 For the melee mod, see Condition Overload.
Condition Overloadtype 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 Condition Overload went through an iteration^{[1]} to make it additive with Pressure Point instead of an exponentiallyscaling 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 OverloadStyle 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.
 Condition Overload (Melee, +80% per status)
 Galvanized Aptitude (Rifle, +40% per status, stacking up to 2 times for +80% per status)
 Galvanized Shot (Pistol, +40% per status, stacking up to 3 times for +120% per status)
 Galvanized Savvy (Shotgun, +40% per status, stacking up to 2 times for +80% per status)
 Secondary Shiver (Pistol, +45% per Freeze stack)
 Cedo (+60% per status)
 Dual Toxocyst Incarnon Genesis (+33% per status  Evolution 2, Perk 1: Carnage Reign)
 Latron Incarnon Genesis (+30% per status  Evolution 2, Perk 2: Swift Punishment)
 Despair Incarnon Genesis (+40% per status  Evolution 2, Perk 1: Fatal Affliction)
 Zylok Incarnon Genesis (+40% per status  Evolution 4, Perk 3: Fatal Affliction)
 Soma Incarnon Genesis (+40% per status  Evolution 4, Perk 2: Fatal Affliction)
 Kunai Incarnon Genesis (+100% vs <50% health  Evolution 2, Perk 1: Swift Conclusion)
 Dread Incarnon Genesis (+100% vs <50% health  Evolution 2, Perk 1: Hitman's Opportunity)
 Shattering Frost decree (+80% vs Frozen, upgradeable to +240%. Likely affects some abilities.)
For example, Shiver would additively stack with Galvanized Shot, and Dread's lowHP Incarnon bonus would additively stack with the Shattering Frost decree.
Catalyze is not part of the category, as it breaks multiple rules such as being exponential per condition like the original preUpdate 26.0 (20191031) Condition Overload mod, and is a radial attack.
Mechanics[]
Ingame, 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)
 Hitscan Explosion  (e.g., Trumna Main Fire) only on directlyhit target.
 Hitscan Ricochet  (e.g., Lato Incarnon Form)
 Projectiles  (e.g., Boltor)
 Seeking  (e.g., Zymos Spores)
 Bouncing  (e.g., Cyanex)
 Punching Through  (e.g., Lanka)
 Wave Projectile  (e.g., Arca Plasmor)
 Embedded Cloud  (e.g., Pox) only on directlyembedded target.
 Beam  (e.g., Spectra)
 Multibeam  (e.g., Ocucor)
 Beam Chain  (e.g., Kuva Nukor)
 Electricity and 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)
 Hitscan Explosion Radius  (e.g., Ambassador Altfire)
 Embedded Cloud Radius  (e.g., Torid Mainfire)
 Beam AoE  (e.g., Glaxion Vandal)
 Things that should work but don't:
 Balefire Charger (Has no directhit damage)
 Stug (Despite embeds, is entirely "radial" damage)
 Ferroxseries embedded altfire (Pulsing radius with 2s intervals instead of 1s)
 Azima turret (Should qualify as Hitscan. but not affected)
 Sonicor (Should qualify as wave, but not affected)
 Artemis Bow (Inexplicable)
Application Behaviors[]
COtype bonuses have five known ways of applying, which varies on an attacktoattack basis that is community documented. Say we have a CObonus value of X, ranking CObonus behavior by effectiveness in the eyes of a WARFRAME player:
Ranking/Behavior #  Ranking Description  COBonus Damage Stacking Behavior^{[3]}  COBonus Application Behavior^{[4]}  Player's Metagame Perspective  Attack Examples 

1  CObonus 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 Serration. Put both CObonus and Serration in the same mod config for this weapon." 
Most projectilebased weapons/attacks

2  CObonus 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 Serration." 
Child projectiles that spawn from a parent projectile (CObonus uses parent projectile damage, which tend to be higher than its children):

3  CObonus performs as expected ("intended")  Additive Stacking ("intended")  Applies exactly X% of damage value as listed +X% ("intended")  "Replace additive bonuses like Serration because CObonus tends to give a larger bonus. Since CObonus 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 projectilebased weapons/attacks that behave "normally" 
4  CObonus 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 Serration because CObonus is lying to the player and gives less damage than expected over Serration." 
