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**Field radius and arc range are affected by [[Power Range]]. |
**Field radius and arc range are affected by [[Power Range]]. |
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**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. |
**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. |
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− | **Devices are permanently destroyed after being overloaded. Destroyed devices |
+ | **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. |
*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. |
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*Light fixtures appear to be the only electronic devices that are compatible with Overload. |
*Light fixtures appear to be the only electronic devices that are compatible with Overload. |
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*Can be used while jumping, sliding, clinging to a wall, or executing a front flip. |
*Can be used while jumping, sliding, clinging to a wall, or executing a front flip. |
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*Has a cast time of ~'''1''' second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns. |
*Has a cast time of ~'''1''' second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns. |
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+ | *Cannot be recast while active. |
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*[[Conclave]] rating: '''50 / 50 / 85 / 120'''. |
*[[Conclave]] rating: '''50 / 50 / 85 / 120'''. |
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|-|Tips & Tricks = |
|-|Tips & Tricks = |
Revision as of 04:29, 18 October 2014
Lua error in Module:Ability/infobox at line 120: buildInfobox: No ability "Overload" found in Module:Ability/data.
- Volt emits a powerful electric field, initially inflicting 150 / 175 / 200 / 225 Electricity 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.This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
- Both sources of damage are affected by Power Strength.
- 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.
- 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 Electricity damage with a 100% status chance. Once all overloaded devices have been depleted, the electric field will destabilize and inflict 150 / 175 / 200 / 225This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Electricity 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.This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
- Pulse damage is affected by Power Strength, while the arc damage from overloaded devices is not.
- 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.
- Arcs are not obstructed by the environment.
- Duration is not affected by Power Duration.
- After the overloaded devices have been depleted, only 2 / 2 / 3 / 3 pulses of damage are emitted over the duration.
- Field radius and arc range are affected by Power Range.
- 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.
- Conclave rating: 50 / 50 / 85 / 120.
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.
- Reduces the field radius and arc range to 6.8 meters.
- Maximized Power Efficiency reduces cost to 25 energy.
- Has no negative effect on this ability.
- Maximized Power Range increases the field radius and arc range to 47 meters.
- Reduces the pulse damage to 90.
- Maximized Power Strength increases the pulse damage to 537.75.
- Increases cost to 155 energy.
- Reduces Volt's stamina by 5%.