Condition Overload (Mechanic)

Condition Overload-type damage bonuses are a category of bonuses that are activated on transient enemy conditions, such as a Status Effect which can sometimes be applied, as opposed to an enemy faction which is always applied. The current form of CO bonuses were introduced when the mod went through an iteration"Condition Overload now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status." - patch notes to make it additive with instead of an exponentially-scaling multiplier. Today, this same bonus is applicable to almost every weapon class, sometimes by multiple sources, but each source is categorically consistent.
;Community Terminology
*CO (Condition Overload abbreviated. Used in this article to refer to the Condition Overload Mechanic)
*GunCO (Condition Overload for ranged weapons, e.g. primary and secondaries, abbreviated)
;Writer(s) Notes
While much of this page may be considered and acknowledged by developers as bugs, this page exists to reflect the present state of the mechanic, as it has existed for multiple years, not been modified for a year, and becomes more relevant as the mechanics are utilized more by developers despite their state.
==Sources of Condition Overload-Style Bonuses==
Although some sources are not related to status effects on targets, they are still based on transient conditions and are internally considered the same effect that will additively stack with each other in the list.
* (Melee, +80% per status)
* (Rifle, +40% per status, stacking up to 2 times for +80% per status)
* (Pistol, +40% per status, stacking up to 3 times for +120% per status)
* (Shotgun, +40% per status, stacking up to 2 times for +80% per status)
* (Pistol, +45% per stack)
* (+60% per status)
* (+33% per status | Evolution 2, Perk 1: Carnage Reign)
* (+30% per status | Evolution 2, Perk 2: Swift Punishment)
* (+40% per status | Evolution 4, Perk 3: Fatal Affliction)
* (+40% per status | Evolution 2, Perk 1: Fatal Affliction)
* (+40% per status | Evolution 4, Perk 3: Fatal Affliction)
* (+40% per status | Evolution 4, Perk 2: Fatal Affliction)
* (+100% vs <50% health | Evolution 2, Perk 1: Swift Conclusion)
* (+100% vs <50% health | Evolution 2, Perk 1: Hitman's Opportunity)
*Shattering Frost decree (+80% vs , upgradeable to +240%. Likely affects some abilities.)
For example, Shiver would additively stack with , and 's low-HP Incarnon bonus would additively stack with the Shattering Frost decree.
 is not part of the category, as it breaks multiple rules such as being exponential per condition like the original pre- Condition Overload mod, and is a radial attack.
==Mechanics==
In-game, this bonus is commonly written as "+X% Direct Damage" in the EN localization.
"Direct Damage" is intended language"Changed the description of Galvanized Aptitude to better reflect its current function (which clarifies that area of effect damage is not included)." - patch notes to specify that Radial Explosion Damage does not benefit from CO, but this is not completely true. Despite the spirit of this exclusion, many other forms of crowd damage still benefit.
*The following forms of damage apply CO:
**Hitscan - (e.g., )
**Hitscan Explosion - (e.g., Main Fire) only on directly-hit target.
**Hitscan Ricochet - (e.g., Incarnon Form) 
**Projectiles - (e.g., )
***Seeking - (e.g., Spores)
***Bouncing - (e.g., )
***Punching Through - (e.g., )
***Wave Projectile - (e.g., )
**Embedded Cloud - (e.g., ) only on directly-embedded target.
**Beam - (e.g., )
***Beam AoE - (e.g., )
***Beam Chain - (e.g., )
***Multi-beam - (e.g., )
** and procs are generated based on the bonus to the initial target, but carry that proc damage to their radius.
*Forms that do not apply CO are:
**Explosion Radius - (e.g., )
**Hitscan Explosion Radius - (e.g., ) on every non-directly hit target.
**Embedded Cloud Radius - (e.g., Main-fire) on every non-directly hit target.
**Things that should work but don't:
*** (Has no direct-hit damage)
*** (Despite embeds, is entirely "radial" damage)
***-series embedded alt-fire (Pulsing radius with 2s intervals instead of 1s)
*** turret (Should qualify as Hitscan. but not affected)
*** (Should qualify as wave, but not affected)
===Application Behaviors===
CO-type bonuses have five known ways of applying, which varies on an attack-to-attack basis that is community documented. Say we have a CO-bonus value of X, ranking CO-bonus behavior by effectiveness in the eyes of a WARFRAME player:
Ranking/Behavior #	Ranking Description 	CO-Bonus Damage Stacking Behavior"How does CO-bonus stack with damage mods/bonuses like ?"	CO-Bonus Application Behavior"How does CO-bonus increase an attack's damage?"	Player's Metagame Perspective 	Attack Examples
1 	CO-bonus performs extremely better than expected ("excellent")	Multiplicative Stacking ("not intended") 	Applies above X% of damage value despite listed as +X% ("not intended") 	"Game is bugged in our favor because it multiplicatively stacks with additive stacking bonuses like . Put both CO-bonus and in the same mod config for this weapon." 	