Most bows' and projectilebased weapons with Charge Trigger Type's Charged Shot

5  CObonus doesn't work ("very bad")  N/A  Does not apply any damage bonus ("intended" or "not intended", depends)  "Keep using additive bonuses like Serration because GunCo doesn't work on this weapon."  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 COlike damage bonuses (e.g. Galvanized Aptitude) AND multiplicatively stacks with other damage bonuses (e.g. Serration, Vex Armor, Arcane Fury). Its functionality is reliable and compatible with all weapon bonuses. This is the least common way on how COlike effects stack with damage bonuses.
 Base Weapon Damage × Most Damage Bonuses × CO × Other Damage Multipliers
 Example with Serration and 2 procs/1 stack of Galvanized Aptitude bonus:
 Behavior #2/3/4: "Adding". A multiplicative bonus that additively stacks with ALL +% Damage mods, damage bonuses, AND COlike damage bonuses (e.g. Serration, Vex Armor, Arcane Fury, 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 COlike 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 COlike bonuses:
 Damage Falloff (conditional damage multiplier)
 Eclipse (conditional damage multiplier)
 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.
 (Base Weapon Damage × Most Damage Bonuses × Other Damage Multipliers) + (Base Weapon Damage × CO )
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:
 Status effects from physical damage types
 Status effects from elemental damage types (single and combined types)
 Status effects from unique damage types
 Void procs
 Unique "hidden" status effects
PreUpdate 31.1 (20220209) COBonuses Acting On Hidden Damage Values (Why Projectile Weapons Deviate)[]
 Main article: Weapons#Internal Mechanics
Prior to Update 31.1 (20220209), "a previous change had [CObonuses] 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, CObonuses apply to values in the overrided "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData
object, causing discrepancies in damage calculations.
In most cases, hitscan attacks will have CObonuses 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, 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 has a base damage of 70 Impact on direct impact as defined in "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData
, this matches the ingame 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 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 has 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, Galvanized Savvy will have a 4.29% relative damage scaling on 3 Corrosive damage instead of fully applying 100% of its damage bonus to the actual base 70 Impact damage value (3 / 70 = 0.0429). At max 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 (20220209), but other CObonus issues still exist.
Attack Catalog[]
This section contains communitysourced^{[6]}^{[7]}^{[8]} info on whether CObonuses 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 projectilebased attacks tend to have CObonuses apply to them multiplicatively instead of additively. Nonprojectile or hitscan weapons will have CObonuses 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  Red Rocket  Projectile  28  28  100%  Multiplying  
Acceltra  Blue Rocket  Projectile  35  28  80%  Adding  For some reason CObonus uses the "Red Rocket" damage value 
Aeolak  Normal Attack  Projectile  60  60  100%  Multiplying  
Aeolak  Altfire  Projectile  97  97  100%  Multiplying  
Alternox  Normal Attack  Projectile  62  62  100%  Multiplying  
Ambassador  Altfire Hitscan AoE  AoE  800  600  75%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Arca Plasmor  Normal Attack  Projectile  600  600  100%  Multiplying  
Tenet Arca Plasmor  Normal Attack  Projectile  760  760  100%  Multiplying  
Artemis Bow  Uncharged/Charged Attack  Projectile  1620  0  0%  N/A  Not affected by COlike bonuses 
Basmu  Mainfire  Projectile  39  39  100%  Multiplying  
Battacor  Mainfire  Projectile  66  66  100%  Multiplying  
Bubonico  Mainfire  Projectile  287  287  100%  Multiplying  
Bubonico  Altfire  Projectile  9  9  100%  Multiplying  
Buzlok  Normal Attack  Projectile  60  60  100%  Multiplying  
Buzlok  Altfire  Projectile  3  3  100%  Multiplying  
Catchmoon (Primary) (Tremor)  Normal Attack  Projectile  216  216  100%  Multiplying  
Cedo  Altfire  Projectile  20  20  100%  Multiplying  
