New formula for overpower damage in 1.2.0

The previous formula was
Do = Wd×Bs + (L + Lf)×Bs×Bo
Do I understand correctly that after patch 1.2.0 the new forumla will be:
Do = Wd×Bs + (1.5×L + Bl + 2×Lf)×Bs×Bo
?

Do - operpowering skill damage
Wd - weapon damage
Bs - stat bonuses
Bo - overpower damage bonus
L - current life
Bl - current bonus life
Lf - current fortified life

1 Like

I don’t want to be rude and this is aimed at no one in particular, but when I see a damage calculation formula like that in a video game I just space out. Complexity for the sake of complexity.

8 Likes

No offense taken. But please understand that for me this is fun. I honestly enjoy the complexity and the posiibilities it brings :slight_smile:

1 Like

Need an answer to this as it would be a game changer.

2 Likes

If I wanted to research while playing an ARPG, I would go play PoE. There is no reason to have math formula’s to figure out what gear to use. Finding breakpoints, caps, etc just feels bad in a game that is meant to be simple.

1 Like

Well, let’s try see based on Patch notes:

Overpower attacks now always deal up to x50% increased damage, based on your current life percentage.
Overpower attacks gain +2% damage per 1% of your Base Life you have in Fortify.
Overpower attacks gain +2% damage per 1% of your Base Life that you have in bonus life above your Base Life.
All Overpower Damage Affixes have increased by 50%.
Overpower Damage Paragon Glyphs have increased by 33%.
Overpower Damage Paragon Nodes have increased by 50%.

Do - operpowering skill damage
Wd - weapon damage
Bs - stat bonuses
Bo - overpower damage bonus
L - current life
Bl - current bonus life
Lf - current fortified life

I’ll assume that first row is: 1.5×L/(L + Bl)
2nd and 3rd being respectively: 2*(Lf + Bl)
4th being 1.5xBo

Not sure where 5th and 6th would be like but not counting them we get:

  • LifeCoefficient = 1.5*l/(L+Bl)
  • FortifyAndBonusCoefficient = 2 * (Bl + Lf)
  • Wd = same
  • Bo = 1.5Bo_old

The new stat/difference in formula is: l = Current life, L = Max life

If the old: Do = Wd×Bs + (L + Lf)×Bs×Bo
The new one would be:

Do_new = Wd * Bs + LifeCoefficient * FortifyAndBonusCoefficient * Bs * Bo i.e.
Do_new = Wd * Bs + 1.5*l/(L+Bl) * 2 (Bl + Lf) * Bs * Bo_old * 1.5, or:

Or - if you like to actually compare the two (assuming l = L + Bl i.e. on max life)

Do_new = Wd * Bs + 4.5 * (Bl + Lf) * Bs * Bo = Bs * (Wd + 4.5 * (Bl + Lf) * Bo)
Do_old = Wd×Bs + (L + Lf)×Bs×Bo = Bs * (Wd + (L + Lf) * Bo)

if we change the (Bl + Lf) to a coefficient say M then you have for comparison:

Do_new = Bs (Wd + 4.5M * Bo)
Do_old = Bs (Wd + M * Bo)

BUT - the 4.5 * M works only when maxxed on life, otherwise it’s some lesser number

1 Like

Not sure that it’s meant to be simple, or rather, there are simple builds and complicated builds.

An easy summary of overpower is “it does more damage the more health and fortify you have, and it can crit”.

2 Likes

And this is what’s wrong with the game. But about w/e mess you created there, the mulitiplier is 1.5, same as the crit damage multiplier. Everything else you have just goes to the additive bucket.

So get more base life, get more max life, get affixes, paragon, passives, etc that add to overpower damage. Got it. Simplified for my own sake.