Most projectile-based weapons/attacks
*
*'s Incarnon Mode
2 	CO-bonus performs better than expected ("good") 	Additive Stacking ("intended") 	Applies above X% of damage value as listed +X% ("not intended") 	"The game is bugged and GunCO provides more damage bonus than its description. Replace additive bonuses like ." 	
Child projectiles that spawn from a parent projectile (CO-bonus uses parent projectile damage, which tend to be higher than its children):
*'s Cluster Bomb Contact
*'s Cluster Bombs
3 	CO-bonus performs as expected ("intended") 	Additive Stacking ("intended") 	Applies exactly X% of damage value as listed +X% ("intended") 	"Replace additive bonuses like because CO-bonus tends to give a larger bonus. Since CO-bonus and other damage bonuses are additive to each other, I rather use that mod slot for something that increases my damage more like crit damage bonus." (opportunity cost)	Most, if not all, hitscan weapons/attacks and some projectile-based weapons/attacks that behave "normally"
*'s Normal Attack
*'s Incarnon Mode
*'s Normal Attack
*'s Uncharged Shot
4 	CO-bonus performs worse than expected ("bad") 	Additive Stacking ("intended") 	Applies below X% of damage value despite listed as +X% ("not intended") 	"Keep using additive bonuses like because CO-bonus is lying to the player and gives less damage than expected over ." 	
Most bows' and projectile-based weapons with Charge Trigger Type's Charged Shot
*'s Charged Shot
5 	CO-bonus doesn't work ("very bad") 	N/A 	Does not apply any damage bonus ("intended" or "not intended", depends) 	"Keep using additive bonuses like because GunCo doesn't work on this weapon." 	AoE component of attacks for GunCo bonuses
====Math====
We can group the behaviors from the previous section into two categories based on how they stack with other damage bonuses:
*Behavior #1: "Multiplying". A multiplicative bonus that additively stacks with only CO-like damage bonuses (e.g. ) AND multiplicatively stacks with other damage bonuses (e.g. , , ). Its functionality is reliable and compatible with all weapon bonuses. This is the least common way on how CO-like effects stack with damage bonuses.
**Base Weapon Damage Most Damage Bonuses CO Other Damage Multipliers
**Example with and 2 procs/1 stack of bonus:
***Final Damage = Base Weapon Damage (1 + ) (1 + + )
*Behavior #2/3/4: "Adding". A multiplicative bonus that additively stacks with ALL +% Damage mods, damage bonuses, AND CO-like damage bonuses (e.g. , , , ). This type is an additive recalculation of all effects, but omits +X% Damage in the recalculation, thus making CO mathematically additive to +X% Damage. However, this recalculation inadvertently omits some other effects. This is the most common way on how CO-like effects stack with damage bonuses.
**(Base Weapon Damage Most Damage Bonuses Other Damage Multipliers) + (Base Weapon Damage CO )
***Or Base Weapon Damage [ (Most Damage Bonuses Other Damage Multipliers) + CO ]
***Damage multipliers or effects that are ignored with Additive Stacking CO-like bonuses:
****Damage Falloff (conditional damage multiplier)
**** (conditional damage multiplier)
**** (conditional damage multiplier)
****Additive base damage provided by all Incarnon Genesis Adaptors (conditional damage bonus, differs from weapon variant to variant)
