As a side note on other observations. There are some screen shots from other players around the Internet showing the teal overpower number and the orange overpower number being identical.
I have encountered this as well, but is not consistent. I observed a range of critical hits on my necro and recorded those in my notes. I have seen my overpower “crits” being (overpower half; the part from health) + (observed critical damage range). I have also seen the orange number be equal to normal overpower even hitting the same enemy type with Blood Surge where no enemy was in range for the nova (second hit).
I do attribute some of that to server calculation and math error on the feedback. Enemies can die so fast what what you get reported as damage numbers doesn’t match expectation.
I found this in another poster’s video where I slowed the speed. They assumed their Nova was hitting at the same damage of the Siphon. It wasn’t. The server was reporting a Siphon hit off screen at slight delay when the Nova explosion happened.
And more on math errors. Several builds are, what I presume, to be taking advantage of math errors yielding unintended results.
I mean, if you look at how critical damage scales from a character sheet value vs how overpower scales it is pretty clear the intent was that overpower generates the bigger number. In the current game it cannot do this. This is in large part because some effects are quite literally multiple the exact same variable over and over (this is what makes the Lightning Shred Druid work) before the loop escapes (at least that is what I suspect).
Overpower underperforms due to some really poor implementation of mechanics further compounded by fundamental math errors.
Eventually, if this ever fixed, then overpower could potentially be a decent choice. I sincerely doubt it will be the 10-50m hit of current Bone Spear, but Bone Spear is benefiting from a ton of errors across a number of sources.