Overpower - need some help

Hi all,

Blood Necro 80++ here. I am playing necro since day one and did so many hours of testing. I am quite frustrated, maybe someone can help me out. How does overpower work and how does it scale?

I have 10k HP and 10k Fortification. I have around 1500% overpower damage. My understanding of overpower is that my overpower attacks get an added 20k*1500% = 300k bonusdamage (*dmg mods). Thats not the case, its so much less. (Most of the time 60-100k, with perfect buffs/debuffs 200l) I also have 400% in damage modifiers that do what? Not even talking about all the *x modifiers!

I also tested a lot with modifiers, most does not seem to work, skill level, close range damage and so on. when stacking 150% close damage for testing, i didnt see a difference. Weapon can also be a lvl 1 white dagger or a lvl 800 2handed scythe, doesnt matter.

Its hard to run a blood build, but its even harder when I’m not sure how to scale properly. My research showed me best thing to do is:

  • stack HP and fortify
  • core skill damage
  • int
  • blood skill damage
  • and of course overpower damage itself

and take Weapon → as fast as possible + offhand with shield for even more hp. What is a shame, i loved my 2h scythe : /

so i will take any tips or guides or pages that explain the mechanic or help me to improve my damage.

No one in EU or reddit was able to help, so ill do my last try here :slight_smile: Stopped playing the last days cause all my mates started scaling like mad and I wasnt even able to figure out how my damage works or how to by viable. Seems like vuln + crit is the only valid option right now.

PS: please no comments for low level/open world. Blood it okay in T4/open world, i wanna ask for high NM dungeons.

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HP, Fortify, OP damage, is really the only stats currently working for Blood.
Everything else is broken(im assuming itll get bugfixed/buffed).

Corpse Tenedrils affix 2hander
HP, Fortify, and OP damage are what youre aiming for, for the time being until the build gets fixed.

Currently everything is broken and useless for Overpower.
Including…
+skills.(rank1 Blood surge overpowers for the same exact damage as Rank10 Blood Surge)
+Core skill damage.
+close damage
+distant damage.
CHD(altho it works with the corpse tenedril affix for some reason)
etc etc
Hypothetically all these things should work, but unfortunately they do not for the time being.

Heck, even your legendary Paragon node doesn’t work. The +50% OP damage on guarenteed Overpowers.

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Thanks you very much for the response. That matches exactly all of my tests, thanks for confirming!!! I stopped playing and wait for a patch, this is not fun :slight_smile:

You want a 2 hander for the simple reason that you need the +100% effectiveness to your sacrifice aspect. It beats the extra health from shield by a mile, half of your overpower damage comes from the sacrifice bonus.

Core skill, intelligence and Blood skill damage doesn’t increase Overpower damage.
It is quite literally only

  • Health + Fortified Health
  • Hidden multiplier on the ability proccing the overpower
  • Overpower Damage
  • Bloodbath (Currently bugged and doesn’t work on Rathma’s Vigor)

Max health % increase only affect base health as an added FU from Blizzard for trying to play Overpower blood necro.

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Theres an argument to be had for opting for a 1hander+offhand with a good amount of attack speed modifiers

Yes, its less damage in 1 overpower.
But, in higher tier NMdungeons, things dont really die in one overpower.

Im not convinced one setup is better than the other by a measurable margin, but its definitely not mandatory to run a 2hander.

Especially if you can get a good amount of essence on hit chance, to stand there and machine gun blood surges out

Hey Greeve,

Just to chime in on my own observations.

I’m assuming you are using Blood Surge as your example of 60K with the numbers you give can be expressed as follows:

300,000 * 0.2 = 60,000

This would align with the 1/5 Blood Surge ranks coefficient of the power at 20%. Also, Blood Surge does hit twice, and both hits can Overpower. This means the Nova (which is limited to close range) will modify the above as 300,000 * 0.7. This observable, but the numbers are going to vary depending on a bunch of things.

My Blood Necro is only 51, but I can easily confirm a few things based on my own numbers.

The ranks of the skills increase the coefficient which does change the value of the final total. Now, given higher level players have access to a MUCH larger Overpower pool that contribution may create diminishing value. I cannot confirm that myself, but I can observe a few things…

5/5 Blood Surge goes from 20% to 28% for the Siphon (first hit; screen-wide) and it changes the final total. The Nova will also Overpower if anything is left alive in close range, and it does more damage than the Siphon (as it should).
5/5 Blood Lance is 112% damage and the final total is higher than 1/5 Blood Lance. The direct hit of Blood Lance against a single target is also higher than the total sum of Blood Surge (Siphon + Nova) against a single target. However, Blood Surge gets better (10% bonus up to 50% on the Nova) for more targets. That said, I have seen my Blood Lance hit for 13,000 - 14,000 without Fortify on Overpower up to, and even more than, 24,000 with Fortify. Criticals on the weapon damage component make this a bit higher, but it is proportional to the weapon damage * critical modifier + all the overpower base shenanigans.
1/5 Hemorrhage’s coefficient is pretty close to Blood Surge’s Siphon and functions well as a point of comparison (I’ve gotten similar total values on Overpower hits).

There is a lot of other things that may be going on with the weapon damage contribution part. I’m not sure I have a clear picture the precise calculation, but I feel pretty close to it.

Yea you seem to be on the right train here oldskool, my own testing seems to be yielding similar results.

I’ve been mostly testing with blood lance, and I didn’t consider how the coefficient on the skill will modify the damage calculation (as blood lance has near 100% as you state, so I’m seeing expected behavior). I wonder if people are testing overpower on surge and getting tripped up by the .2%-.28% coefficient.

