Type": "DT_PHYSICAL"
	},
	"EmbedTime": [0.02, 0.02],
	"ExplodeOnImpact": 1,
	"ExplosionFallOff": 0.3,
	"ExplosiveAttack": {
		"Amount": 120,
		"DT_IMPACT": 0,
		"DT_PUNCTURE": 0.35,
		"DT_SLASH": 0.65,
		"ProcChance": 0.33,
		"Type": "DT_PHYSICAL"
	},
	"MaxBounces": 1,
	"SweepRadius": 0.5
}

However, it also has an additional 3 DmgCorrosiveSmall64 Corrosive damage with DHT_NONE HitType defined in "impact:LotusWeaponImpactBehavior".AttackData. This damage value is not present in the arsenal nor will it apply during missions unless Astilla Astilla has Mod TT 20px Galvanized Savvy bonuses active:

"AttackData": {
	"Amount": 3,
	"HitType": "DHT_NONE",
	"ProcChance": 0.3,
	"Type": "DT_CORROSIVE",
	"UseNewFormat": 0
},
"PlayerDamageMultiplier": 1,
"PvpDamageMultiplier": 1,
"criticalHitChance": 0,
"criticalHitDamageMultiplier": 2,
"radius": 0

This means that in the case of Astilla Astilla, Mod TT 20px Galvanized Savvy will have a 4.29% relative damage scaling on 3 DmgCorrosiveSmall64 Corrosive damage instead of fully applying 100% of its damage bonus to the actual base 70 DmgImpactSmall64 Impact damage value (3 / 70 = 0.0429). At max Mod TT 20px Galvanized Savvy stacks of +80% damage bonus, we will see:

  • 70 + 3 * (1 + 80%) = 75.4 total damage instead of
  • 70 * (1 + 80%) = 126 total damage
  • which means the player only deals 60% of the expected damage!

This since has been fixed in Update 31.1 (2022-02-09), but other CO-bonus issues still exist.

Attack Catalog[]

This section contains community-sourced[6][7][8] info on whether CO-bonuses applies to an attack additively ("intended") or multiplicatively ("not intended") and what CO counts for base damage, which is not always the same damage as the base attack.

A pattern to note is that projectile-based attacks tend to have CO-bonuses apply to them multiplicatively instead of additively. Non-projectile or hitscan weapons will have CO-bonuses apply to them additively as "intended".

Primaries[]

Listing only discrepant attacks. Anything not listed should be assumed to be Additive with +100% bonus ("intended" behavior), keeping in mind the omitted effects in the math section will include all those ordinary attacks.

