Overpower is bait?

As more people begin to discuss their testing regarding what is additive with itself vs what is multiplicative with other damage-boost sources, I’m seeing info from at least one credible-looking source that overpower damage isn’t multiplied by anything. Meaning, it’s potentially just added damage on top of your hit after all the multipliers are already factored in.

If this is true, overpower seems like some serious bait and is basically never worth trying to invest in. Compare this to investing in vulnerability, which is its own damage-multiplier source that is additive with only itself and multiplicative with everything else.

Gotta say, this is pretty disappointing, and my initial thought is that this game has even less build diversity than I had originally thought.

If the above info is wrong and someone has some math or evidence to discredit it, please do.

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Overpowered. If only there was some skill that raise the damage value. Or even increase the proc chance. Until then, it’s just another stats to pull from that we would like to not have on gear.

You can create at least 1 Barbarian Build that has guaranteed Overpower procs that you can control what uses it. If you apply Vulnerability, Stun/Stagger an enemy then drop an Overpower on a fully boosted Hammer of the Ancients, you will absolutely obliterate everything. You absolutely have to build for it, but Overpower scales exceptionally well from different sources and any Skill Modifier tends to have a huge Overpower increase comparative to other types of damage.

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Considering I haven’t heard this from anyone/anywhere else, I doubt this is the case. I feel like people would have mentioned it much earlier if it was true. I know pulverize druid which relies on overpower was one of the big builds for endgame, so I don’t think it’s bait.

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This isn’t true.

Also Max health and Fortify increases Overpower damage. So running a very tanky build would result in being super tanky as well as dishing out incredible 25k+ Overpowers at level 20(videos of this already happening)

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To me it just seems like they are asking, how would you like to crit twice at the same time with different colored numbers?

Why yes thank you :slight_smile:

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There are hits, crits, overpowers, and overpower crits.

Overpower and Overpower crits are insanely powerful with certain builds.
I’m not sure if its a % base damage, or flat damage. I’m fairly sure it’s based off of your weapon damage, and it’s probably +100%.

Then you add a crit on top of that, which some classes can buff up to something like +250% crit damage. You end up getting essentially a 700% hit.

Then you add in the fact that some skills give a guaranteed overpower, and some skills / procs gives an overpower + damage, plus you can get +overpower damage on gear, you can get upwards of +1000% damage from an overpower crit.

It’s also quite amusing when you’re fighting a room full of enemies, you hit a certain ability and get an overpower crit (which hits all enemies because overpower applies to the ‘skill’ not the hit iirc), and you seemingly go from zdps to exploding the entire screen. It is quite fun.

What’s this source?

(20 characters)

Probably comments from the creator of this video

He said that from his testing nothing applies to overpower besides overpower damage. So no vuln, mainstat, damage to close, etc. It’s just damage of your skill + (life + fortified life) * overpower * crit with no other mods on the overpower damage.

If that’s true, overpower sounds like it will scale very badly, with the exception of being able to guarantee an overpower proc on a skill that has many tiny hits.

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Overpower is good with the classes designed around RELIABLY using it. Most notably necromancer with Blood Surge.
If an enemy is damaged by Blood Surge while you are healthy, gain 1 stack of overwhelming blood. When you have 5 stacks your next Blood Surge overwhelms.
Tides of Blood, your skills deals +15% overpower damage, this bonus is doubled while healthy.
Memento mori, sacrifice both types of skeletons to increase sacrifice bonuses with 40%. Increases the +op damage bonus from saccing skeletal mages from 40 to 64%

Legendary node: Attacks that is guaranteed to overwhelm is +50% damage
Blue tiles 120% overpower damage
Yellow titles 30%+30% op damage if int goal met from Aggression. 12.5% op damage from Powerhouse. No secondary op damage.

very interesting, ill keep and eye on this for sure

Forgot aspect of untimely death.

So you CAN make overpower damage scale.

Edit: Github says aspect of Untimely Death scales from 20-60%

You’re missing the point.

Sure you can have 600% overpower damage or something stacking it, but then another build can get 200% increased Damage and 200% increased damage vs and 100% increased damage while and vuln + vuln damage so they effectively have 2700% increased damage on every skill and they don’t have to do 6 casts to get their big hit.

Would be nice if we could get some confirmation on overpower scaling with things other than overpower damage and aspects that specifically apply to overpower.

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i wonder if the damage reduction modifiers are similar too. with the current values on d4.cc theres 3 items of [17.5 – 31.5]% Damage Reduction while Injured, and while fortified has maybe 4 also so that would be over 100% so prob multi with themselves or there’s some other factor diminishing/capping it.

Overpowered attack can be multiplied by multiple sources actually

  1. increasing your HP
  2. Overpower + critical (orange dmg)
  3. overpower affix on items
  4. overpower nodes on paragon

It isn’t bait so much as it has no reason to exist.

There was no reason why they needed to make a second version of critical hit/critical damage.

There is just too much stat spread and duplication of purpose in the game.

Variation is good, and it can be iterated upon.

Elsewise crit would be the end all, be all stat if there wasnt alternatives possible to build around.

Overpower likes to play with max life, healthy and fortify. Quite different from critting.

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from what i know, your dmg can be overpowered + crit at the same time (orange color)
but for builds that are based on HP, they cant have high crit chance, so overpower is the way to go in that case
thats why its a good state in my opinion, to give you the flexibility to build whatever you want, and still be able to do dmg

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If they are separate items, they should multiply together.

I think the only thing that’s additive are paragon nodes with the same damage reduction stat like “Damage reduction vs burning enemies” which you can kinda tell are additive considering how they got nerfed to like 1/3 their old values so you hit like 50% max now even using max level glyphs to boost them.

Normal attack can be multiplied by way more sources (if what they said is true):

  • All damage mods (includes most item and skill tree multipliers)
  • Damage with mods
  • Damage vs mods
  • Damage while mods
  • Vulnerability
  • Crit
  • Pretty much all paragon nodes for damage
  • Pretty much all glyph secondary bonuses
  • Pretty much all glyph primary bonuses

Likle there’s a lot more multipliers for non-overpower damage if only overpower damage works on the overpower damage.

Overpower is mainly a way for tanky characters to do damage. If you are trying to compare DPS stats, then yes, it falls short because it’s not meant to boost glass cannons even higher. It’s to allow tanks to deal damage too.