If you look over the paragon changes. All the requirements to hit those extra multiplicative bonuses are removed. The bonuses are of course also reduced in some areas. In other words, you don’t need damage to close, beserk, or vulnerable damages. You just need the states, and then pile on everything into crit or overpower for the additional bonus (or whichever one rolls the highest or gives the biggest benefit). Beings that OP is getting nerfed across the board I guess this means going for 100% crit and then putting Crit Damage on every single item is like the only option?
This is what was also wondering what they were thinking why aim to nerf Overpower just because the other classes can do major damage with it. The Devs need to test the Barb in “Eternal Realm” and watch how junky it will be if they Nerf it to much just because some people know how to use the paragons in some good routes and some just want to stay in a casual route it doesn’t mean that the Barb shouldn’t go back to square one seeing your character being like those Barb blacksmiths that lost morale to fight.
Wrong, All Damage is now the most important stat on every class now too . They changed all types of multipliers to all damage % multipliers pretty much.
Crit chance is a nice state to gather
Crit Dmg not, a critdmg should stay on 200%dmg with maybe a very few options to go higher on special items.
This several thousand crit dmg compared to non crit is rediclous.
Just my 2 cents.
you cannot immediately say “wrong” when one is just “wondering what they were thinking…” so take your emoji and please read carefully.
I wasn’t responding to you, I replied to the OP.
All Damage is a damage bucket. All Damage Multipliers are global multipliers. If Crit still rolls higher on all items than All Damage does, then Crit Damage will still be the better option assuming you always Crit.
Let me explain a different way. Let’s assume you have 100% Crit. That means the condition is always met, so the Damage Bucket is no different than All Damage. So if all your items, rings, weapons have higher possible rolls of Crit Damage than All Damage, guess which one is better?
Season 10. Season of Loot Reborn Again.
You are completely correct, however all stats shown on the stat sheet contribute to various damage buckets. Skills draw from the relevant buckets when calculating damage. For example, some skills—like Rend—scale primarily with specific damage types, such as Bleeding Damage.
You’re absolutely right to think of “All Damage” as a bucket. However, this has larger implications across the board if you have more multipliers affecting your All Damage stat than you do for other types—like Critical Strike Damage, Overpower Damage, or Vulnerable Damage—it may now be more optimal to prioritize All Damage % in Season 9 than it was in prior seasons.
Yes, it’s possible (and often ideal) to have gear that includes both All Damage and more specific multipliers like Critical Strike Damage, especially since you can temper both. What’s changing is that All Damage multipliers are becoming the default focus for nearly every build. Expect to see All Damage % on gear, supported by flat damage multipliers and affixes like Critical Strike Damage, Overpower Damage, and Vulnerable Damage across the board for builds moving forward.
A concrete example of this shift and what I am talkong about is the change to the Hemorrhage Legendary Node. Previously, it directly multiplied Bleeding Damage, but it now provides a flat All Damage multiplier instead.
"Hemorrhage
Previously: Your Bleeding damage is increased by 15%(x) of your Vulnerable Damage Bonus, up to a maximum of 45(%).
Now: Applying a Bleed to a Vulnerable target deals 45%(x) increased damage."
As an example, try equipping the Aspect of Inner Calm which has the same wording as the Hemorrhage Legendary node:
Deal 5-13%(x) increased damage. Triple this bonus after standing still for 3 seconds
Notice what it does to your All Damage stat on the stat sheet as it activates. You’ll notice a direct increase to All Damage, not just a specific subset. This is exactly what the change to the legendary node for Hemmorage will do for barbarian.
This change has implications for skills like Rend, which now have less emphasis on Bleeding Damage and more All Damage as a result of the previously stated.
With that context, go through the rest of the patch notes and look for similar changes—multipliers that used to apply to a specific damage type now being converted to affect All Damage % from another multiplier of another type.
How do you know that Applying a Bleed to a Vulnerable Target deals 45x increased damage isn’t still referring to the damage of the bleed? Keep in mind how terribly Blizzard has a habit of wording things vs how they actually end up functioning.
Look, I hope everything you said is correct, but Blizzard has a track history here and they’ve never once deviated from it.
Because the description of the skill says what damage buckets it pulls from by a percentage. Since Rend traditionally has always done more bleeding damage because of the multipliers towards bleeding damage, barbarian can uniquely use and it’s higher inherent bleeding damage % and related multipliers. Also typically tapping into the all damage portion of the skill has always inflated the first number at the expense of the second. But you have a point and I hope it translates that way on launch
"Rend
Cleave enemies in front of you, dealing # [#%] damage and inflicting # [#%] Bleeding damage over 5 seconds."
That being said, I predict the “Damage #%” affix will be everywhere, just like you are saying “Critical Strike Damage #%” or Overpower Damage #%" maybe more so and maybe with both😆
Back to my original point though, now where is the place for Vulnerable, Beserk, and Close Damage? Before we were only using them to meet caps to unlock multipliers. What is their purpose now?
Same, that will be their only purpose now it seems
What purpose? That’s what I’m saying. They are no longer needed to reach those caps/unlock those multipliers. They removed all of those requirements rendering all of those damage buckets 100% pointless. Other than maybe during leveling as a temporary placeholder.
Exactly, can’t exactly say I am happy about it though. We will have to see what happens in practice tbh.
Yeah, these changes are… puzzling.
All Dmg, and Crit Dmg seem to be the only 2 needed modifiers now, Overpower is gutted so much I feel it’ll be useless.
AND, they said key passives would be buffed to 75%… I expected walking arsenal and unbridled rage to get a buff as they are not close to 75%.
I’ll try the PTR and give feedback, but on paper… looks like we are getting more “medicine” before we can have “the fun stuff”
I think is CAP at 75%, not buff to 75%. It only affect certain passive which easy to stack with Masterworking on gears. If player make a rainbow passive build, they will not hit the 75% cap.
It is a good change, it is less punishing if we fail to hit the passive affix in masterworking. It is going to save us a lot of masterworking materials.
Excuse me, Damage while WotB ftw.
hey, the devs have shown in the campfire how great it feels when a barb swings that sledgehammer and skeletons get swept to the side of the road.
barb finally does impactful melee damage!
I think you’re misreading this. Not making something contingent on something else is generally speaking a better way to go. You’re saying, “is this the only way?” and I read it as “you now have that option.”
Hemorrhage
- Previously: Your Bleeding damage is increased by 15% of your Vulnerable Damage Bonus, up to a maximum of 45[%].
- Now: Applying a Bleed to a Vulnerable target deals 45% increased damage.
If you do not have enough +vuldmg to get the full 45% return you are no longer punished for it. That’s good. You can absolutely still carry vul damage but you get this outcome without having to carry it as mandatory in the build.
Decimator
- Previously: Each time you make an enemy Vulnerable, your damage is increased by 20% for 5 seconds. Overpowering a Vulnerable enemy grants an additional 20% bonus for 5 seconds.
- Now: You deal 20% increased damage to Vulnerable enemies. Your Overpower deals 20% increased damage.
Same here. You’re no longer bound awkwardly to some weird time limit nor are you bound awkwardly to creating the effect in concurrence. Your overpowers are just flat out better not better if, and only if, something is in place.
Non-contingent skills tend to be better in the long run specifically because you gain access to options you wouldn’t have had prior as you no longer need to focus on their activators.