Cernos  Charged Attack  Projectile  380  190  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Cernos Prime  Charged Attack  Projectile  552  276  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Rakta Cernos  Charged Attack  Projectile  470  235  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Mutalist Cernos  Uncharged Attack  Projectile  205  205  100%  Multiplying  
Mutalist Cernos  Charged Attack  Projectile  410  205  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Mutalist Cernos  Uncharged AoE Toxin Cloud  AoE  5  5  100%  Multiplying  
Mutalist Cernos  Charged AoE Toxin Cloud  AoE  5  205  4100%  Adding  Galvanized Aptitude uses the 205 base damage of the Uncharged Attack 
Cinta  Uncharged Attack  Projectile  450  450  100%  Multiplying  
Cinta  Charged Attack  Projectile  800  800  100%  Multiplying  
Cinta  Perfect Shot  Projectile  600  600  100%  Multiplying  
Drakgoon  Charged Attack  Projectile  700  400  57%  Adding  
Kuva Drakgoon  Charged Attack  Projectile  460  230  50%  Adding  CObonus only applies to base (uncharged) damage; uses bows mechanics; bows have innate 2x damage multiplier when fully charged 
Dread  Charged Attack  Projectile  336  168  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Dread  Incarnon Mode  Projectile  400  400  100%  Multiplying  
Exergis  Normal Attack  Projectile  1620  1620  100%  Multiplying  
Felarx  Normal Attack  Projectile  760  760  100%  Multiplying  
Felarx  Incarnon Mode  Projectile  600  600  100%  Multiplying  
Ferrox  Hitscan AoE Direct  AoE  100  350  350%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Tenet Ferrox  Hitscan AoE Direct  AoE  60  200  333%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Fulmin  SemiMode  Projectile  500  500  100%  Multiplying  
Harpak  Altfire  Projectile  100  100  100%  Multiplying  
Hema  Normal Attack  Projectile  47  47  100%  Multiplying  
Javlok  Mainfire  Projectile  160  160  100%  Multiplying  
Latron/ Latron Prime  Incarnon Mode  Projectile  50  50  100%  Multiplying  
Lanka  Charged Attack  Projectile  525  200  38%  Adding  
Miter  Charged Attack  Projectile  500  200  40%  Adding  CObonus only applies to base (partially charged) damage; uses bows mechanics; has innate 2x damage multiplier when fully charged 
Miter  Incarnon Mode  Projectile  60  60  100%  Multiplying  
Nataruk  Charged Attack  Projectile  900  900  100%  Multiplying  
Nataruk  Perfect Shot  Projectile  900  900  100%  Multiplying  
Opticor  Charged Hitscan AoE Direct  AoE  400  1000  250%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Opticor Vandal  Charged Hitscan AoE  AoE  200  400  200%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Paracyst  Altfire  Projectile  15  15  100%  Multiplying  
Paris  Charged Attack  Projectile  320  160  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Paris Prime  Charged Attack  Projectile  360  180  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
MK1Paris  Charged Attack  Projectile  230  115  50%  Adding  CObonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged 
Paris/ Paris Prime  Incarnon Mode  Projectile  520  520  100%  Multiplying  
Phantasma  Altfire Child Bomb  Projectile  3  3  100%  Multiplying  
Phantasma Prime  Altfire Child Bomb  Projectile  3  3  100%  Multiplying  
Quellor  Altfire  Projectile  1400  1400  100%  Multiplying  
Scourge  Throw  Projectile  150  150  100%  Multiplying  
Scourge Prime  Throw  Projectile  200  200  100%  Multiplying  
Shedu  Normal Attack  Projectile  71  71  100%  Multiplying  
Sporelacer (Primary) (Tremor)  Normal Attack  Projectile  127  127  100%  Multiplying  
Stahlta  Mainfire  Projectile  52  52  100%  Multiplying  
Stahlta  Altfire  Projectile  600  600  100%  Multiplying  
Steflos  Normal Attack  Projectile  320  320  100%  Multiplying  
Telos Boltor  Incarnon Mode  Projectile  64  60  95%  Adding, Multiplies with Magazine Size  
Tenet Envoy  Normal Attack  Projectile  100  100  100%  Multiplying  
Tombfinger (Primary) (Brash)  Normal Attack  Projectile  38  38  100%  Multiplying  
Torid  Mainfire  Projectile  100  100  95%  Multiplying  
Torid  Toxin AoE Cloud  AoE  40  40  100%  Multiplying  
Trumna  Mainfire Hitscan AoE  AoE  50  82  164%  Adding  Radial hit only receives CO bonus on target directly hit by laser. CObonus scales off hitscan damage. AoE does not scale off multishot. 