****Some Melee Stance Multipliers, on inputs with multiple hits.
****Some natural weapon stats modifiers, such as Bow charging and more.
===What Counts As A Status Effect?===
All Status Effects that have a damage type equivalent are counted for purposes of calculating the CO damage bonus. For thoroughness, this includes:
*Status effects from physical damage types
** procs
** procs
** procs
*Status effects from elemental damage types (single and combined types)
** procs
** procs
** procs
** procs
** procs
** procs
** procs
** procs
** procs
** procs
*Status effects from unique damage types
** procs
** procs
*Unique "hidden" status effects
** (cannot coexist with on same target)
** (cannot coexist with on same target)
**
===Pre- CO-Bonuses Acting On Hidden Damage Values (Why Projectile Weapons Deviate)===
Prior to , "a previous change had [CO-bonuses] operate relative to "base damage" but the code was incorrectly getting base damage from the impact behavior rather than the projectile." To understand why this was the case, we need to know how attacks are stored in WARFRAME's data. Projectile weapons can have their "impact:LotusWeaponImpactBehavior".AttackData damage impact attack data overrided by the "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData projectile fire attack data which will give the numbers as presented in the Arsenal. For some reason, CO-bonuses apply to values in the overrided "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData object, causing discrepancies in damage calculations.
In most cases, hitscan attacks will have CO-bonuses apply as expected because their damage values are only stored in "impact:LotusWeaponImpactBehavior".AttackData for the respective attack. However, projectile attacks may have unexpected damage calculation deviations because of this overriding behavior of the original "impact:LotusWeaponImpactBehavior" .
====Case Study====
To demonstrate, in the case of , as of 04:46, 12 January 2024 (UTC) it's attacks are the stored as the followingFrom https://overframe.gg/build/new/1093/astilla/ HTML source. See Overframe for more details.:
"Behaviors": [ {
	"fire:LotusWeaponProjectileFireBehavior": {
		"AIMED_ACCURACY": {
			"Spread": {
				"SHOOTING": {
					"range": [2, 6],
					"type": "ST_EXPONENTIAL"
				}
			}
		},
		"IgnoreFireIterations": 0,
		"IsMeleeBehavior": 0,
		"IsSilenced": 0,
		"RoundUpAmmoConsumption": 0,
		"ScaleAmmoRequirement": 0,
		"UseAmmo": 1,
		"ammoRequirement": 1,
		"ammoType": "/Lotus/Weapons/Ammo/RifleAmmoEx",
		"fireIterations": 1,
		"projectileType": {
			"AttackData": {
				"Amount": 70,
				"DT_IMPACT": 1,
				"DT_PUNCTURE": 0,
				"DT_SLASH": 0,
				"HitType": "DHT_PROJECTILE",
				"ProcChance": 0.33
			},
			"BounceOnAvatars": 0,
			"CriticalChance": 0.17,
			"CriticalMultiplier": 1.9,
			"DamageRadius": 2.4,
			"DealDamageThroughImpactBehavior": 1,
			"EmbedDeathAttack": {
				"Amount": 100,
				"DT_IMPACT": 0,
				"DT_PUNCTURE": 0.22,
				"DT_SLASH": 0.78,
				"ProcChance": 0.22,
				"Type": "DT_PHYSICAL"
			},
			"EmbedTime": [0.02, 0.02],
			"ExplodeOnImpact": 1,
			"ExplosionFallOff": 0.3,
			"ExplosiveAttack": {
				"Amount": 120,
				"DT_IMPACT": 0,
				"DT_PUNCTURE": 0.35,
				"DT_SLASH": 0.65,
				"ProcChance": 0.33,
				"Type": "DT_PHYSICAL"
			},
			"MaxBounces": 1,
			"SweepRadius": 0.5
		}
	},
	"fire:Type": "/Lotus/Types/Game/LotusWeaponProjectileFireBehavior",
	"impact:LotusWeaponImpactBehavior": {
		"AttackData": {
			"Amount": 3,
			"HitType": "DHT_NONE",
