WARFRAME Wiki
WARFRAME Wiki
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*Volt will inflict '''150 / 175 / 200 / 225''' {{Icon/Proc|Electricity|text}} damage in a small AoE near the end of his casting animation. The casting time lasts about 1 second, during which you are vulnerable to damage and energy drains, but immune to knockdowns and stuns.
 
*Volt will inflict '''150 / 175 / 200 / 225''' {{Icon/Proc|Electricity|text}} damage in a small AoE near the end of his casting animation. The casting time lasts about 1 second, during which you are vulnerable to damage and energy drains, but immune to knockdowns and stuns.
 
**This initial burst has a 100% status chance. The Electricity proc stuns damaged enemies for a short duration, and 50% of the initial damage will chain to surrounding enemies in a small AoE.
 
**This initial burst has a 100% status chance. The Electricity proc stuns damaged enemies for a short duration, and 50% of the initial damage will chain to surrounding enemies in a small AoE.
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**Increases cost to '''155''' energy.
 
**Increases cost to '''155''' energy.
 
**Reduces Volt's Stamina by '''5%'''.
 
**Reduces Volt's Stamina by '''5%'''.
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==See also==
 
==See also==
 
* [[Volt]]<noinclude>
 
* [[Volt]]<noinclude>

Revision as of 04:40, 27 July 2014

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

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  • Volt will inflict 150 / 175 / 200 / 225
    Lotusiconsmall
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    Electricity b Electricity damage in a small AoE near the end of his casting animation. The casting time lasts about 1 second, during which you are vulnerable to damage and energy drains, but immune to knockdowns and stuns.
    • This initial burst has a 100% status chance. The Electricity proc stuns damaged enemies for a short duration, and 50% of the initial damage will chain to surrounding enemies in a small AoE.
    • This burst is also paired with an additional instance of damage that decreases with distance.
    • Both sources of damage are affected by Power Strength.
  • Following the burst damage, any electronic device in the area will become overloaded. Each overloaded device inflicts 250
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    Electricity b Electricity damage per shock.
    • Each shock has a 100% status chance, and the damage is unaffected by Power Strength.
    • Each device has a limited number of charges that are rapidly expended against multiple enemies (seen as large electric arcs).
    • The arcs have a long range, and are not obstructed by the environment.
    • Each device prolongs Overload until all charges have been spent, or until there are no more enemies in the area.
  • Afterwards, the final pulses of damage are emitted. Each pulse deals 150 / 175 / 200 / 225
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    Electricity b Electricity damage per second over 3 / 3 / 4 / 4 seconds, and affects all enemies within a radius of 12 / 15 / 18 / 20 in-game meters.
    • Each pulse also has a 100% status chance.
    • Only 3 pulses of damage are emitted at max level. No damage is dealt upon Overload's expiration.
    • The damage is affected by Power Strength, and the range is affected by Power Range mods.
  • Overload can still be used effectively without nearby electronics and lights, but is much more powerful with them.
    • When electronics and lights are destroyed in any given area, using the ability again in the same area will not gain any bonus duration or damage; can be usually only increased once per room.
  • Gives conclave rating of 40 / 40 / 80 / 120 each rank.

  • Can be used while sliding.

  • 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.

     

    See also