Trumna  Altfire  Projectile  100  100  100%  Multiplying  
Zarr  Cannon Child Bomb  Projectile  15  25  167%  Adding  
Kuva Zarr  Cannon Child Bomb  Projectile  15  50  333%  Adding  
Zenith  Altfire 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  Direct Hit  Projectile  9  9  100%  Multiplying  
Angstrum  Single Rocket Impact  Projectile  200  200  100%  Adding  
Angstrum  Incarnon Mode  Projectile  30  30  100%  Multiplying  
Prisma Angstrum  Single Rocket Impact  Projectile  200  200  100%  Adding  
Prisma Angstrum  Incarnon Mode  Projectile  30  30  100%  Multiplying  
Balefire Charger  Uncharged Shot  Projectile  500  0  0%  N/A  Does not apply 
Balefire Charger  Charged Shot  Projectile  1000  0  0%  N/A  Does not apply 
Ballistica  Charged Shot  Projectile  100  25  25%  Adding  Uses uncharged damage value 
Ballistica  Burst Shot  Projectile  25  25  100%  Adding  
Ballistica Prime  Normal Shot  Projectile  40  40  100%  Adding  
Ballistica Prime  Charged Shot  Projectile  76  38  50%  Adding  Uses uncharged damage value 
Rakta Ballistica  Burst Shot  Projectile  75  75  100%  Adding  
Rakta Ballistica  Charged Shot  Projectile  300  75  25%  Adding  Uses uncharged damage value 
Castanas  Normal Attack  AoE  160  0  0%  N/A  Does not apply 
Sancti Castanas  MidFlight Detonation  AoE  300  0  0%  N/A  Does not apply 
Sancti Castanas  Embedded Detonation  AoE  300  0  0%  N/A  Does not apply 
Catabolyst  Partial Reload Impact  Projectile  11  11  100%  Multiplying  
Catabolyst  Reload From Empty Impact  Projectile  11  11  100%  Multiplying  
Catchmoon (Secondary)  Normal Attack  Projectile  256  256  100%  Multiplying  
Cyanex  Projectile Impact  Projectile  50  50  100%  Multiplying  
Cyanex  Burst Mode  Projectile  72  72  100%  Multiplying  
Despair  Normal Attack  Projectile  58  58  100%  Adding  
Despair  Incarnon Mode  Projectile  108 / 166  58  54% / 35%  Adding  CObonus does not use base damage increase Evolution 
Detron  Normal Attack  Projectile  40  40  100%  Adding  
Mara Detron  Normal Attack  Projectile  40  40  100%  Adding  CObonus ignores Damage Falloff 
Tenet Detron  Normal Attack  Projectile  26  26  100%  Adding  CObonus ignores Damage Falloff 
Tenet Detron  Burst Shot  Projectile  26  26  26  Adding  CObonus ignores Damage Falloff 
Epitaph  Charged Shot  Projectile  300  300  100%  Multiplying  
Epitaph  Uncharged Direct Hit  Projectile  100  100  100%  Multiplying  
Euphona Prime  Slug  Projectile  325  325  100%  Adding  
Kulstar  Rocket Impact  Projectile  200  200  100%  Adding  
Kulstar  Cluster Bombs  Projectile  75  200  257%  Adding  CObonus uses parent projectile damage value 
Kunai  Normal Attack  Projectile  46  46  100%  Adding  
Kunai  Incarnon Mode  Projectile  40  40  100%  Multiplying  CObonus DOES use base damage increase Evolution 
MK1Kunai  Normal Attack  Projectile  40  40  100%  Adding  
MK1Kunai  Incarnon Mode  Projectile  24  24  100%  Multiplying  CObonus DOES use base damage increase Evolution 
Laetum  Normal Attack  Projectile  160  160  100%  Adding  CObonus multiplies properly with Devouring Attrition perk 
Laetum  Incarnon Form  Projectile  100  100  100%  Adding  CObonus multiplies properly with Devouring Attrition perk 
Tenet Plinx  Alt Fire Impact  Projectile  1000  1000  100%  Multiplying  Scales properly with magazine size 
Pox  Spore Impact  Projectile  50  50  100%  Adding  
Pox  DoT Cloud  AoE  20  50  250%  Adding  CObonus uses to Spore Impact damage value. Damage recalculates on every tick 
