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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
+
| damage = 150 / 175 / 200 / 225 (pulse damage)<br>250 (arc damage)
 
| range = 12 / 15 / 18 / 20 m
 
| range = 12 / 15 / 18 / 20 m
| duration = N/A
+
| duration = 3 / 3 / 4 / 4 s
  +
}}
 
  +
{{Clr}}
 
<tabber>Info =
+
|info =
*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 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.
**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]].
 
**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.
*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.
 
  +
*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.
**Each shock has a 100% status chance, and the damage is unaffected by [[Power Strength]].
 
 
**Pulse damage is affected by [[Power Strength]], while the arc damage from overloaded devices is '''not'''.
**Each device has a limited number of charges that are rapidly expended against multiple enemies (seen as large electric arcs).
 
 
**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.
**The arcs have a long range, and are not obstructed by the environment.
+
**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.
 
  +
**Duration is '''not''' affected by [[Power Duration]].
*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.
 
  +
**After the overloaded devices have been depleted, only '''2 / 2 / 3 / 3''' pulses of damage are emitted over the duration.
**Each pulse also has a 100% status chance.
 
  +
**Field radius and arc range are affected by [[Power Range]].
**Only 3 pulses of damage are emitted at max level. No damage is dealt upon Overload's expiration.
 
  +
**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.
**The damage is affected by [[Power Strength]], and the range is affected by [[Power Range]] mods.
 
  +
**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 can still be used effectively without nearby electronics and lights, but is ''much'' more powerful with them.
 
  +
*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.
**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.
 
  +
*Light fixtures appear to be the only electronic devices that are compatible with Overload.
*Gives conclave rating of '''40 / 40 / 80 / 120''' each rank.
 
  +
*Can be used while jumping, sliding, clinging to a wall, or executing a front flip.
|-|Tips & Tricks =
 
  +
*Has a cast time of ~'''1''' second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
*Can be used while sliding.
+
*Cannot be recast while active.
|-|Maximization =
 
  +
|tips =
  +
  +
|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 '''47''' 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]] increases the damage to '''537.7'''.
+
*[[Maximized Power Strength]] increases the pulse damage to '''537.75'''.
 
**Increases cost to '''155''' energy.
 
**Increases cost to '''155''' energy.
**Reduces Volt's Stamina by '''5%'''.
+
**Reduces Volt's stamina by '''5%'''.
 
}}
</tabber> <noinclude>
+
<noinclude>
 
==See also==
 
==See also==
* [[Volt]]<noinclude>
+
* [[Volt]]
  +
[[de:Überladung]]
</noinclude><noinclude>
 
  +
[[ru:Перегрузка]]
[[Category:Warframe Mods]]</noinclude><noinclude>
 
[[Category:Volt]]</noinclude><noinclude>
+
__NOTOC__<noinclude></noinclude><noinclude>
[[Category:Mods]]</noinclude><noinclude>
+
[[Category:Warframe Abilities]]</noinclude><noinclude>
[[Category:Rare Mods]]</noinclude>
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[[Category:Electricity Damage]]</noinclude><noinclude>
[[Category:Mechanics]]
+
[[Category:Two-Handed Abilities]]</noinclude><noinclude>
 
[[Category:Volt]]</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.

See also