Weapon Attack Name Projectile Type Attack Unmodded Damage Actual CO Damage Bonus at +100% CO Damage Bonus Relative To Base Damage Math/Behavior Type Notes
Acceltra Acceltra Red Rocket Projectile 28 28 100% Multiplying
Acceltra Acceltra Blue Rocket Projectile 35 28 80% Adding For some reason CO-bonus uses the "Red Rocket" damage value
Aeolak Aeolak Normal Attack Projectile 60 60 100% Multiplying
Aeolak Aeolak Alt-fire Projectile 97 97 100% Multiplying
Alternox Alternox Normal Attack Projectile 62 62 100% Multiplying
Ambassador Ambassador Alt-fire Hitscan AoE AoE 800 600 75% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
ArcaPlasmor Arca Plasmor Normal Attack Projectile 600 600 100% Multiplying
TenetArcaPlasmor Tenet Arca Plasmor Normal Attack Projectile 760 760 100% Multiplying
ArtemisBowWeapon Artemis Bow Uncharged/Charged Attack Projectile 1620 0 0% N/A Not affected by CO-like bonuses
Basmu Basmu Main-fire Projectile 39 39 100% Multiplying
Battacor Battacor Main-fire Projectile 66 66 100% Multiplying
Bubonico Bubonico Main-fire Projectile 287 287 100% Multiplying
Bubonico Bubonico Alt-fire Projectile 9 9 100% Multiplying
Buzlok Buzlok Normal Attack Projectile 60 60 100% Multiplying
Buzlok Buzlok Alt-fire Projectile 3 3 100% Multiplying
Catchmoon Catchmoon (Primary) (Tremor) Normal Attack Projectile 216 216 100% Multiplying
Cedo Cedo Alt-fire Projectile 20 20 100% Multiplying
Cernos Cernos Charged Attack Projectile 380 190 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
CernosPrime Cernos Prime Charged Attack Projectile 552 276 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
RaktaCernos Rakta Cernos Charged Attack Projectile 470 235 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
MutalistCernos Mutalist Cernos Uncharged Attack Projectile 205 205 100% Multiplying
MutalistCernos Mutalist Cernos Charged Attack Projectile 410 205 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
MutalistCernos Mutalist Cernos Uncharged AoE Toxin Cloud AoE 5 5 100% Multiplying
MutalistCernos Mutalist Cernos Charged AoE Toxin Cloud AoE 5 205 4100% Adding Mod TT 20px Galvanized Aptitude uses the 205 base damage of the Uncharged Attack
Cinta Cinta Uncharged Attack Projectile 450 450 100% Multiplying
Cinta Cinta Charged Attack Projectile 800 800 100% Multiplying
Cinta Cinta Perfect Shot Projectile 600 600 100% Multiplying
Drakgoon Drakgoon Charged Attack Projectile 700 400 57% Adding
KuvaDrakgoon Kuva Drakgoon Charged Attack Projectile 460 230 50% Adding CO-bonus only applies to base (uncharged) damage; uses bows mechanics; bows have innate 2x damage multiplier when fully charged
Dread Dread Charged Attack Projectile 336 168 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
Dread Dread Incarnon Mode Projectile 400 400 100% Multiplying
Exergis Exergis Normal Attack Projectile 1620 1620 100% Multiplying
Felarx Felarx Normal Attack Projectile 760 760 100% Multiplying
Felarx Felarx Incarnon Mode Projectile 600 600 100% Multiplying
Ferrox Ferrox Hitscan AoE Direct AoE 100 350 350% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
