So i play a druid, but it really doesn’t matter what class you use.
I just have a question reguarding tempering Overpower on my 2H Mace.
So the odds are…
Generic Overpower damage 125-170 dmg. (1 in 4 chances)
Earth Overpower damage 125-170 dmg. (1 in 5 chances)
Werebear Overpower damage 125-170 dmg. (1 in 6 chances)
So looking at the odds, if i wanted Overpower for my character, why would I choose the Earth and Werebear Overpower? Since the ODDs of getting it is LOWER …AND the damage output or the range is the same as the generic one, that applies to all damage and not limited to Earth or Werebear. So why would I choose that?
Is there some hidden advantage I could not see where the Earth or Werebear Overpower has over the generic one?
Maybe there is some logic behind it.
However not everything in D4 is supposed to make sense
Are there more desirable stats in the earth and werebear tempers that are effectively watered down by throwing in specific OP damage? Those 1 in 5 and 1 in 6 rolls are what makes tempering one of the most frustrating mechanics in the game right now/
Overpower is a simple 1.5x multiplier to your damage, just like crit is. Nothing more.
How often depends on class mechanics, aspects and uniques. 3% is the base.
Yes, I understand, but that doesnt answer my question.
I happen to play a Werebear Earth Druid, and I want Overpower on my 2H mace. Im just asking what and why would I choose Earth or Wearbear overpower over the generic one if the ODDs are worst and the damage range is same,… and the Earth and Wearbear OP is limited to just that, where the generic one is generalized to all damage.
So what advantage and situation would I choose the Earth or Wearbear OP over the generic one?
Why would your odds be worse? Doesn’t WB have passive nodes to increase their OP chances? (Provocation)
Toe it’s not want so much as a choice, but as a way to make other stats harder to obtain. Take for example Shapeshifting finesse with a 1/6 chance. The options are:
WW atk speed
Rabies dmg
Trample dmg
Lacerate dmg
WW crit chance
WB OP dmg
The main stat desired on this temper is WW atk speed because getting close to the speed caps is imperative in achieving max DPS. This temper manual is watered down with skills and stats that nobody really uses which makes the best DPS stat in the game much harder to obtain.
Similar thing happening with Earth Finesse manual. 1/5 chance with earth critical strike being the most desired stat and watered down with earth OP damage, earth LH chance and boulder damage.
This bloat used to be on equipment and it’s now been moved to tempering. Tons of useless stuff in those manuals with the RNG being shifted to the player where before you had a 1/20 chance at the system rolling something now you have a 1/6 chance.
Still too much bloat for my tastes. Crafting systems should have more guaranteed outcomes with only the final values being tuned by the RNG.
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You have assessed the situation correctly. There is no reason to choose the situational OP bonus with the same roll range and worse odds of landing.
In theory the more specific ones should have higher ranges…if they were consistent.
But probably another thing they put no care into.
I hate overpower builds around druid.
One overpower after 10 kills (not working on bosses unless they summon creatures)
One overpower after 12 seconds… if you play hordes, u know u can overpower 5 times? Lol.
One overpower with amulet after spending 275 resource but most builds try to get some resource cost reduction so is even harder to proc it… or have infinite resource with ctaclysm so u cant proc it.
Our paragon doesnt benefit at all trigging overpower against bosses, is the same as having 3 poisoned enemies to get more damage: it doesnt work on bosses.
Conclusion, dont try to build urself around overpower.
I think stuff like this is the real problem with tempering. If the desirable stat is a WW stat, then the others should all be WW stats at least, even if some of them are for less-used skills.
Yeah, as much as I enjoy the game, the most consistently disappointing thing is how little effort they put into the content of cool systems like this. It’s like they have folks come up with a cool twist on a popular mechanic from a different game, they get the art and programming and UI teams to start the process to execute it, and then someone just drag-fills a column in excel to provide the actual content, they test to make it doesn’t crash, and they ship it.
Tempering, NMDs, boons and banes for hordes, gems, paragon board layouts, the original batch of aspects and uniques, the damage on Tuesdays affixes, and probably 7 other things I’m forgetting. Do they not have any junior designers who want to be designers?