			"ProcChance": 0.3,
			"Type": "DT_CORROSIVE",
			"UseNewFormat": 0
		},
		"PlayerDamageMultiplier": 1,
		"PvpDamageMultiplier": 1,
		"criticalHitChance": 0,
		"criticalHitDamageMultiplier": 2,
		"radius": 0
	},
	"impact:Type": "/Lotus/Types/Weapon/LotusWeaponImpactBehavior",
	"state:Type": "/EE/Types/Game/WeaponAutomaticStateBehavior",
	"state:WeaponAutomaticStateBehavior": {
		"IsAlternateFire": 0,
		"LocTag": "/Lotus/Language/Menu/Loadout_TriggerAuto",
		"fireRate": 260,
		"reloadTime": 2
	}
} ]
As you can see, has a base damage of 70 on direct impact as defined in "fire:LotusWeaponProjectileFireBehavior".projectileType.AttackData, this matches the in-game arsenal value as of 04:46, 12 January 2024 (UTC):
"projectileType": {
	"AttackData": {
		"Amount": 70,
		"DT_IMPACT": 1,
		"DT_PUNCTURE": 0,
		"DT_SLASH": 0,
		"HitType": "DHT_PROJECTILE",
		"ProcChance": 0.33
	},
	"BounceOnAvatars": 0,
	"CriticalChance": 0.17,
	"CriticalMultiplier": 1.9,
	"DamageRadius": 2.4,
	"DealDamageThroughImpactBehavior": 1,
	"EmbedDeathAttack": {
		"Amount": 100,
		"DT_IMPACT": 0,
		"DT_PUNCTURE": 0.22,
		"DT_SLASH": 0.78,
		"ProcChance": 0.22,
		"Type": "DT_PHYSICAL"
	},
	"EmbedTime": [0.02, 0.02],
	"ExplodeOnImpact": 1,
	"ExplosionFallOff": 0.3,
	"ExplosiveAttack": {
		"Amount": 120,
		"DT_IMPACT": 0,
		"DT_PUNCTURE": 0.35,
		"DT_SLASH": 0.65,
		"ProcChance": 0.33,
		"Type": "DT_PHYSICAL"
	},
	"MaxBounces": 1,
	"SweepRadius": 0.5
}
However, it also has an additional 3 damage with DHT_NONE HitType defined in "impact:LotusWeaponImpactBehavior".AttackData. This damage value is not present in the arsenal nor will it apply during missions unless has bonuses active:
"AttackData": {
	"Amount": 3,
	"HitType": "DHT_NONE",
	"ProcChance": 0.3,
	"Type": "DT_CORROSIVE",
	"UseNewFormat": 0
},
"PlayerDamageMultiplier": 1,
"PvpDamageMultiplier": 1,
"criticalHitChance": 0,
"criticalHitDamageMultiplier": 2,
"radius": 0
This means that in the case of , will have a 4.29% relative damage scaling on 3 damage instead of fully applying 100% of its damage bonus to the actual base 70 damage value (3 / 70 = 0.0429). At max stacks of +80% damage bonus, we will see:
*70 + 3 * (1 + 80%) = 75.4 total damage instead of
*70 * (1 + 80%) = 126 total damage
*which means the player only deals 60% of the expected damage!
This since has been fixed in , but other CO-bonus issues still exist.
==Attack Catalog==
This section contains community-sourcedProf_Blocks_007's list: https://docs.google.com/spreadsheets/d/1FJ_RIEG2mlFGBQ__szeGoFM6azj23n0CqelBFO_MGGw/edit?usp=sharingRainy's list: https://docs.google.com/spreadsheets/d/1ryemX4Y2vWy9LjuJ355bWVNuBhzLaHTTFqPeTNto9RA/edit?usp=sharingArbitrary Mary's Original List (2022 version, outdated): https://docs.google.com/spreadsheets/d/1jFIcb4W_KeZ5glapDLgFasmcOt8tp_lcpId82UQSv2c/edit?usp=sharing info on whether CO-bonuses applies to an attack additively ("intended") or multiplicatively ("not intended") and what CO counts for base damage, which is not always the same damage as the base attack.
A pattern to note is that projectile-based attacks tend to have CO-bonuses apply to them multiplicatively instead of additively. Non-projectile or hitscan weapons will have CO-bonuses apply to them additively as "intended".
===Primaries===
Listing only discrepant attacks. Anything not listed should be assumed to be Additive with +100% bonus ("intended" behavior), keeping in mind the omitted effects in the math section will include all those ordinary attacks.