1 Like

Yep, basically the increase of damage of Overpower compared to your old build would be about the comparison between 4.5 * (bonus life and fortified life) compared to your weapon damage

So if your Wd was say 3k, and your life + bonus life was 6k, then you’ll get about 4.5* 6k/3k increase of damage i.e. about 9x as much damage from Overpower (kind of, the exact formula is (1 + 4.5*X)/(1 + X) where X is the coefficient talked above (bonus and fortified life divided by weapon damage)

Note: the increase doesn’t account for your basic life, just your bonus and fortify so I’m assuming 6k is kinda reasonable number

@Lostariel excellent points, thank you. Allow me to discuss further.
Assuming that
Lmax = Lb + Bl
and
L = Lbc + Blc

Lmax - maximum life
Lb - base life
Bl - bonus life (as previously)
L - current player life (Lmax>=L>0)
Lbc - current player base life (Lb>=Lbc>0)
Blc - current player life above base life (Bl>=Blc>0)
Lf - fortified life (Lmax>=Lf>0)

Re row 1: You are absolutely right, that would be 1.5*(L/Lmax) as an additional factor

Re. rows 2 and 3: Bonus life and forified life alredy contribute 1% damage per 1% of thier respective values with the current formula. The way I understand it is that this contribution will be doubled. So instead of (L + Lf) we will have (Lbc + 2Blc + 2Lf)

Re rows 4,5 and 6: These only contibute to the value of Bo being higher, so they do not affect the overall formula.
So in summary, at the moment I’m pretty sure the new formula will be

Do = Wd×Bs + (Lbc + 2×Blc + 2×Lf)×1.5×(L/Lmax)×Bs×Bo

Can someone from Blizzard double check this please?

Bs = this game

haha sorry i couldnt resist haha

4 Likes

Then don’t and simply play the game.

1 Like

ur shortcuts are weird
like L for life is fine
but why do for owerpowering damage ? shouldnt it bt OD ?

I mean every game where you deal damage has a damage formula. Having the transparency so players know what that formula is alleviates a lot of headaches for people who aim to play the game a lot.

2 Likes

Yeah probably should be, especially since i defined weapon damage as Wd. Well, nobody’s perfect :wink:

No one knows, because Blizzard hasn’t really made it clear on whether they are overhauling the formula or just adding some bonus damage.

There’s 2 scenarios:

  1. The new stuff is just added on to the existing formula. This means that overpower will be the same, but the base +50% overpower damage is turning into x50% based on current HP, and you get a bunch of extra +% overpower damage based on your life. Basically overpower builds are the same but they do 2-3x the damage for free.

  2. They are completely redoing overpower so it’s just a new multiplier. It will now be based on weapon damage instead of life + fortify. It will now be based on skill weapon damage % instead of a hidden overpower multiplier that doesn’t scale with skill rank and is the same for every hit in the skill. It will now work with crit and vuln and mainstat and non-overpower non-skilltree +% and x% mods.

Some things indicate scenario 1, some indicate scenario 2.

For scenario 1:

  • Overpower would just straight up be a lot better, which would match what they said in the livestream.
  • Scenario 2 would make overpower quite bad from some rough estimates, which would not match what was said in the livestream.
  • They didn’t list any of the complex changes that Scenario 2 would require in the patch notes.
  • The new effect of ursine strength for Druid lists a generic damage bonus and an overpower damage bonus at the same amount as separate multipliers in the same effect, which seems to indicate that these are still separate types of damage.

For scenario 2:

  • The new scaling of total % of base HP as max HP/fortify could be seen as a replacement for the old base damage of overpower.
  • Some of the wording in the patch notes about damage buckets could be seen as indicating overpower will now work with regular damage mods.

I don’t and probably won’t any time soon?

So what was your point then?

I’m pretty sure the previous formula was:
Do = WdSdMsBs[(1.5+Dc if crit)][*(1.2+Dv) if vuln] + (L + Lf)BoMs

Where:
Sd = skill damage
Ms= main stat damage bonus
Dc = crit damage bonuses
Dv = vuln damage bonuses
Bs = sum of all additive stats (basically none of these applied to OP damage).

So the new one will be:

Do = WdSdMs*(1+ 0.5Lc/Lmax){Bs +Bo + 2*(Lmax - Lb)/Lb + 2*Lf [+ Dc if crit] [+ Dv if vuln]} [*1.5 if crit] [*1.2 if vuln]

Where:
Lmax = max Life
Lb = base life
Lc = current life

Effectively, the life / fortify bonuses and bonus overpower all go into the big additive bucket, you get up to a 1.5x multiplier if you are at full health, and all of this is now multiplied by your skill damage, crit bonus, and vuln bonus, and all other multipliers, which it wasn’t before.