Seer  Normal Attack  Projectile  101.01  101.01  100%  Multiplying  
Kuva Seer  Projectile Impact  Projectile  131  131  100%  Multiplying  
Sepulcrum  PrimaryFire  Projectile  48  48  100%  Multiplying  
Sepulcrum  LockOn Mode  Projectile  96  96  100%  Multiplying  
Sonicor  Projectile Impact  Projectile  150  0  0%  N/A  Does not apply 
Sporelacer (Secondary)  Normal Attack  Projectile  90.5  57  63%  Adding  Some reason CObonus uses 57 damage value for any configuration 
Sporelacer (Secondary)  Bomblet Impact  Projectile  9  57  633%  Adding  CObonus uses parent projectile damage value 
Staticor  Uncharged Projectile  Projectile  44  44  100%  Adding  
Staticor  Fully Charged Projectile  Projectile  44  44  100%  Adding  
Stug  Blob Impact  Projectile  4  0  0%  N/A  Does not apply 
Tenet Diplos  Normal Attack  Projectile  28  28  100%  Adding  
Tenet Diplos  Lockon Mode  Projectile  28  28  100%  Multiplying  
Tenet Spirex  Slug Impact  Projectile  120  120  100%  Multiplying  
Tombfinger (Secondary)  Normal Attack  Projectile  18  18  100%  Multiplying  
Tysis  Normal Attack  Projectile  49  49  100%  Adding  Does not affect DoT 
Zakti Prime  Normal Attack  Projectile  30  30  100%  Multiplying  
Zakti  Normal Attack  Projectile  30  30  100%  Multiplying  
Zymos  Normal Attack  Projectile  23  23  100%  Adding  
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 / wikiclarified notes written in (round brackets).
Update 31.5 (20220427), Update 31.2 (20220316),
 (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 (20220223)
 (Fixed progenitor bonus on Lich Hitscan and Melee not applying to CO).
Hotfix 31.1.6 (20220217)
 (Fixed Multishot on weapons multiplying bonus from CO by each pellet).
Update 31.1 (20220209)
 (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 multistage 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 (20211111)
 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 singletarget attacks to encourage their usage.)
Hotfix 30.5.5 (20210729)
 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 (20210706)
 Galvanized Aptitude, Galvanized Savvy, and Galvanized Shot Introduced (Making CO available to Guns for the first time).
Update 26.0 (20191031)
 Condition Overload mod Reworked. (Did not apply to explosions, such as Glaives).
Update 19.2 (20161201)
 Condition Overload mod introduced, the first occurrence of CObonuses.
References[]
 ↑ "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 (20191031) patch notes
 ↑ "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 (20211111) patch notes
 ↑ "How does CObonus stack with damage mods/bonuses like Serration?"
 ↑ "How does CObonus increase an attack's damage?"
 ↑ From https://overframe.gg/build/new/1093/astilla/ HTML source. See Overframe for more details.
 ↑ Prof_Blocks_007's list: https://docs.google.com/spreadsheets/d/1FJ_RIEG2mlFGBQ__szeGoFM6azj23n0CqelBFO_MGGw/edit?usp=sharing
 ↑ Rainy's list: https://docs.google.com/spreadsheets/d/1ryemX4Y2vWy9LjuJ355bWVNuBhzLaHTTFqPeTNto9RA/edit?usp=sharing
 ↑ Arbitrary Mary's Original List (2022 version, outdated): https://docs.google.com/spreadsheets/d/1jFIcb4W_KeZ5glapDLgFasmcOt8tp_lcpId82UQSv2c/edit?usp=sharing
External Links[]
 https://www.youtube.com/watch?v=FK_bTRkfB9s  "Secondary Shiver + GunCO + Hornet Strike Interactions" by Jazzimus (20240122)
 https://www.youtube.com/watch?v=ghQy3dMTg  "Longbow Sharpshot + GunCO + Serration Interactions" by Jazzimus (20240103)