Weapon 	Attack Name 	Projectile Type	Attack Unmodded Damage	Actual CO Damage Bonus at +100%	CO Damage Bonus Relative To Base Damage	Math/Behavior Type	Notes
 	Red Rocket 	Projectile 	28 	28 	100% 	Multiplying 	
 	Blue Rocket 	Projectile 	35 	28 	80% 	Adding 	For some reason CO-bonus uses the "Red Rocket" damage value
 	Normal Attack 	Projectile 	60 	60 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	97 	97 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	62 	62 	100% 	Multiplying 	
 	Alt-fire Hitscan AoE 	AoE 	800 	600 	75% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Normal Attack 	Projectile 	600 	600 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	760 	760 	100% 	Multiplying 	
 	Uncharged/Charged Attack 	Projectile 	1680 	700 	41.67% 	Adding 	Scales off 100 base damage per projectile instead of 240, unaffected by Power Strength
 	Main-fire 	Projectile 	39 	39 	100% 	Multiplying 	
 	Main-fire 	Projectile 	66 	66 	100% 	Multiplying 	
/// 	Incarnon Form AoE 	AoE 	74 	70 	95% 	Adding 	Listed values for Braton Prime with inactive Daring Reverie. Radial hit only receives CO bonus on target directly hit by bullet. AoE does not scale off multishot.
 	Main-fire 	Projectile 	287 	287 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	9 	9 	100% 	Multiplying 	
/ 	Incarnon Form Radial Attack	AoE 	55 	13 	24% 	Adding 	Listed values for Burston Prime. Radial hit only receives CO bonus on target directly hit by bullet. AoE does not scale off multishot.
 	Normal Attack 	Projectile 	60 	60 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	3 	3 	100% 	Multiplying 	
(Tremor)	Normal Attack 	Projectile 	216 	216 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	20 	20 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	380 	190 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Charged Attack 	Projectile 	552 	276 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Charged Attack 	Projectile 	470 	235 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Uncharged Attack 	Projectile 	205 	205 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	410 	205 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Uncharged AoE Toxin Cloud 	AoE 	5 	5 	100% 	Multiplying 	
 	Charged AoE Toxin Cloud 	AoE 	5 	205 	4100% 	Adding 	uses the 205 base damage of the Uncharged Attack
 	Uncharged Attack 	Projectile 	450 	450 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	800 	800 	100% 	Multiplying 	
 	Perfect Shot 	Projectile 	600 	600 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	700 	400 	57% 	Adding 	
 	Charged Attack 	Projectile 	460 	230 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; uses bows mechanics; bows have innate 2x damage multiplier when fully charged
 	Charged Attack 	Projectile 	336 	168 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Incarnon Mode 	Projectile 	400 	400 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	1620 	1620 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	760 	760 	100% 	Multiplying 	
 	Incarnon Mode 	Projectile 	600 	600 	100% 	Multiplying 	
 	Hitscan AoE Direct 	AoE 	100 	350 	350% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Hitscan AoE Direct 	AoE 	60 	200 	333% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Semi-Mode 	Projectile 	500 	500 	100% 	Multiplying 	
 	Normal Attack Hitscan AoE 	AoE 	29 	29 	100% 	Adding 	CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Alt-fire 	Projectile 	100 	100 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	47 	47 	100% 	Multiplying 	
 	Main-fire 	Projectile 	160 	160 	100% 	Multiplying 	
/ 	Incarnon Mode 	Projectile 	50 	50 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	525 	200 	38% 	Adding 	
 	Charged Attack 	Projectile 	500 	200 	40% 	Adding 	CO-bonus only applies to base (partially charged) damage; uses bows mechanics; has innate 2x damage multiplier when fully charged
 	Incarnon Mode 	Projectile 	60 	60 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	900 	900 	100% 	Multiplying 	
 	Perfect Shot 	Projectile 	900 	900 	100% 	Multiplying 	
 	Charged Hitscan AoE Direct 	AoE 	400 	1000 	250% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Charged Hitscan AoE 	AoE 	200 	400 	200% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Alt-fire 	Projectile 	15 	15 	100% 	Multiplying 	
 	Charged Attack 	Projectile 	320 	160 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Charged Attack 	Projectile 	360 	180 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
 	Charged Attack 	Projectile 	230 	115 	50% 	Adding 	CO-bonus only applies to base (uncharged) damage; bows have innate 2x damage multiplier when fully charged
/ 	Incarnon Mode 	Projectile 	520 	520 	100% 	Multiplying 	
 	Alt-fire Child Bomb 	Projectile 	3 	3 	100% 	Multiplying 	
 	Alt-fire Child Bomb 	Projectile 	3 	3 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	1400 	1400 	100% 	Multiplying 	
 	Throw 	Projectile 	150 	150 	100% 	Multiplying 	
 	Throw 	Projectile 	200 	200 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	71 	71 	100% 	Multiplying 	
(Tremor)	Normal Attack 	Projectile 	127 	127 	100% 	Multiplying 	
 	Main-fire 	Projectile 	52 	52 	100% 	Multiplying 	
 	Alt-fire 	Projectile 	600 	600 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	320 	320 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	100 	100 	100% 	Multiplying 	
(Brash) 	Normal Attack 	Projectile 	38 	38 	100% 	Multiplying 	
 	Main-fire 	Projectile 	100 	100 	95% 	Multiplying 	
 	Toxin AoE Cloud 	AoE 	40 	40 	100% 	Multiplying 	
 	Incarnon Form Hitscan AoE 	AoE 	102 	51 	50% 	Adding 	Listed values with Final Fusillade. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Main-fire Hitscan AoE 	AoE 	50 	82 	164% 	Adding 	Radial hit only receives CO bonus on target directly hit by laser. CO-bonus scales off hitscan damage. AoE does not scale off multishot.
