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(While there is no stamina anymore, the Storm_Volt_Helmet still has a detrimental effect.)
Tag: sourceedit
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| name = Overload
 
| name = Overload
 
| gameimage = Overload.png
 
| gameimage = Overload.png
| cardimage = OverloadMod.png
+
| cardimage = OverloadModU15.jpeg
 
| hotkey = 4
 
| hotkey = 4
 
| energy = 100
 
| energy = 100
 
| description = Volt emits an energy field, destroying lights and other electronics which will violently explode and damage enemies.
 
| description = Volt emits an energy field, destroying lights and other electronics which will violently explode and damage enemies.
 
| cost = 10 / 11 / 12 / 13
 
| cost = 10 / 11 / 12 / 13
| damage = 150 / 175 / 200 / 225/sec
+
| damage = 150 / 175 / 200 / 225 (pulse damage)<br>250 (arc damage)
| range = 12 / 15 / 18 / 20/m
+
| range = 12 / 15 / 18 / 20 m
| duration = 60s
+
| duration = 3 / 3 / 4 / 4 s
}} <tabber>Info =
+
| cardonly = {{{1|}}}
  +
*Gives conclave rating of '''40''' / '''40''' / '''80''' / '''120''' each rank.
 
  +
*Deals '''150''' / '''175''' / '''200''' / '''225''' [[Damage 2.0/Electric Damage|Electrical]] damage per second for '''3''' / '''3''' / '''4''' / '''4''' seconds for a total of 900 damage. The damage is affected by Power Strength mods but the duration is not increased by mods.
 
  +
|info =
**Has a small chance to proc, giving a slight chance for electrical arcs to damage nearby enemies effected.
 
  +
*Volt emits a powerful electric field, initially inflicting '''150 / 175 / 200 / 225''' {{Icon|Proc|Electricity|text}} damage with a 100% status chance in a small area of effect. This pulse is also paired with an additional instance of damage that decreases with distance and is increased by body-part multipliers.
*Radius of '''12''' / '''15''' / '''18''' / '''20''' in-game meters. This is affected by Power Range mods.
 
  +
**Both sources of damage are affected by [[Power Strength]].
*Casting time of about 1 second, during which you are vulnerable to damage and Energy drains but immune to knockdowns and stuns. Time of being in the air casting the skill used to last for the full duration of the skill, extra time if lights were destroyed, but was changed to around a second, while the still deploys itself for the rest of the duration.
 
  +
**Enemies damaged by the initial pulse will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
*Area of effect increases depending on how many electronics are destroyed by this ability; this also increases how much damage is inflicted and the duration of cast animation. (''needs testing to determine how much'')
 
  +
*The electric field has a radius of '''12 / 15 / 18 / 20''' meters, and any electronic device within the field will become overloaded. Each overloaded device will discharge a limited number of electric arcs against multiple enemies within a similar range, and each arc inflicts '''250''' {{Icon|Proc|Electricity|text}} damage with a 100% status chance. Once all overloaded devices have been depleted, the electric field will destabilize and inflict '''150 / 175 / 200 / 225''' {{Icon|Proc|Electricity|text}} damage per second with a 100% status chance over a duration of '''3 / 3 / 4 / 4''' seconds. These final pulses of damage also affect enemies within a similar range.
**When electronics and lights are destroyed in any given area, when the ability is used again in the same area it will not gain any bonus range or damage; can be usually only increased once per room.
 
  +
**Pulse damage is affected by [[Power Strength]], while the arc damage from overloaded devices is '''not'''.
*Note that the visual effect extends further than the damage effect.
 
  +
**Enemies damaged by arcs or subsequent pulses will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
*Overload can still be used effectively without nearby electronics and lights, but is much more powerful with them.
 
  +
**Arcs are '''not''' obstructed by the environment.
*During the animation, you are still vulnerable to attacks, it is advised to take cover before using.
 
  +
**Duration is '''not''' affected by [[Power Duration]].
|-|Tips & Tricks =
 
  +
**After the overloaded devices have been depleted, only '''2 / 2 / 3 / 3''' pulses of damage are emitted over the duration.
*Can be used while sliding.
 
  +
**Field radius and arc range are affected by [[Power Range]].
|-|Maximization =
 
  +
**Arc damage is '''not''' restricted within the field radius. Arc range is measured from each device, making it possible to damage enemies beyond the field radius when devices are present.
  +
**Devices are permanently destroyed after being overloaded. Destroyed devices do '''not''' affect Overload, which means devices within the field radius can only be used once per cast.
  +
*Overload does '''not''' require the presence of nearby electronic devices to be cast. Without devices, Overload will only deal damage via pulses: the initial pulse on cast, and the additional pulses emitted over the ability's duration.
  +
*Light fixtures appear to be the only electronic devices that are compatible with Overload.
  +
*Can be used while jumping, sliding, clinging to a wall, or executing a front flip.
  +
*Has a cast time of ~'''1''' second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
 
*Cannot be recast while active.
  +
|augment =
  +
[[File:Capacitance.png|200px|left]]
  +
{{main|Capacitance}}
  +
{{#lst:Capacitance|intro}}
  +
{{clr}}
  +
|tips =
  +
*This ability has a synergy with [[Mirage]]'s [[Eclipse]], depending on how it is used. As Overload destroys lights and other appliances in the process, it can be used to manipulate the battlefield's lightning to attain constant advantage over the dark bonus of the Eclipse at all times (as long as the area is indoor).
  +
|max =
 
[[Maximization]] is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
 
[[Maximization]] is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
   
*[[Maximized Power Duration]] Has no positive effect on this ability.
+
*[[Maximized Power Duration]] has no positive effect on this ability.
**Reduces the initial radius of the skill to '''6.8''' meters.
+
**Reduces the field radius and arc range to '''6.8''' meters.
 
*[[Maximized Power Efficiency]] reduces cost to '''25''' energy.
 
*[[Maximized Power Efficiency]] reduces cost to '''25''' energy.
 
**Has no negative effect on this ability.
 
**Has no negative effect on this ability.
*[[Maximized Power Range]] increases the initial radius of the skill to '''38''' meters.
+
*[[Maximized Power Range]] increases the field radius and arc range to '''47''' meters.
**Reduces the initial damage of the skill to '''90''' a second ('''360''' total damage).
+
**Reduces the pulse damage to '''90'''.
*[[Maximized Power Strength]] Has no positive effect on this ability
+
*[[Maximized Power Strength]] increases the pulse damage to '''537.75'''.
 
**Increases cost to '''155''' energy.
 
**Increases cost to '''155''' energy.
  +
**Decreases the duration of Aim Glide and Wall Latch by '''5%'''.
</tabber> <noinclude>
 
  +
}}
==See Also==
 
 
<noinclude>
* [[Volt (Warframe)|Volt]]
 
 
==See also==
  +
* [[Volt]]
  +
[[de:Überladung]]
  +
[[ru:Перегрузка]]
  +
__NOTOC__
 
</noinclude><noinclude>
 
</noinclude><noinclude>
[[Category:Warframe Mods]]</noinclude>
+
[[Category:Warframe Abilities]]</noinclude><noinclude>
  +
[[Category:Electricity Damage]]</noinclude><noinclude>
  +
[[Category:Two-Handed Abilities]]</noinclude><noinclude>
  +
[[Category:Volt]]</noinclude>

Revision as of 11:51, 21 November 2015

Lua error in Module:Ability/infobox at line 120: buildInfobox: No ability "Overload" found in Module:Ability/data.

See also