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If you vent, while you overcharge is above 30% (you have visual marker on a bar for it ) - you would pay with your health for vent. Passive vent does not consume health.
WWhen you`re above 70% overcharge - you become slowed progressively.
When you hit 100% OC - you explode.
70%+. You have clear sound clue when you hit that threshold and you also have your OC meter turned red.
The overcharge pool is 40. On unchanged this means you can take 80 damage (50% transfers) before it's full.
At low heat (Grey bar) there are no penalties and you can vent for no health cost.
At normal heat (orange bar, there's a "swoosh" sound when you get here) there are no penalties but it starts to cost health when you vent.
At Critical heat (red bar, higher pitch "Swoosh" / scream sound") you move and attack much slower, and take even more damage when you vent. The move penalties are ignored by Unchained, and also Pyro if you take Volans Doctrine talent.
If you ever go past critical (full bar), you go into melt down, which does a lot of damage, explodes things around you, and locks you out of doing any actions for a few seconds. It's not technically a guarunteed instant down but it's a lot of damage (over 100) so it's pretty close. The only way to stop it once it starts is with Unchained's Living Bomb skill.
There's a hidden mechanic where you can never go from Normal > Meltdown with a single heat event, whether that's a single staff cast or a single hit with Unchained. This means UC is never a 1 hit meltdown unless they are in Critical heat zone.
Each class has their own way to manage it. Battle Wizard just waits a bit, and Tranquility kicks in and auto-vents. Pyro can generate temporary health at range (with Bonded Flame talent) and use the THP to absorb the damage from venting. Unchained gets 3 talents to choose from that all give a different way to manage venting, for example one of them makes you vent when you block an attack.
overcharge is a overarching and misleading term. there is not A set amount that you truly need to get 60% more damage. you have to pass thresholds that give bonuses based on where you are in the heat bar. the first bonus is like... 10% extra damage and is in the middle of the first bar (ie. 7 damage converted to 7.75) then another then another tell you get just barely over the last bar where the red skull pops up and that, THAT is when you peak the passive buff of 60% damage. as for the best ways to keep from exploding/venting stop shooting and go melee and be careful to not get hit or literally just sit back tell you vent. blocking would be the best way to prevent damage to you but that takes more skill than just shooting and swinging the sword like a sociopath so when over heating know your enemies attack patterns and block appropriately. i wish it was a super simple amount like 2% overcharge = 2% extra damage but we can't have that now can we. hope this helps anyone needing this answered :3