 	Alt-fire 	Projectile 	100 	100 	100% 	Multiplying 	
 	Cannon Child Bomb 	Projectile 	15 	25 	167% 	Adding 	
 	Cannon Child Bomb 	Projectile 	15 	50 	333% 	Adding 	
 	Alt-fire Disk Bonk 	Projectile 	10 	10 	100% 	Multiplying 	
===Secondaries===
Listing only discrepant attacks. Anything not listed should be assumed to be Additive with +100% bonus ("intended" behavior), keeping in mind the omitted effects in the math section will include all those ordinary attacks.
Weapon	Attack Name 	Projectile Type	Base Attack Damage	CO Damage Bonus at +100%	CO Damage Bonus Relative To Base Damage	Math/Behavior Type	Notes
 	Direct Hit 	Projectile 	9 	9 	100% 	Multiplying 	
 	Single Rocket Impact 	Projectile 	200 	200 	100% 	Adding 	
 	Incarnon Mode 	Projectile 	30 	30 	100% 	Multiplying 	
 	Single Rocket Impact 	Projectile 	200 	200 	100% 	Adding 	
 	Incarnon Mode 	Projectile 	30 	30 	100% 	Multiplying 	
 	Uncharged Shot 	Projectile 	500 	0 	0% 	N/A 	Does not apply
 	Charged Shot 	Projectile 	1000 	0 	0% 	N/A 	Does not apply
 	Charged Shot 	Projectile 	100 	25 	25% 	Adding 	Uses uncharged damage value
 	Burst Shot 	Projectile 	25 	25 	100% 	Adding 	
 	Normal Shot 	Projectile 	40 	40 	100% 	Adding 	
 	Charged Shot 	Projectile 	76 	38 	50% 	Adding 	Uses uncharged damage value
 	Burst Shot 	Projectile 	75 	75 	100% 	Adding 	
 	Charged Shot 	Projectile 	300 	75 	25% 	Adding 	Uses uncharged damage value
 	Normal Attack 	AoE 	160 	0 	0% 	N/A 	Does not apply
 	Mid-Flight Detonation 	AoE 	300 	0 	0% 	N/A 	Does not apply
 	Embedded Detonation 	AoE 	300 	0 	0% 	N/A 	Does not apply
 	Partial Reload Impact 	Projectile 	11 	11 	100% 	Multiplying 	
 	Reload From Empty Impact 	Projectile 	11 	11 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	256 	256 	100% 	Multiplying 	
 	Projectile Impact 	Projectile 	50 	50 	100% 	Multiplying 	
 	Burst Mode 	Projectile 	72 	72 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	58 	58 	100% 	Adding 	
 	Incarnon Mode 	Projectile 	108 / 166 	58 	54% / 35% 	Adding 	CO-bonus does not use base damage increase Evolution
 	Normal Attack 	Projectile 	40 	40 	100% 	Adding 	
 	Normal Attack 	Projectile 	40 	40 	100% 	Adding 	CO-bonus ignores Damage Falloff
 	Normal Attack 	Projectile 	26 	26 	100% 	Adding 	CO-bonus ignores Damage Falloff
 	Burst Shot 	Projectile 	26 	26 	100% 	Adding 	CO-bonus ignores Damage Falloff
 	Charged Shot 	Projectile 	300 	300 	100% 	Multiplying 	
 	Uncharged Direct Hit 	Projectile 	100 	100 	100% 	Multiplying 	
 	Slug 	Projectile 	325 	325 	100% 	Adding 	
 	Rocket Impact 	Projectile 	200 	200 	100% 	Adding 	
 	Cluster Bombs 	Projectile 	75 	200 	257% 	Adding 	CO-bonus uses parent projectile damage value
 	Normal Attack 	Projectile 	46 	46 	100% 	Adding 	
 	Incarnon Mode 	Projectile 	40 	40 	100% 	Multiplying 	CO-bonus DOES use base damage increase Evolution
