Kinda frustrated that Untimely Death isn’t working correctly with Blood Surge, boosting only the drain part of the spell and not the actual blood surge that deals most of the damage :x
LOL @ all the supposed theorycrafters telling me blood will be better this season but guess what everyone still prefers bone necro because vuln/crit are just too good. Why do I have to spend 6 mouseclicks to do same dmg that my one click bone spear cast can do? Doesnt even take into account splinter dmg lol
So I ended up posting this on twitter as well, but what do you think about this as a possible formula change for overpower? Take your own stats and plug them into the equations.
((Life x (Dmg Healthy+Dmg Fortify+Dmg Blood Orb)) x (Fortify (Dmg Healthy+Dmg Fortify+Dmg Blood Orb)) x Overpower Charge*
Overpower Charge being the new part of the formula which is basically how many times you needed to wait/click to get the overpower. For example If you use Blood Lance that number would be 6. If it uses up the Keystone Rathmas it’ll be 12.
You’ll still have the ‘weak’ build up hits but have the strong after. However overpower builds tend to go with quantity over quality so we’ll want to pump out hits anyways.
This makes our stats like fortify/healthy/blood orb damage really useful for the build and wanted stats for ourselves and how we want to style ourselves.
Damage while healthy.
Fortified damage.
Blood orb damage would all be a new part of the equation as well, lol.
None of those effect overpower.
I don’t quite understand why overpower needs these elaborate formulas. Skill is most essence hungry and puts you in the middle of the angry mob and I say this with love cause I run blood surge necro myself.
Why not just let it benefit from everything? It still probably wont hit as hard as bone spear so whats the harm?
Cause now I am confused on what even counts. I know it’s max life and fortify x overpower damage or something, but then I see people claim that skill damage or weapon dont matter but then when I test it both seem to matter quite a bit. A 2k+ dmg weapon vs say like 700 dmg weapon is like 50-70k dmg difference from what I recall. Same for skills, dropping it from level 9 to level 5 did like 30-40k less damage for me. You might say that hey, thats not much, but it is to me when in my current build I am only hitting for like 150k with overpower, so I figure these numbers be way higher for more well optimized build.
Do blood orbs dmg modifiers really don’t matter? That be odd considering those are like essential for blood builds. I know crits don’t apply though I am certain sometimes my powerpower just kinda hits for more than other times and number is orange, so is that not a crit? Also damage while fortified don’t apply? That be just odd cause again, it’s like so natural for blood build, having it not apply is like having gluten free bread, just why?
Skill doesn’t matter to overpower because that part of the damage isn’t factored. The reason it seems more is because it’s the base damage+OP damage. Ergo if you increase the skills damage the ‘overall’ damage will increase.
However in the end, for an OP build that doesn’t help the overall damage much in the end vs other modifiers. There can also be other things to factor in when you changed skills as well, like what types of mobs were you fighting/etc.
As to why a formula change? The formula currently isn’t working. They’d have to redo OP from the ground up or change the formula and how it interacts to make it compare to other damage types. The above was one that takes an existing formula and takes things that SHOULD common sense already work with it.
I mean seriously? It’s a build that works on being as full on life as possible and fortification. So why NOT add *dmg health/fortify as a modifier? Same for Blood orbs for us (can’t say for another modifier for barbarians at this time as i don’t know one) as it IS in our Blood Beget Blood paragon board. The “click/tick” modifier came about because every other modifier type i came up with made the damage either:
A:) Still Bad
B:) REALLY Overpowered (Like stupidly)
That one I tried on a whim and it came out ‘decent.’ Hence why I’d love it if more tried out the formula to see what they’d get. Maybe if it got around Blizzard could take a look at it. It may not totally FIX overpower, but it could get it to a decent power grade than it is now.
Figured what could have been causing your variance by the way. Rathmas Vigor , your keystone passive. Unfortunately it says it “causes” your next blood skill to overpower. Not guarantee. If you have the Bloodbath node you get 50%x overpower damage only on guarantee ones. Just turned that one off and on and my overpowers go crazy on variance with most going high and few staying low.
The low ones always line up when I get my 12 stacks.
I’ve collected a list of bugs around my Blood Lance Overpower build here:
This indeed is one of the bugs.
Since they apparently had in mind an OP gameplay where attack speed is desired (or they didn’t but in the end that’ss how it is), they should let Rathma’s Vigor stacking speed scale with our attack speed. That plus Bloodbath working with RV and we may have something really powerful. Or just creating a new affix on rings/amulet and maybe weapons too that would increase the probability of OP procing, additively.
Any update from the latest patch?