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+ | {{AbilityU10.3 |
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− | {{Ability |
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− | | name = Overload |
+ | | name = Overload |
− | | |
+ | | gameimage = Overload.png |
− | | |
+ | | cardimage = OverloadModU15.jpeg |
+ | | hotkey = 4 |
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⚫ | |||
− | | |
+ | | energy = 100 |
⚫ | |||
− | *Deals '''X''' / '''X''' / '''X''' / '''200''' [[Damage: Electrical|Electrical damage]] five times over its duration, with an additional '''X''' damage per destroyed device. This is affected by Power Strength ([[Focus]]). |
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+ | | cost = 10 / 11 / 12 / 13 |
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− | *Radius of '''X''' / '''X''' / '''X''' / '''20''' in-game meters. This is affected by Power Range ([[Stretch]]). |
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+ | | damage = 150 / 175 / 200 / 225 (pulse damage)<br>250 (arc damage) |
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− | *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. |
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+ | | range = 12 / 15 / 18 / 20 m |
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− | *Note that the visual effect extends further than the damage effect. |
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+ | | duration = 3 / 3 / 4 / 4 s |
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− | *Overload can still be used effectively without nearby electronics and lights, but is much more powerful with them. |
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+ | }} |
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− | *Incredibly effective against Corpus. Also deals roughly '''three times''' normal damage to [[Corpus#MOA|MOA]] walkers. |
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+ | {{Clr}} |
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⚫ | |||
+ | |||
− | |gameimage = Overload.png|cardimage = Overload2.png}} |
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+ | <div class="tabbertab-bordered"><tabber>Info = |
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+ | *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. |
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+ | **Both sources of damage are affected by [[Power Strength]]. |
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+ | **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. |
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+ | *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. |
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+ | **Pulse damage is affected by [[Power Strength]], while the arc damage from overloaded devices is '''not'''. |
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+ | **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. |
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+ | **Arcs are '''not''' obstructed by the environment. |
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+ | **Duration is '''not''' affected by [[Power Duration]]. |
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+ | **After the overloaded devices have been depleted, only '''2 / 2 / 3 / 3''' pulses of damage are emitted over the duration. |
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+ | **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. |
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+ | **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. |
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+ | *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. |
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+ | *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. |
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⚫ | |||
+ | *[[Conclave]] rating: '''50 / 50 / 85 / 120'''. |
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+ | |-|Tips & Tricks = |
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+ | |||
+ | |-|Maximization = |
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+ | [[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. |
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+ | |||
+ | *[[Maximized Power Duration]] has no positive effect on this ability. |
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+ | **Reduces the field radius and arc range to '''6.8''' meters. |
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+ | *[[Maximized Power Efficiency]] reduces cost to '''25''' energy. |
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+ | **Has no negative effect on this ability. |
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+ | *[[Maximized Power Range]] increases the field radius and arc range to '''47''' meters. |
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+ | **Reduces the pulse damage to '''90'''. |
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+ | *[[Maximized Power Strength]] increases the pulse damage to '''537.75'''. |
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+ | **Increases cost to '''155''' energy. |
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+ | **Reduces Volt's stamina by '''5%'''. |
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+ | </tabber></div> |
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<noinclude> |
<noinclude> |
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− | ==See |
+ | ==See also== |
− | * [[ |
+ | * [[Volt]] |
+ | [[de:Überladung]] |
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+ | [[ru:Перегрузка]] |
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+ | __NOTOC__<noinclude> |
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</noinclude><noinclude> |
</noinclude><noinclude> |
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− | [[Category: |
+ | [[Category:Volt]]</noinclude><noinclude> |
+ | [[Category:Mods]]</noinclude> |
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+ | [[Category:Mechanics]] |
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+ | [[Category:Warframe Abilities]] |
Revision as of 16:06, 24 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%.