TenetFerrox Tenet Ferrox Hitscan AoE Direct AoE 60 200 333% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
Fulmin Fulmin Semi-Mode Projectile 500 500 100% Multiplying
Harpak Harpak Alt-fire Projectile 100 100 100% Multiplying
Hema Hema Normal Attack Projectile 47 47 100% Multiplying
Javlok Javlok Main-fire Projectile 160 160 100% Multiplying
Latron Latron/LatronPrime Latron Prime Incarnon Mode Projectile 50 50 100% Multiplying
Lanka Lanka Charged Attack Projectile 525 200 38% Adding
Miter Miter Charged Attack Projectile 500 200 40% Adding CO-bonus only applies to base (partially charged) damage; uses bows mechanics; has innate 2x damage multiplier when fully charged
Miter Miter Incarnon Mode Projectile 60 60 100% Multiplying
Nataruk Nataruk Charged Attack Projectile 900 900 100% Multiplying
Nataruk Nataruk Perfect Shot Projectile 900 900 100% Multiplying
Opticor Opticor Charged Hitscan AoE Direct AoE 400 1000 250% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
OpticorVandal Opticor Vandal Charged Hitscan AoE AoE 200 400 200% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
Paracyst Paracyst Alt-fire Projectile 15 15 100% Multiplying
Paris Paris Charged Attack Projectile 320 160 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
ParisPrime Paris Prime Charged Attack Projectile 360 180 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
Paris MK1-Paris Charged Attack Projectile 230 115 50% Adding CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
Paris Paris/ParisPrime Paris Prime Incarnon Mode Projectile 520 520 100% Multiplying
Phantasma Phantasma Alt-fire Child Bomb Projectile 3 3 100% Multiplying
PhantasmaPrime Phantasma Prime Alt-fire Child Bomb Projectile 3 3 100% Multiplying
Quellor Quellor Alt-fire Projectile 1400 1400 100% Multiplying
Scourge Scourge Throw Projectile 150 150 100% Multiplying
ScourgePrime Scourge Prime Throw Projectile 200 200 100% Multiplying
Shedu Shedu Normal Attack Projectile 71 71 100% Multiplying
Sporelacer Sporelacer (Primary) (Tremor) Normal Attack Projectile 127 127 100% Multiplying
Stahlta Stahlta Main-fire Projectile 52 52 100% Multiplying
Stahlta Stahlta Alt-fire Projectile 600 600 100% Multiplying
Steflos Steflos Normal Attack Projectile 320 320 100% Multiplying
TelosBoltor Telos Boltor Incarnon Mode Projectile 64 60 95% Adding, Multiplies with Magazine Size
TenetEnvoy Tenet Envoy Normal Attack Projectile 100 100 100% Multiplying
Tombfinger Tombfinger (Primary) (Brash) Normal Attack Projectile 38 38 100% Multiplying
Torid Torid Main-fire Projectile 100 100 95% Multiplying
Torid Torid Toxin AoE Cloud AoE 40 40 100% Multiplying
Trumna Trumna Main-fire Hitscan AoE AoE 50 82 164% Adding Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
Trumna Trumna Alt-fire Projectile 100 100 100% Multiplying
Zarr Zarr Cannon Child Bomb Projectile 15 25 167% Adding
KuvaZarr Kuva Zarr Cannon Child Bomb Projectile 15 50 333% Adding
Zenith Zenith Alt-fire Disk Bonk Projectile 10 10 100% Multiplying

