Cast Overdrive — core¶
Cast Overdrive rewards two different normal actives used close together.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:23 · Aliases: OverdriveCore
Behaviour and interactions¶
Two distinct Q/F/C actives within 5 seconds grant 0.15 × log2(1 + rank) fire/reload rate and 15% × rank ability damage for 4 + 0.50 × log2(rank) seconds. One refreshed buff, with a 12-second interval; ultimate excluded.
Tier: Legendary · Categories: Weapons, Abilities
Restriction: Two different normal actives within 5s; ultimate excluded; refreshes one buff.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=.15*l;v.Secondary=.15*n;v.Duration=4+.50*h;v.TriggerInterval=12;v.ActivationWindow=5;break; // fire/reload addition / ability multiplier addition
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.