Do DOT's stack?

I only see it mentioned in those 3 classes. I did not see closed beta only open beta so do tell if you know more about it.

Ok I am looking at some wudijo video from closed beta. I did not realize all classes could do it at 3%. Does gear also come with improvements on these percentages?

It may not be great on bosses, but a heavy CC build like that is probably super OP for safe clear. It is a trade off. I’d be glad that stagger exists at all. Most games would just leave you with a completely nerfed boss build.

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Where is this formula from? Or just theory?

can find it on many sites, with little variations. it’s straightforwardish logical anyway (if op is equal to life+fortify multiplied for the known bonuses you have for op, and the final dmg is also affected by stat bonuses… you see it is writing itself, takes no maths phd).

just add necro to the list, and you are right.
For these classes overpower can be a on demand effect.

for rogue/sorc its just a random effect like crit is, with even less synergies for it. just some added damage that pops every once in a while.

and another good example why AS is the strongest scaling stat in the game for many builds, it affects so much.

I agree Attack speed is one of the most valuable stats in the game, Lucky Hits, Crits, Overpower, status effect applications.

It’s why I think the Druid Werewolf builds and the Barbarian Berserker builds will be the 2 strongest single target builds in the game.

As far as I know Overpower chance currently cannot be increased with any item in the game.

Druids and Barbarians (and Necro’s I believe Dust said above), can use certain skills that guarentee Overpower under certain conditions.

The Druid Werebear Pulverize skill will overpower every 12s whilst above 80% hp, it’s the strongest damaging component of that build.

It’s why attack speed is such a crucial stat - More hits, more chances to proc Overpower/Crit/Lucky Hits.

can. items can roll with a + op chance affix (which you can appropriately reroll of course). these are the currently known overpower related affixes, from calculator data (generic attributes section).

Overpower_Chance_Bonus: +[{VALUE}*100|1%|] Overpower Chance

Overpower_Damage_Bonus_Per_Skill: +[{VALUE2}*100|1%|] Overpower Damage with {VALUE1}

Overpower_Damage_Percent_Bonus: +[{VALUE}*100}|1%|] Overpower Damage

Overpower_Damage_Percent_Bonus_Per_Skill_Tag: +[{VALUE2}*100|1%|] Overpower Damage with {VALUE1} Skills

Overpower_Damage_Percent_Bonus_Per_Weapon_Requirement: +[{VALUE2}*100|1%|] Overpower Damage with {VALUE1}

There are no items in the game that increase Overpower Chance currently. The whole game has been datamined, all affixes are available to view on VPHG, and Overpower Chance is not a thing there.

Overpower Damage is, but not Chance.

Edit: I just had a look and a few sites clarify that Overpower chance is in fact in the game and a few sites say that it isn’t: however on the most recent dev interview they answered the question from someone and the devs said ā€œThere are no ways to increase Overpower chance currentlyā€

Interesting, guess we’ll find out. I personally didn’t find any items that gave Overpower Chance in the 3 betas I attended.

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i’ve just literally pointed you to datamined data. can’t do more than that, soz. your choice taking it for good or not, i certainly don’t earn anything convincing you of something that is not my personal opinion. it’s right there, first line.

Did you find any Overpower chance items? I put a combined 50-60 hours into the game across the 3 weekends and didn’t see a single Overpower chance item. I’m thinking it was going to be a thing but was removed from the game.

again: it’s not my opinion. it’s data telling that. personal experience vs data, isn’t telling anything anyone. sounds like what novaxers claim. incidentally, ā€œnever saw a whale in my entire life: certainly must mean whales don’t exist, uh?ā€ (not really, i saw many - but that’s to expose the logical fallacy in ā€œgood ole personal anecdotical experience, trust that, yay! my cousin told me so as well!ā€ - moreover so in very limited level betas - vs reality of cold data, available to everybody - then of course devs might have changed that etc. and at release we’re going to see, but for the moment, that’s the data. and it wouldn’t be the first time devs claim a thing and then subsequently have to precise better since after all the claims were a bit offmark)

Just seems odd to me that nobody I know has ever seen one, and the devs confirmed there aren’t any in the game as this was a design decision they didn’t want to explore.

i’m not questioning that nor asserting it is like that. only saying that is what is currently available for all we can know. may even be that very same affix field doesn’t apply to an item but to some skill proc calculation thus explaining both the truth of them stating there’s no way to increase it, and the data. still it’s just there, and it’s a fact many of those very similar affixes in similar fields in same section definitely apply to items (and affixes that apply to skills are indicated specifically even for overpower, so that makes it a more likely than not item affix).

datamined stuff can be there, but that doesnt mean its implemented in the current build. So we cannot say for sure if its in or not.

There are datamined legendary paragon nodes that arent used in the current build for example.

You are mixing up overpower chance and manipulating a guaranteed chance to overpower. For example Blood Surge can stack a 5 buff, overpowering upon the 5th stack.

And Blood have the ultimate trait of Ratma’s Vigor. After being healthy for 15s, your next blood skill overpowers.

which is a thing i considered and have no problems with, infact. i don’t claim that it must be accepted as undeniable truth and proof of it being like that. just that it is right there, and until further evidence in a sense or the other, that is something we should take in consideration too instead of simply taking for granted ā€œit’s not like thatā€. then we can go on debating on the chances of it being like that or not until release, but it’s rather pointless to me. either if it is a chance (in which case i will sooner or later try and build something around it even as a sorc) or if it’s not np (i’ll do it anyway w a druid and granted op on some skill as pulverize for example).

you can ofcourse make a build for overpower on sorc. But depending on its implementation right now, this would be a pretty weak build if you cant improve its occuring chances, and it stays on 3 %, which is not a very reliable damage source.

sure of course. at the moment sorc op chance is just 3%, as we saw in server slam, not being available higher tier items nor paragon boards it would have been meaningless aiming at an op centered build unless accepting it being centered on totally unreliable procs. btw, checked (again, a thing anybody could do with a click: it’s not my opinion, it’s there for everybody to see), the version those data come from is 0.9.0.41428. looks like server slam data to me? pls feel free to correct and integrate

right but looking at the github calc only barb, druid and necro have synergys with op.
So its not hard to imagine that sorc and rogue are not meant to have an op centric theme or build, in the current state of the game.
This is further emphasized by looking at the available glyphs for all classes. the 3 op classes have glyphs that massively improves op dps output, while sorc/rogue do not.