For me, I’m seeing overpower damage on blood lance working as expected with crit damage and vulnerable damage. Example, if I do appprox 3.5k damage on a white (normal) attack, and I have 615% overpower damage, I’m seeing overpowers in the 21k damage range (3500 x 6.15). If I have 50% crit damage, I’m seeing crits with the expected behavior ((3500 x 1.5) x 6.15) in the 32k damage range.

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Awesome to know! Thank you!

So, I was watching a Druid build vid for Bear Overpower (since it is another alt I am curious to explore), and I noticed something that may be of interest.

The user had enough ranks in Pulverize where it granted a 105% damage coefficient (normally this is 70% at 5/5… more on this side thought later).

He didn’t show the Overpower %, but did show the weapon. The weapon had a range between 2,000 to 3,000 damage. Health-wise, we’re looking at roughly 11k to 12k. Once again, folks talking Overpower builds commonly omit the really important data points (your total health, your OP modifier in the character sheet; most of the rest of the details are largely irrelevant).

However, from here we can make some guesses based on what I saw.

(((Health + Fortify) * Overpower %)) + Base Weapon Damage) * Coefficient.

Again, didn’t know the exact Overpower because the person didn’t think to share it, but I was guessing 1000% is a reasonable number. I suspected to see around 300,000 - 350,000 damage on Pulverize.

A lot of the damage numbers are muddied because love to show off speed runs, and it really sucks to hit pause and slow things to a crawl to count. HOWEVER, Sure enough, one of the Pulverize hits (not his Earth spikes from aspect) hit around 250,000. So, my guess on total Overpower is likely off.

Either way, from my own testing what I am starting to think is at play is that you have Overpower = ((Health + Fortify) * Overpower %)) and this is added to the BASE damage. This creates a number that is then MODIFIED by the activating power’s coefficient.

In other words, do not take what the power’s tool tip says (i.e., their damage was 10K to 12K) and add it directly to the Overpower number. That isn’t what is happening. The weapon damage appears to exist in the calculation somewhere and the power’s coefficient transforms the result.

Some global damage multipliers are also interacting with the numbers, and I haven’t started completely stripping down my necro of all talents, paragons, and gear to incrementally test each minute change. Frankly, with the gold costs on full scale respecs like that Blizz can give me in game currency to beta test their game. :wink:

Edit: Oh yeah… why Pulverize and Blood Surge have dramatically different performances is due to synergies with specific aspects. I mean, a Blood Necro by default at 5/5 Blood Surge gets 70% damage to the Nova… That is before totaling with Siphon hits and scaling it up on targets. However, Pulverize has so many other interactions in gearing that its potential just gets nuts. Furthermore, this also looks worse on the Necro side when looking at Bone Skills where you have Critical Damage * Critical Damage happening (base stats (plus paragons, etc.) on top of the corpse tendril aspect [which I suspect is going to get nerfed]).

A key thing the above omits is how certain modifiers may, or may not, interact. The Blood skill damage modifiers, like Coalesced Blood, may be modifying my damage to a level where it looks like the base weapon is being used. Both of the Blood-specific and Overpower modifiers are pretty significant.

The tooltip for Overpower may be correct, and we’re all just looking at it completely wrong. It could also be a completely buggy mess (which is also likely).

If I start to ignore my weapon’s stats and all of its specific modifiers, and just focus on specific blood related effects my numbers are much closer. The tooltip states the Overpower scales with the attack that caused it, and if you account for the coefficient (i.e., Blood Surge’s default 20% damage for example, or Bloodmist at 2%), then it functions as described.

Also, if I take my higher numeric value and consider enemy damage reduction I am getting a lot closer.

Also a fun note, vampire bats appear to have significant resistance to blood skills. There are also Nightmare dungeons with Overpower resistance (trash those!).

Pulverize Druids don’t touch overpower at all. They build for crit damage and normal damage bonuses.

Grizzly Rage gives a universal 20% damage multiplier that increases by 3% for every second its up. It also has an aspect that gives a stacking 10% crit damage buff everytime you crit. (i suspect this is its own damage bucket, similar to the Necro’s Corpse Tendril aspect) Grizzly Rage gets stronger the more dense the dungeon and the more often you crit. Grizzly Rage lasts for 20 seconds and you can use it every 20-30 seconds with the right setup.

There are also Nightmare dungeons with Overpower resistance (trash those!).

The nightmare dungeons that reduce close range damage by 40% also affects Blood Surge overpowers.

Its kind of annoying how most damage bonuses don’t affect overpower, but defenses do. On the bright side, rare negative damage bonuses don’t seem to affect overpower either. The Blood Surge nova seems to only reduce the normal damage portion of blue numbers (placing that aspect on an amulet is a waste).

That isn’t really important in respect to what I was trying to do though. Sure, I made an assumption on what the % value could be because the video host didn’t bother to show it. Perhaps it wasn’t a consideration for the reason you state, but that’s still besides the point.

What I was getting at was a situation of “solve for X” where X = Overpower %. I had a hypothesis that was incorrect, but the 1m+ normal damage criticals are a metric I don’t care about for this purpose.

If it is reasonable for that build to sneeze and hit 300% Overpower (vs 1,000%), then that’s fine.

I still know their weapon value, I can make a reasonable guess at their health + fortify, and I can visually see the final number. I also know what the power’s coefficient is.

All of that is still valuable data that doesn’t even need to know the ins and outs of Grizzly Rage.

Anyway, I’ve also made a level 1 necro and found that my Overpower was doing double the expected damage. So, I’ve thrown my hands up with this experiment. I have a decent idea of what I need to chase for my Blood build, and it is performing to my expectation.

That’s probably about as good as it is going to get until that 13+ page patch hits the live servers.