Am I understanding this correctly? There is a base amount of crit and vulnerability that everyone needs to get. After that base, it’s capped and anything additional is additive?
Is there anything special about plus damage affixes now? If not, we basically have a little crit and vuln cap to hit, then the rest of the affixes are equal with no differentiation between them?
This sounds pretty boring… go for the highest plus damage that you can get to apply to your build… It’s from one extreme to the other, it seems. Booo!
Cheers
You start with full crit and vuln multiplier. The only thing that might lead people to increase it over anything else is critical resistance.
you get 150% crit damage and 120% vuln damage right off the bat. Together 180%.
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Wait, what? So without any gear? So even if your skill doesnt do/mention Vunerable damg, you still do vun dmg on every hit?
Naw, you still have to apply vulnerable or crit for them to function.
Correct, if you can apply vulnerable, you will deal an additional 20% damage due to an enemy just having Vulnerable on them. When you crit it will automatically do 150% of your total damage. If you have anything that adds +Crit Damage or +Vuln Damage, it will be added with all of the other affixes that add damage and just stack on top of those 2. Aside from a few exceptions this is how damage will work.
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Okay, thank you very much!
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and * 50% Overpower 3% of the time. Or more for those that get guaranteed shots.
People keep overlooking this.
Thing is for overpower it always says “up to” so will still depend on your life and fort. It’s not a guaranteed 50% as far as I can tell.
But overpower and crit do not multiply but are different damage sources. Unless this was changed.
They haven’t directly said it, but it’s somewhat implied that overpower is changed to be a normal mod like crit and vuln that acts on skill damage derived from weapon damage and works with all damage mods now.
That could potentially be completely broken… I am curios if they implemented that properly.
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“In order to promote greater build diversity, we are changing how Critical Strike, Vulnerable, and Overpower damage is calculated. These damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses. Overpower will also receive additional additive damage based on your Maximum Health and Fortify amounts.”
To me that, plus what I heard in the video says it is multiplicative up to 50% now in the base damage formula vs how it was calculated separately before, but I feel like there is still a vagueness to it till we actually see it. The old orange numbers did not actually multiply OP damage with the crit bonus.
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Yes this is why I have been saying Blood Necro will be the best class. It is something, if I am understanding it correctly, will put Blood Necro way out ahead due to how many guaranteed OP shots it has.
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From the math so far, it looks like it will be better than other +% mods on Blood Lance. However, Blood Lance does not benefit from any of the new x% multipliers that scale really well, so it’s hard to tell how well this will actually do. I’m going to guess it will be an above average build due to the mechanics of the build, but not near the top end of DPS.
Barb looks like it has some options that will function, but they might feel bad to play being mostly spamming generators and then overpowering a spender. Should still be viable damage though.
Yep. Also simultaneously adding tankiness to scale damage is a pretty convinient thing.
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Also, there will be paragon glyphs and skills that give X modifiers based on a certain type of additive damage. Meaning you can build into a certain type of damage like +fire, or +crit and gain additional X modifiers. This should open up some interesting builds but we will see after S2 drops.
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I never played crit and vuln builds, so with the monster nerfs, my characters will feel like gods.
Does this change the crit chance value requirement?