Secondaries[]

Listing only discrepant attacks. Anything not listed should be assumed to be Additive with +100% bonus ("intended" behavior), keeping in mind the omitted effects in the math section will include all those ordinary attacks.

Weapon Attack Name Projectile Type Base Attack Damage CO Damage Bonus at +100% CO Damage Bonus Relative To Base Damage Math/Behavior Type Notes
Aegrit Aegrit Direct Hit Projectile 9 9 100% Multiplying
Angstrum Angstrum Single Rocket Impact Projectile 200 200 100% Adding
Angstrum Angstrum Incarnon Mode Projectile 30 30 100% Multiplying
PrismaAngstrum Prisma Angstrum Single Rocket Impact Projectile 200 200 100% Adding
PrismaAngstrum Prisma Angstrum Incarnon Mode Projectile 30 30 100% Multiplying
BalefireCharger Balefire Charger Uncharged Shot Projectile 500 0 0% N/A Does not apply
BalefireCharger Balefire Charger Charged Shot Projectile 1000 0 0% N/A Does not apply
Ballistica Ballistica Charged Shot Projectile 100 25 25% Adding Uses uncharged damage value
Ballistica Ballistica Burst Shot Projectile 25 25 100% Adding
BallisticaPrime Ballistica Prime Normal Shot Projectile 40 40 100% Adding
BallisticaPrime Ballistica Prime Charged Shot Projectile 76 38 50% Adding Uses uncharged damage value
RaktaBallistica Rakta Ballistica Burst Shot Projectile 75 75 100% Adding
RaktaBallistica Rakta Ballistica Charged Shot Projectile 300 75 25% Adding Uses uncharged damage value
Castanas Castanas Normal Attack AoE 160 0 0% N/A Does not apply
SanctiCastanas Sancti Castanas Mid-Flight Detonation AoE 300 0 0% N/A Does not apply
SanctiCastanas Sancti Castanas Embedded Detonation AoE 300 0 0% N/A Does not apply
Catabolyst Catabolyst Partial Reload Impact Projectile 11 11 100% Multiplying
Catabolyst Catabolyst Reload From Empty Impact Projectile 11 11 100% Multiplying
Catchmoon Catchmoon (Secondary) Normal Attack Projectile 256 256 100% Multiplying
Cyanex Cyanex Projectile Impact Projectile 50 50 100% Multiplying
Cyanex Cyanex Burst Mode Projectile 72 72 100% Multiplying
Despair Despair Normal Attack Projectile 58 58 100% Adding
Despair Despair Incarnon Mode Projectile 108 / 166 58 54% / 35% Adding CO-bonus does not use base damage increase Evolution
Detron Detron Normal Attack Projectile 40 40 100% Adding
MaraDetron Mara Detron Normal Attack Projectile 40 40 100% Adding CO-bonus ignores Damage Falloff
TenetDetron Tenet Detron Normal Attack Projectile 26 26 100% Adding CO-bonus ignores Damage Falloff
TenetDetron Tenet Detron Burst Shot Projectile 26 26 26 Adding CO-bonus ignores Damage Falloff
Epitaph Epitaph Charged Shot Projectile 300 300 100% Multiplying
Epitaph Epitaph Uncharged Direct Hit Projectile 100 100 100% Multiplying
EuphonaPrime Euphona Prime Slug Projectile 325 325 100% Adding
Kulstar Kulstar Rocket Impact Projectile 200 200 100% Adding
Kulstar Kulstar Cluster Bombs Projectile 75 200 257% Adding CO-bonus uses parent projectile damage value
Kunai Kunai Normal Attack Projectile 46 46 100% Adding
Kunai Kunai Incarnon Mode Projectile 40 40 100% Multiplying CO-bonus DOES use base damage increase Evolution
Kunai MK1-Kunai Normal Attack Projectile 40 40 100% Adding
Kunai MK1-Kunai Incarnon Mode Projectile 24 24 100% Multiplying CO-bonus DOES use base damage increase Evolution
Laetum Laetum Normal Attack Projectile 160 160 100% Adding CO-bonus multiplies properly with Devouring Attrition perk
Laetum Laetum Incarnon Form Projectile 100 100 100% Adding CO-bonus multiplies properly with Devouring Attrition perk
TenetPlinx Tenet Plinx Alt Fire Impact Projectile 1000 1000 100% Multiplying Scales properly with magazine size
Pox Pox Spore Impact Projectile 50 50 100% Adding
Pox Pox DoT Cloud AoE 20 50 250% Adding CO-bonus uses to Spore Impact damage value. Damage recalculates on every tick
Seer Seer Normal Attack Projectile 101.01 101.01 100% Multiplying
KuvaSeer Kuva Seer Projectile Impact Projectile 131 131 100% Multiplying
Sepulcrum Sepulcrum Primary-Fire Projectile 48 48 100% Multiplying
Sepulcrum Sepulcrum Lock-On Mode Projectile 96 96 100% Multiplying
Sonicor Sonicor Projectile Impact Projectile 150 0 0% N/A Does not apply
Sporelacer Sporelacer (Secondary) Normal Attack Projectile 90.5 57 63% Adding Some reason CO-bonus uses 57 damage value for any configuration
Sporelacer Sporelacer (Secondary) Bomblet Impact Projectile 9 57 633% Adding CO-bonus uses parent projectile damage value
Staticor Staticor Uncharged Projectile Projectile 44 44 100% Adding
Staticor Staticor Fully Charged Projectile Projectile 44 44 100% Adding
Stug Stug Blob Impact Projectile 4 0 0% N/A Does not apply
TenetDiplos Tenet Diplos Normal Attack Projectile 28 28 100% Adding
TenetDiplos Tenet Diplos Lock-on Mode Projectile 28 28 100% Multiplying
TenetSpirex Tenet Spirex Slug Impact Projectile 120 120 100% Multiplying
Tombfinger Tombfinger (Secondary) Normal Attack Projectile 18 18 100% Multiplying
Tysis Tysis Normal Attack Projectile 49 49 100% Adding Does not affect DoT
ZaktiPrime Zakti Prime Normal Attack Projectile 30 30 100% Multiplying
Zakti Zakti Normal Attack Projectile 30 30 100% Multiplying
Zymos Zymos Normal Attack Projectile 23 23 100% Adding
Zymos Zymos Homing Spore Contact Projectile 23 23 100% Multiplying

Melees[]

To be added. Notes are available in cited spreadsheets.

