Disappointing quote on Overpower for Blood builds

It’s a pretty major redesign. From a developer’s perspective it makes sense not to rush it and focus on short term changes targeting the big pain points while giving big changes the time they deserve.
I get your discontent and I would have like the game to be perfect on release but honestly, I’m quite impressed by how they managed and acted upon criticism so far. From what we’ve seen I’m hopeful for the coming seasons. There’s just no way around core changes taking time. Yes, the game was probably released too early and yes, there was misjudgement on a multitude of decisions but I believe they’re handling development direction and time allocation outstandingly.

Sure, patch 1.1.0 was hard to swallow and it hurt eternal chars pretty badly. In the long run and especially considering the changes since, even that will be good for the game because a lot of the stuff that got nerfed was indeed overperforming. (e.g. disobedience and armor in general). Tuning back vuln and crit damage was inevitable to rein in their dominance and it’s unreasonable expecting a redesign of the whole damage formula this quickly.

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Conversely it is also pretty unreasonable to nerf the only damage modifiers that are performing without giving players other options. It doesn’t take too much thought to understand that simply nerfing the good stuff while doing nothing about the stuff that just flat doesn’t work well is not going to produce a very good result with your customer base…as evidenced by what is now by far the most toxic Diablo community I have ever seen (and I’ve been here since the beginning).

Yes, that’s true. I’m sure they wanted to get something out of the door for season 1 and got a bit ahead of themselves.
On top of that, the nerfs to vuln and crit didn’t bring the overperforming builds back down to earth but actually hurt many of the weaker builds incredibly hard. My bugless Mendeln build lost about half of it’s damage and it wasn’t particularly S tier before.
I picked that build for the last weeks of S0 expecting it to get better with the “class balance” patch and got a big juicy surprise.

Yes that was very baffling to me as well…instead of tuning the things in particular down that were “over performing” it was sweeping nerfs that hit the majority of underperforming builds much harder than the OP ones…and I think in particular it hurt the people that aren’t putting in 2nd career type hours. Just mind blowing. It is hard for me to fully grasp how they so eagerly threw away the metric f*** tons of goodwill they had going for them with one ill conceived patch.

It all comes down to miscommunication. If they had talked about what they planned on changing and what they’re trying to achieve with it there would have been more acceptance and we could have counteracted the negative impact for weaker builds. They made it abundantly that they realised this as well.

No, they instead play into it because it’s easier. To the point of even making the strongest gem in the game reliant on crit. Lol

Hearts are pretty baffling indeed. It’s the season they had the most time to prepare for and two of the Necro hearts that should complement each other don’t even work.

So does anyone actually fully knows how overpower builds work?

I see tons of claims like leave blood surge level 1, or weapon damage does not matter, or this and that damage does not matter for overpower and I feel like that is very misleading because overpower hits don’t just count overpower but your base damage too.

Basically what I am saying is that I am pretty sure that your entire damage don’t get ignored when your overpower procs, it is added on top of it, thats why you can clearly see overpower crit while also hear things like “overpower can’t crit”, it’s cause your base damage crits and then overpower adds on top of it… I think?

I tested my damage when overpower procs with weaker weapon and with lesser blood surge levels and in both instances the overpower hit for less than it usually does for me so I think all that damage to close, damage while fortified, damage while healthy, damage while enemy had lunch 2 hours ago, all should work, shouldn’t it?

Reason why I am so confusdeded, is cause my overpower pre season 1 really did not hit that hard, like 150k-200k, and thats with like 1700% overpower, so you know, I figured it’s just a really bad necro path. Then in season 1 I see all these videos of people hitting for million + with overpower and it baffles me cause like first… how? It does not make sense to me that they are right that none of those things apply to overpower hits because when I tested skill levels and weapon damage it sure did matter.

So question is wtf, how does underpower works?

Listen to scrubs get scrub results. It’s that simple.

destructoid diablo-4-overpower-damage-explained/
reddit /r/diablo4/comments/1456w5e/fyi_damage_colors_white_yellow_blue_orange/

Now let’s all give a round of applause to the people who were saying CSC did not matter and was not BIS stat
:rofl: :rofl: :rofl:

These are the gloves I’m wearing btw:

Blood-Soaked Boneweave Gauntlets
Sacred Legendary Gloves
620+25 Item Power
Upgrades: 5/5

322 Armor

  • 9.8% Critical Strike Chance
  • +3 Ranks of Blood Lance [3]
  • +33.7% Overpower Damage
  • +11.3% Attack Speed
    :star: Imprinted: Blood Mist leaves a trail that…

Scrubs would turn up their nose at this item simply cause it has CSC on it hahaha

edit: OH I KNOW! I have the answer to ALL your problems…

wait for it

RUN ONE HANDERS

AAAAAAAAAAAAAAAAAAAHAHAHHAHAHHAHA
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

I was looking for this information as well.
From what I can definitly tell is:

  • broken equipment doesnt change your damage any significant amount, because all your health and stats (except armor and weapon damage) are still applied
  • overpower doesnt benefit from vulnerable or crit, this is only applied to your base damage, to which overpower damage is then added afterwards
  • skill level doesnt have much impact on overpower as well, but since you dont have much left to invest points into, it still is the best option to increase it
  • different skills have different scaling for overpowering damage (which doesnt seem any logical)
  • your strongest ability for damage is also your defensive ability: blood mist
  1. all of them with skill level 1 ~26k hp, 0 fortify and 1900% overpower damage (and only a single attempt, because damage varries alot)
  2. hemorrhage - 220k
  3. blood surge - 580k in total (270k+ 310k, the 3rd hit likely will put another 310k to it)
  4. blood lance - 650k (much cheaper than blood surge, so more damage per essence in case of blood surge aspect, and more readily available to guarantee overpowering hit)
  5. blood mist - 140k per tick (13 hits roughly 1.8m)
  6. blood wave - 140k per tick (3 waves by aspect = 520k)
  7. blood lance (lvl 5) - 590k
  8. blood lance (lvl 9) - 610k
  • with my equipment at around 31k hp and 2000% overpower damage (lower in the test above because +skill level at glove and pants removed, which had impact on health and overpower damage on both pieces of equipment) the highest if think I have seen hitting with (blood lance) was somewhere around 3.2m
  • considering this is lower than other builds are critting while the frequency is also lower, this is nothing but dissappointing

You’re absolutely right that overpower gets added on top of your regular damage. The non-overpower part is affected by skill ranks, all stats, can crit and so on.
With higher level and a larger overpower bonus, the OP damage vastly overshadows the non-op part which is why you stop caring about anything that doesn’t scale OP.

Macrobioboi did extensive testing on how OP works. You can find him on yt and he’s also the author of Necro guides on max roll.

@wukong not only because of CSC but the skill ranks on your gloves are almost useless, too.

Do you have sacrificial on your amulet or what’s the magic recipe to reach 31k hp?

Using the +hp flask which randomly drops from helltides, this info was missing. There is still room for more hp, as my equipment is a lacking.
Just dinged 100 fast and wanted to try how it goes.

Sacrifice aspect is on my weapon (1h).
Carrying a shield with +hp and using +hp gem in the shield.
Adjusted my paragon board to include every single piece of +hp including +4% bonus on the yellow node inside Bone Graft.

Ah, ok. The 30% HP flask makes a huge difference ofc. I’m sitting at 23k HP at level 95. There’s one more hp cluster I can pick up from paragon and I’m missing HP on my chest piece. Maxroll estimates my final HP to be around 27k at 100 but I’m not sure their calculation is 100% correct.

The bone graft cluster is huge. I even dropped OP damage nodes to grab more HP because they’re a bigger damage increase. If you have 1500%-2000% already, those extra 60% or so OP damage don’t really matter. An extra 1.5k HP is big, though.

https://docs.google.com/spreadsheets/d/1KTJ0tSKVhxG2EnEqvxcDFik-hWCeUq1-omV7JFqqUd4/edit#gid=0

This is how I placed them, important is the order of steps to free up some points

  1. add scent of death (domination glyph maximum potential)
  2. connect to bone graft (no glyph)
  3. connect to blood begets blood (sacrifial glyph or amplify glyph, just for the upper bonus, the 2nd bonus is not activate, doesnt add damage anyway)
  4. connect to blood bath (exploit glyph, 1 dex node not taking for freeing up 2 paragon points)
  5. connect scent of death (2nd) to blood bath (5th)
  6. remove connection between scent of death (2nd) to bone graft (3)
  7. connect wither as last part of the board, dont need that +potion healing, so simply grab +hp
    This way bone graft yellow bonus is a lower and easier to activate instead of going the full way round.
    All other boards dont really matter to active the bonus, either you naturally have the stats or you can simply grab what you get for free.

You can get rid of a couple of +damage nodes that don’t do much.

https://maxroll.gg/d4/planner/m5fqr09h

Oh and why the exploit glyph?
You also got Sacrificial/Amplify wrong. The secondary bonus works.

Though it only applies to the non OP damage of the skill, the same goes for all other %damage, right? In that case I thought it would still be stronger than for example damage while fortified (which doesnt apply to 100% uptime on Lilith anyway).

This is just my guess:
blood lance Lvl 9 damage around 11k-13.6k ( average 12.3k) with already around 150% bonus included, would mean it is 4.92k at base value
Adding another 50% while healthy would only result in +2.46k, so 14.76k *1.2 (vulnerable base) = 17.7k ~
Instead adding 35% vulnerable means 12.3k * 1.55 = 19k ~
This is minor, but am I wrong? In the end we try to squeeze out the most of it (at least me).

Also for Lilith, I am not dying outside of the obvious oneshot kills, so I didnt pick any more resistance or armor, blood orbs are doing the job.

Thanks for the info. It seems then they both should be included and targeted to active.

Well yes, it applies to non-overpower damage but my regular blood lances hit for 1.5k while they overpower for 1.5 mil. I don’t see any merit in trying to scale your non-op damage.

I haven’t attempted Lilith this season, yet. In preseason I killed her with a very squishy bone spear build. I removed layer after layer of defense because she tickled outside of one shot mechanics.

It seems then they both should be included and targeted to active.

Yeah, I use Blood Drinker, Dominate, Control, Sacrificial and Amplify. Only Dominate should be maxed the rest just needs min requirements.

reddit /r/D4Necromancer/comments/15cufbw/blood_skills_overpower_and_crit/

So yeah. User I just highlighted right here 100% correct. OFC you’re welcome to follow your own incorrect suboptimal non-Crit build. LISTEN TO SCRUBS GET SCRUB RESULTS. DON’T YOU EVER FORGET THAT