Necromancer Blood Overpower Damage tempering stat inconsistency/broken bug

I’ve been testing the “x% Blood Overpower Damage” tempering stat on a Blood Surge build and while I have 4 items all with over 100%+ increased blood overpower damage on each of them, it seems to be either broken or inconsistent because I don’t think it’s taking into consideration your current base overpower damage as well as overall crit damage (when an overpower skill also crits) and acts independently at various intervals just factoring in “Blood Overpower Damage” alone independently without your base overpower damage/crit damage instead of combining all three together (Blood overpower damage + base overpower damage, and if it crits, crit damage) as I’m sure it’s supposed to be intended since I’m doing more damage with just the base “+x% Blood Damage” tempering stat which DOES happen to work as intended.
TLDR: There seems to be two different instances of Overpower when it comes to blood skills which comes into play when you acquire your first “+x% Blood Overpower Damage” temper which is completely separate from the regular overpower and it’s a gamble which one you’ll receive and/or that it’s just not calculating the Blood Overpower Damage stat as a whole hence the inconsistency.

Also, can we have a Blood Overpower Damage stat indicator slot in the “Stats & Materials - Offensive” tab since it’s separate from your regular overpower damage and there’s no where to track your current blood overpower damage percentage?

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Hi!
So sad, no reply and nothing happen since jun 7.
I have a similar issue.
My character is a necromancer, I change about 500% overpower damage to 1000% blood overpower damage. I think it is a significant number, but I do not see any changes in my damage.
Then I found a problem at stats screen: there is no blood overpower damage counter, that is why I think it maybe not working properly.
Dear Support please fix this :slight_smile:
Thank You!