 	Normal Attack 	Projectile 	40 	40 	100% 	Adding 	
 	Incarnon Mode 	Projectile 	24 	24 	100% 	Multiplying 	CO-bonus DOES use base damage increase Evolution
 	Normal Attack 	Projectile 	160 	160 	100% 	Adding 	CO-bonus multiplies properly with Devouring Attrition perk
 	Incarnon Form 	Projectile 	100 	100 	100% 	Adding 	CO-bonus multiplies properly with Devouring Attrition perk
 	Alt Fire Impact 	Projectile 	1000 	1000 	100% 	Multiplying 	Scales properly with magazine size
 	Spore Impact 	Projectile 	50 	50 	100% 	Adding 	
 	DoT Cloud 	AoE 	20 	50 	250% 	Adding 	CO-bonus uses to Spore Impact damage value. Damage recalculates on every tick
 	Normal Attack 	Projectile 	101.01 	101.01 	100% 	Multiplying 	
 	Projectile Impact 	Projectile 	131 	131 	100% 	Multiplying 	
 	Primary-Fire 	Projectile 	48 	48 	100% 	Multiplying 	
 	Lock-On Mode 	Projectile 	96 	96 	100% 	Multiplying 	
 	Projectile Impact 	Projectile 	150 	0 	0% 	N/A 	Does not apply
 	Normal Attack 	Projectile 	90.5 	57 	63% 	Adding 	Some reason CO-bonus uses 57 damage value for any configuration
 	Bomblet Impact 	Projectile 	9 	57 	633% 	Adding 	CO-bonus uses parent projectile damage value
 	Uncharged Projectile 	Projectile 	44 	44 	100% 	Adding 	
 	Fully Charged Projectile 	Projectile 	44 	44 	100% 	Adding 	
 	Blob Impact 	Projectile 	4 	0 	0% 	N/A 	Does not apply
 	Normal Attack 	Projectile 	28 	28 	100% 	Adding 	
 	Lock-on Mode 	Projectile 	28 	28 	100% 	Multiplying 	
 	Slug Impact 	Projectile 	120 	120 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	18 	18 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	49 	49 	100% 	Adding 	Does not affect DoT
 	Normal Attack 	Projectile 	30 	30 	100% 	Multiplying 	
 	Normal Attack 	Projectile 	30 	30 	100% 	Multiplying 	
/ 	Incarnon Form Radial Attack	AoE 	776 	700 	90% 	Adding 	Listed Values for Zylok Prime with inactive Precision's Payoff. Radial hit only receives CO bonus on target directly hit by bullet. AoE does not scale off multishot.
 	Normal Attack 	Projectile 	23 	23 	100% 	Adding 	
 	Homing Spore Contact 	Projectile 	23 	23 	100% 	Multiplying 	
===Melees===
To be added. Notes are available in cited spreadsheets.
Weapon 	Attack Name	Attack Damage	CO Damage Bonus at +100%	CO Damage Bonus Relative To Base Damage	Math/Behavior Type	Notes
Wep atk	atk dmg 	co dmg 	dif% 	+ or x 	 	
===Stances===
To be added. Notes are available in cited spreadsheets.
==Patch History==
Unofficial / wiki-clarified notes written in (round brackets).
==References==
==External Links==
*https://www.youtube.com/watch?v=FK_bTRkfB9s - "Secondary Shiver + GunCO + Hornet Strike Interactions" by Jazzimus (2024-01-22)
*https://www.youtube.com/watch?v=ghQy3-dMT-g - "Longbow Sharpshot + GunCO + Serration Interactions" by Jazzimus (2024-01-03)
Category:Damage 2.0
Category:Mechanics
fr:Surcharge d'État (Mécanique)