Weapon Attack Name Attack Damage CO Damage Bonus at +100% CO Damage Bonus Relative To Base Damage Math/Behavior Type Notes
Wep atk atk dmg co dmg dif% + or x

Stances[]

To be added. Notes are available in cited spreadsheets.

Patch History[]

Unofficial / wiki-clarified notes written in (round brackets).

Update 31.5 (2022-04-27), Update 31.2 (2022-03-16),

  • (Fixed the innate damage bonus of Kuva/Tenet projectile weapons not applying the bonus damage from CO).
    • (This interaction was never broken on multiplicative cases, only the additive recalculation.)

Hotfix 31.1.7 (2022-02-23)

  • (Fixed progenitor bonus on Lich Hitscan and Melee not applying to CO).

Hotfix 31.1.6 (2022-02-17)

  • (Fixed Multishot on weapons multiplying bonus from CO by each pellet).

Update 31.1 (2022-02-09)

  • (Fixed CO on many projectile attacks. Previously, many projectiles had a default CO damage of 10 instead of using the full projectile damage. Most cases were fixed, but multi-stage damage and charged attacks were not).
    • A previous change had them operate relative to "base damage" but the code was incorrectly getting base damage from the impact behavior rather than the projectile. This problem was pervasive and there are hundreds of weapons in our game! Please be patient and send updated reports if something slipped through our net.

Update 30.9 (2021-11-11)

  • Changed the description of Galvanized Aptitude to better reflect its current function [which clarifies that area of effect damage is not included]
    • ... BUT WAIT! We want to explain why because it’s very important to us that everyone understands where we are coming from with our current design mindset. AoE Weapons are the dominant ones by every usage metric. We see this day after day. Having this bonus apply to the AoE instance felt dangerously close to a myopic choice concerning powering up player Arsenals that simply do not need it. This mod never worked on AoE, and the description now explains that to avoid confusion. We understand those seeking a different outcome will disagree with this choice, but ultimately we are not willing to further bolster AoE at this time. This is due to the increasing difficulty in creating content that serves to challenge the Tenno.
    • (CO Never applied to explosions, but a handful of explosive weapons were exceedingly effective and almost exclusively used in missions at the time, so the choice was made to keep CO as a bonus exclusive to single-target attacks to encourage their usage.)

Hotfix 30.5.5 (2021-07-29)

  • Fixed Galvanized Mods offering increased damage from Status on target not reliably working on numerous weapons.
    • (Fixed a handful of reported cases).

Update 30.5 (2021-07-06)

  • Galvanized Aptitude, Galvanized Savvy, and Galvanized Shot Introduced (Making CO available to Guns for the first time).

Update 26.0 (2019-10-31)

  • Condition Overload mod Reworked. (Did not apply to explosions, such as Glaives).

Update 19.2 (2016-12-01)

  • Condition Overload mod introduced, the first occurrence of CO-bonuses.

References[]

  1. "Condition Overload now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status." - Update 26.0 (2019-10-31) patch notes
  2. "Changed the description of Galvanized Aptitude to better reflect its current function (which clarifies that area of effect damage is not included)." - Update 30.9 (2021-11-11) patch notes
  3. "How does CO-bonus stack with damage mods/bonuses like Mod TT 20px Serration?"
  4. "How does CO-bonus increase an attack's damage?"
  5. From https://overframe.gg/build/new/1093/astilla/ HTML source. See Overframe for more details.
  6. Prof_Blocks_007's list: https://docs.google.com/spreadsheets/d/1FJ_RIEG2mlFGBQ__szeGoFM6azj23n0CqelBFO_MGGw/edit?usp=sharing
  7. Rainy's list: https://docs.google.com/spreadsheets/d/1ryemX4Y2vWy9LjuJ355bWVNuBhzLaHTTFqPeTNto9RA/edit?usp=sharing
  8. Arbitrary Mary's Original List (2022 version, outdated): https://docs.google.com/spreadsheets/d/1jFIcb4W_KeZ5glapDLgFasmcOt8tp_lcpId82UQSv2c/edit?usp=sharing

External Links[]


Advertisement