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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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+ | |||
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− | + | |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. |
− | * |
+ | **Both sources of damage are affected by [[Power Strength]]. |
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− | *Casting time of about 1 second, during which you are vulnerable to damage and energy drains but immune to knockdowns and stuns. The casting animation used to last for the full duration of the skill, extra time if lights were destroyed, but was changed to around a second, while the skill deploys itself for the rest of the duration. |
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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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− | *Volt will inflict '''225''' {{Icon/Proc|Electricity||text}} damage (at max level) in a small AoE the moment his casting animation ends. |
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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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− | **This burst is also paired with an additional instance of damage that decreases with distance. |
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− | *Following the burst damage, there is a short delay. After this delay, any electronic device in the area will become overloaded. Each overloaded device inflicts '''250''' {{Icon/Proc|Electricity||text}} damage per shock with a 100% status chance. This damage is unaffected by [[Power Strength]]. |
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+ | **Duration is '''not''' affected by [[Power Duration]]. |
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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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+ | **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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− | **Each device prolongs Overload until all charges have been spent, or until there are no more enemies in the area. |
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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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− | *Afterwards, the three final pulses of damage are emitted every second. |
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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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− | **Each pulse also has a 100% status chance. |
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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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− | *Overload can still be used effectively without nearby electronics and lights, but is ''much'' more powerful with them. |
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+ | *Light fixtures appear to be the only electronic devices that are compatible with Overload. |
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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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+ | *Can be used while jumping, sliding, clinging to a wall, or executing a front flip. |
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− | *Gives conclave rating of '''40 / 40 / 80 / 120''' each rank. |
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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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− | |-|Tips & Tricks = |
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− | * |
+ | *Cannot be recast while active. |
+ | |augment = |
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− | |-|Maximization = |
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+ | [[File:Capacitance.png|200px|left]] |
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+ | {{main|Capacitance}} |
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+ | {{#lst:Capacitance|intro}} |
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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]] |
+ | [[de:Überladung]] |
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+ | [[ru:Перегрузка]] |
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− | [[Category:Warframe Mods]]</noinclude><noinclude> |
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+ | __NOTOC__ |
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− | [[Category:Volt]]</noinclude><noinclude> |
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− | + | </noinclude> |
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− | [[Category: |
+ | <noinclude>[[Category:Warframe Abilities]]</noinclude> |
− | [[Category: |
+ | <noinclude>[[Category:Electricity Damage]]</noinclude> |
+ | <noinclude>[[Category:Two-Handed Abilities]]</noinclude> |
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Revision as of 01:05, 22 April 2015
Lua error in Module:Ability/infobox at line 120: buildInfobox: No ability "Overload" found in Module:Ability/data.