Has Anyone tried to make it work? Maybe with crit and vulnerable nerf, overpower becomes a little bit more viable? No?
Everything that has Overpower for Barb doesn’t function properly. It’s ultra situational and double or triple RNG-based already, so the guys trying to make it viable are strategically and carefully forcing it to happen, but it doesn’t even work.
Business as usual.
I think OP is more Druid optimal than Barb…
You can proc overpower once every 10 seconds with enough attack speed but the damage isn’t high enough yet. If barbarians get better Lucky Hit aspect it might be worth the build.
Ive been saving up overpower rolled pieces to give it a try as a suppliment/swap from my thorns build but op is a bit wonky.
Atm, my thorns only attack is frenzy (low scaling to start) and i have 23k hp. So with fortify and full health youd think id be adding 46k total to the frenzy attack that triggered it, right? But what i actually end up seeing is somewhere between two swings of 13k or 18k (depending on if i have vulnerable and berserking up)
Adding it together and youd see it vastly falls short of what youd expect. This could be a bug, or just a miss understanding of the mechanic, but it makes it feel inferior to crit + vuln for what you are building.
Two handed over power on the chest seems to have gotten vastly buffed, so in terms of what you could add you can get maybe around 900% over power amp in general with maybe close to an extra 100 or more for two handed overpowers.
The swapping aspect for over power + amp with some attack speed seems like the best bet for semi consistent procs (if you get up to two attacks per second, you could over power every 5 seconds). Even then, it’s a lot of work and tracking to ensure the attack you want overpowers. Dont know who’d have the mental fortitude for it.
*edits for spelling cuz cell phone and big hands
i use a build like this
https : // lothrik . github. io / diablo4-build-calc/ #N4BgNAjGDMkGwC4CskDskCcYBMAOBsALNmIUSkorEqgWErvVnFKrbKvrLnGLlhnAYoGaAhIYqkCOAhzpJObDmE6cpGoi85GNdlnYpAYwQAjAIYAnC5YCW5gHYBfIA
without all the extra spaces
overpower from combat bash, and swap weapons 10 times for overpower.
when it overpowers its rather random on what skill is going to overpower but it is rather nice.
glyph crit for fury, and legendary node for 3 fury when swapping weapons.
hammer 1 time, 1 swap weapon or 1 hit with bash and back to full fury.
also i am 100% immune to being cc’d.
what is wierd, before the patch my highest damage was 100k, after the patch my highest damage was 450k. go figure. and i felt like i was living better. not sure if mobs in nightmare dungeons were nurfed or what.
i dont use shouts i refuse to be a ‘bard acting as a barb’.
before patch 10 lvls higher was difficult, 1 run after patch 11 lvls higher was easier somehow.
did mobs in nightmare dungeons get nurfed too?
its fun might not be as great as ‘meta’ but works just fine.
How are you cc immune? Constant uptime on Unstoppable?
iron skin with unstoppable.
unstoppable legendary for 4 seconds every 20 seconds.
charge breaks your cc as well.
and wrath of the berserker.
probably overboard but nice not to be cc’d.
Yeah. It’s a bit excessive, but at least you’ll never die to cc, just everything else! Lol
lol that is true, but at least i am no longer completely annoyed by the massive amount of cc : )
I put all topaz in my armor slots when I first started NM dungeons. Helps immensely if you don’t have multiple sources of Unstoppable.
I’m curious if we can get 100% reduction on control impaired duration, now that they made it available on other slots. You can get 36% from the tree and a +3 amulet, 18% per roll, and a good chunk from the Hemmorhage board, along with some d.o.t. reduction.
I haven’t checked to see if there’s diminishing returns, which I can almost guarantee there is, but having 90%+ reduction on cc duration would be amazing, and would open up a few skill slots for most builds.
Saves you a singular Aspect for Iron Skin which you would still take for the 20% DR that Iron Skin should ALREADY have on it.
Saves you from taking Rallying Cry which you are already going to take for Fury Generation and because of all the Passives that get applied as a conditional for each active Shout.
