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| name = Overload |
| name = Overload |
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| gameimage = Overload.png |
| gameimage = Overload.png |
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− | | cardimage = |
+ | | cardimage = OverloadModU15.jpeg |
| hotkey = 4 |
| hotkey = 4 |
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| energy = 100 |
| energy = 100 |
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| 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. |
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| cost = 10 / 11 / 12 / 13 |
| cost = 10 / 11 / 12 / 13 |
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− | | damage = 150 / 175 / 200 / 225 |
+ | | damage = 150 / 175 / 200 / 225 (pulse damage)<br>250 (arc damage) |
| range = 12 / 15 / 18 / 20 m |
| range = 12 / 15 / 18 / 20 m |
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− | | duration = |
+ | | duration = 3 / 3 / 4 / 4 s |
+ | |||
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+ | |||
− | {{Clr}} |
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− | + | |info = |
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− | *Volt |
+ | *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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− | **This burst is also paired with an additional instance of damage that decreases with distance. |
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**Both sources of damage are affected by [[Power Strength]]. |
**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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− | *Following the burst damage, any electronic device in the area will become overloaded. Each overloaded device inflicts '''250''' {{Icon/Proc|Electricity||text}} damage per shock. |
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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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− | **Each shock has a 100% status chance, and the damage is unaffected by [[Power Strength]]. |
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− | **Each device has a limited number of charges that are rapidly expended against multiple enemies (seen as large electric arcs). |
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− | ** |
+ | **Arcs 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. |
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+ | **Duration is '''not''' affected by [[Power Duration]]. |
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− | *Afterwards, the final pulses of damage are emitted. Each pulse deals '''150 / 175 / 200 / 225''' {{Icon/Proc|Electricity||text}} damage per second over '''3 / 3 / 4 / 4''' seconds, and affects all enemies within a radius of '''12 / 15 / 18 / 20''' in-game meters. |
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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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− | **Each pulse also has a 100% status chance. |
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+ | **Field radius and arc range are affected by [[Power Range]]. |
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− | **Only 3 pulses of damage are emitted at max level. No damage is dealt upon Overload's expiration. |
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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 can still be used effectively without nearby electronics and lights, but is ''much'' more powerful with them. |
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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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− | **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. |
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+ | *Light fixtures appear to be the only electronic devices that are compatible with Overload. |
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− | *Gives conclave rating of '''40 / 40 / 80 / 120''' each rank. |
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+ | *Can be used while jumping, sliding, clinging to a wall, or executing a front flip. |
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− | |-|Tips & Tricks = |
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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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− | * |
+ | *Cannot be recast while active. |
− | |-|Maximization = |
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+ | |tips = |
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+ | |||
+ | |max = |
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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. |
[[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]] |
+ | *[[Maximized Power Duration]] has no positive effect on this ability. |
− | **Reduces the |
+ | **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. |
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**Has no negative effect on this ability. |
**Has no negative effect on this ability. |
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− | *[[Maximized Power Range]] increases the |
+ | *[[Maximized Power Range]] increases the field radius and arc range to '''47''' meters. |
− | **Reduces the |
+ | **Reduces the pulse damage to '''90'''. |
− | *[[Maximized Power Strength]] increases the damage to '''537. |
+ | *[[Maximized Power Strength]] increases the pulse damage to '''537.75'''. |
**Increases cost to '''155''' energy. |
**Increases cost to '''155''' energy. |
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− | **Reduces Volt's |
+ | **Reduces Volt's stamina by '''5%'''. |
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− | + | <noinclude> |
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==See also== |
==See also== |
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− | * [[Volt]] |
+ | * [[Volt]] |
+ | [[de:Überladung]] |
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− | </noinclude><noinclude> |
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+ | [[ru:Перегрузка]] |
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− | + | __NOTOC__<noinclude></noinclude><noinclude> |
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− | [[Category: |
+ | [[Category:Warframe Abilities]]</noinclude><noinclude> |
− | [[Category: |
+ | [[Category:Electricity Damage]]</noinclude><noinclude> |
− | [[Category: |
+ | [[Category:Two-Handed Abilities]]</noinclude><noinclude> |
⚫ |
Revision as of 02:29, 4 March 2015
Lua error in Module:Ability/infobox at line 120: buildInfobox: No ability "Overload" found in Module:Ability/data.