It is obvious the playerbase is no more clear from how the affix changes will exactly work since the last Campfire Chat and Patch Notes. @Blizzard - Can you please include specific examples of how Vulnerable, Critical Strike, and Overpower will work? Provide examples independently, as well as how they will interact with one another moving forward.
As a bonus, can you include Berserking to the mix now also since it is multiplicative?
Prior to S2, Overpower had no interaction with Vulnerable and scaled oddly with Critical Strike Damage. It is hard to tell if Berserking even benefitted it also.
Was the Vuln/Crit Strike Damage Meta changed to now also include Overpower and Berserking? Will all 4 buckets interact multiplicatively with one another and all other damage sources?
To add to this, how does Penitence fit into this or the new Fists of Fate which provide multiplicative Damage Bonuses?
1 - I didn’t know OP didn’t work with Vuln (that’s kinda new to me), but they said they’re adding a target dummy for us to test things ourselves…
2 - OP is probably gonna be around 2x-2.5x better. The 2 changes they’re doing to it is they’re scaling from max HP instead of baseline HP, and the other is OP% affixes on gear are now increased by 50%
Rest will be the same but I’d imagine the reduced mob HP to fit new scaling of Crit/Vuln builds would be yet another factor in there somewhere so I’d imagine OP performing (not dealing damage more but performing better) about 3x-4x than it used to be
If my understanding is right it is not complicated, neither it should be. It is just Activision Blizzard and their endless disconnection to their customers/playerbase that makes simple things seem like complicated. Think of it like this way;
Critical Strike, Vulnerable and Overpower each have their baseline multipliers. Let’s take Critical Strike Damage as an example. When you crit you will deal at least 1.5x damage. That is it.
All the bonusses we’ll get from gear such as “Critical Strike Damage” is being changed, in essence, to “Damage against critically struck enemies” and will only work when an enemy is critically struck; much like “damage against chilled enemies”, “damage against slowed enemies”, “damage against xxx”.
I think they are deliberately trying to make the game seem complicated so that people will take longer to understand it is an empty shell of a game.
If Overpower works exactly the same as before, but with the new additive damage, it will be VERY GOOD. If Overpower now works like other damage multipliers and this new additive damage is a replacement for the base damage being based on hp, it will probably not be worth using unless you need it to proc something like Rathma’s Chosen.
You also have to take into consideration the reduced mob HP scaling.
Pre-season and S1 scaling was off-charts cause things like double-digit multiplier by crit & vuln and Barber’s heart existed, now they’re scaling down mob scaling to fit more “normal” builds
IDK about the new scaling factor but one thing I can be certain about is it won’t be 10x HP every 4 levels above 80
It’s not about mob HP scaling, it’s about how overpower works as a mechanic.
Overpower is currently extremely different from a normal build in terms of how you build it. So many things just don’t work with overpower, and stats that normally suck to stack are good with overpower. You build completely differently where your normal attacks do like 1/1000th the damage of your overpowers.
If they’re making overpower scale like crit/vuln and work with other mods and be mostly additive damage from HP scaling, then suddenly overpower only does like 2x the damage of your normal hits instead of 1000x, and it’s really not worth investing a bunch in dealing 2x damage every 6 casts or every 12 seconds. You’ll be better off just investing in other things that give more damage on every hit, and only using overpower if you need it for a proc.
1st things 1st - OP is not for every class, it’s for Barb & Druid and yes Necro has it but don’t think can fortify HP (if I’m wrong at this someone correct me)
2nd - OP scales from Willpower as a stat (I’ve got 630WP on my Sorc lol, so her OP does about 6k damage :P), so that’s how it works…
Now yes, need to equip “Overpower damage” gear for it to be useful, but it’s not as bad due to the fact that OP scales from WP and you can get quite the multiplicative factor from it
No overpower works as an actual bucket now and essentially is another form of critical damage that scales with different things other than crit chance.
It would be good that Blizzard give some info how overpower works. It have been nice addition to game, but if takes mounts to players to figure out hoe it works, its not so nice.
I’ll just say it again, quote where it says it. It doesn’t say it moron.
This doesn’t say that they’re changing the overpower formula though. No mention of overpower not having base damage from your hp + fortified HP, no mention of it now scaling with weapon damage, no mention of it working with skill weapon damage %s or skill ranks. Or that it will now work with all the aspects/paragon/gear affixes that it previously didn’t work with.
You’re taking a very vague statement that includes crit + vuln and saying it means that overpower is completely changed.
That’s the overpower affix from gear, paragon, etc. overpower on a hammer for example goes to the additive bucket and does not increase the overpower multiplier.
they literally state in the patch notes that overpower caps as a 50% multiplier based on your current life.