It does save you the Aspect to gain Unstoppable every 20 seconds when you become Injured. People were not really taking this though a lot.
No one was really using Charge since Charge does not break CC with Unstoppable you just have it for the duration of the Charge.
So, you end up losing a ton of DR that is always active, Skillpoints, Paragon, and Gear Affixes.
No. It is not worth it.
4 skill points, 8 or 9-ish paragon, and 4 affixes. I’m not even sure if the cc reduction passive can roll on an amulet? Would be roughly 118% reduction with all that. If there’s no diminishing returns, you can go without the +3 or you can skip an affix roll.
It would actually be build enabling for a few of my ideas because I don’t have enough skill slots for all the seemingly mandatory Unstoppable skills. I don’t use shout passives, shouts, or Ironskin on these builds.
Probably not worth it, I agree, just wondering if it’s possible to be cc immune with cc duration reduction. Mainly for a few builds that aren’t in a position to work properly now anyway.
Everything that deals with overpower gives you little to no control over what skill uses the actual overpower. Not worth.
Bash gives you control in that it only applies to Core and Weapon Mastery abilities. The problem here however is Steel Grasp is used as a set-up to HoTA to trigger Vulnerability and Berserking. If you Crit with Bash 4 times, Steel Grasp wastes the Overpower. You have to Crit 3 times with Bash then Steel Grasp, throw in a Bash hoping it crits, then your HoTA will Overpower.
If you transition off of Steel Grasp to Kick, this solves that problem, but you not only lose out on the Pull to group up enemies but you actually Push them back, which is the total opposite of what you want to have happen.
In my opinion, Expose Vulnerability Passive should cause the next Core Skill to cause Vulnerability AND Overpower for 1/2/3 seconds.
Bash should ONLY cause your next Core Skill to Overpower when you Crit 4 times.
Earthstriker should be your next Core or Weapon Mastery Skill.
Dominate should be lowered to 10 second instead of 30 second and be your next Core Skill only to Overpower.
The thing I find really odd is that Overpower Damage seems to scale reallt weird at least for Barbarian. I have tried over 1,000% Overpower Damage (yes 1,000) along with having really high Vulnerable, Crit Damage, Core, Conditionals with really High Max HP and Fortify at 100% and the damage doesn’t seem to go up very much. You would think if my HoTA on a normal Crit now is for like 5 million, Overpower Crit would be like 25-50 million but sometimes it is LOWER than my normal Crit or maybe like 7 million (not much more) even when all of the Conditions are up - (Max Fury, Limitless Rage, Expectant, CC, Stun, Leap Quake etc.)
Something is broken.
I’ve been looking it up on youtube and reddit while comtemplating of adding overpower to my character and from what I’m learning, an overpower hit doesn’t scale with vulnerable enemies and the crit dmg on your gear. This one guy put the equation for it.
Source: Nugiyen on youtube
Dmg total = (baseweapon x str x additive bucket x crit% x vuln x gear multipliers) + (overpower [life x (1+fortify%)] x overpower% x mulipliers exclusive to overpower)
So essentially, if you have 20k hp, and 900% overpower and 45% from the talent increasing overpower damage, then you would see (assuming full health and fortify %)
Normal hit + [ (20k x (1+1.0)) x 10 x1.45] = Normal hit + 580,000 dmg.
So the reason you are seeing wild variances is because your normal hit could sometimes be a full dmg hit with crit and vuln and other times just be a non crit on non vuln enemy and the overpower dmg is just adding on to whatever the hit is.
It’s kind of sucky how it just adds dmg and doesn’t take into account vuln and crit dmg for the overpower portion, but if you also had say 300% vuln and 300% crit dmg, then you’d be adding 580,000 x 4 x 4 = 9,280,000 to your normal hit which would be pretty wild.
No, overpower is not a multiplier. It just add on top of your damage. Formula is something like this: Your damage + Overpower damage where overpower damage doesn’t scale off anything beside HP and Fortify. Thats why overpower is kinda trash in its current state.