Can someone explain the logic behind this? It doesn’t make sense to me
It was done this way to componsate for it’s under utilization. Overpower is 1.5x, Crit is 1.5x and Vuln is 1.2x
The part that allows for overpower to have such high numbers is the additives are much higher than crit damage additive.
My understanding is that Crit is easier to build for. Anyone can slap on affixes to gain Crit/Crit Damage with any non-DoT ability.
Overpower is fixed at a low percentage, unless you are using specific abilities.
EDIT: That has changed somewhat from the initial design, as more items have been introduced to bypass this - usually on a timer (ex. Your next ability Overpowers after 20 seconds).
Overpower multiplier is 1.5 same as critical strike, so not the strongest in game. What make overpower strong is it has higher additive damage compare to critical strike due to it was hard to trigger overpower before changes in S2. Critical strike and vulnerable additive damage also lower than overpower since the patch 1.1 nerf in S0, Overpower was left untouched. Many changes in S2 make Overpower easier to trigger that’s give advantages to classes who has easy overpower mechanic like Barb, Necro, Druid etc.
It is just the issue of developer lost track of the changes they made in the game after so many patches.
One thing Blizzard should do is to nerf the overpower additive damage, and also reverse the HP nerf of monster in S2 to stop the powercreep.
The problem with Overpower IMO is that it multiplies with the Skill that procs it. Meaning Basic skills are left out and Core skills will OP for Millions at times
IF they made OP just scale with (PrimaryStat/100)% and nerf it baseline a bit or say (PrimaryStat/200)% instead of Skill% damage as a multiplier, we’d get more consistency overall
NO, do it RIGHT this time. Add armor and resistances to mobs (and then have Overpower ignore both)
it isnt additives that make overpower insane, its the multipliers. there are so many aspects, uniques, and paragon nodes that are giving multipliers to it and that is why if you build for it, you can not only proc overpowers regularly, but also the damage ends up being insane. also if you take in to account say a normal overpower that doesnt crit, hits for 40mil, when you crit with overpower figure 120% from blt and 1.5x from crit, yet the 40mil is suddenly 600mil+. there is a weird interaction that occurs once an overpower crits, it ends up being funny blizz math
Blizzard is teaching you real life skills. Most things in the real world can be solved by overpower.
Very large addictive damage from Overpower will generate a very large damage when multiplied by multipliers. All multiplier damage still need the additive for them to multiply. The additive damage from Overpower is out of chart, you can have 3600 overpower additive damage in Necromancer for example, compare to the much lower critical strike and vulnerable it will get multiplied to hundred millions.
and you can have less than 300% overpower with barb and hit for 500-900mil on an op crit, so no its not the additive
well, overpower are mostly on a timer basis by using skills or item effect that forces it
whereas crits etc… you can spam them very easily and consistently as long as you have some crit %
or , much like overpower , have abilities that force a crit.
overpower itself isn’t bad just look at werebear : it is it’s main mechanic yet it’s not op at all.
if you see it as actually too powerfull it doesn’t come from the mechanic itself, it comes from the barbarian being able to have a tons more of it (through nodes and having 4 weapons) which might need some balance and some nodes giving multiplier from tons of other things
nerfing overpower as a whole would weaken even more any build using it (blood necro , werebear…) that aren’t op to begin with.
You need to bring up all addictive damage your barb character is having to understand what is it made of.
200% multiplicative damage multiply 1000 additive damage = 200,000 damage. It is not a lot. You need to have a lot of additive damage to multiply the 200% multiplier to make it a billions. It is just mathematics.
This is also why Elementalist Surge get nerf, it had 23k addictive damage per gear. After it added together become millions when critical hit.
I don’t see the difference, aren’t more HP will absorb more physical and elemental damage same as having more armor and resistance right? Players do not have mechanics to reduce the armor and resistance of the mobs.
You gain flexibility (a much required component in the game that we didn’t have)
Knights could absorb physical damage but could bleed easier, Succubi or Spiders being affected in reverse
But even without doing it all the way, can do it on individual levels (some knight clearly says “Extra armor”, or some succubi clearly says “Regenerates fast” on it)
Then can subsequently have “Resistant to fire” or “Resistant to Shadow” (poison, e.t.c.) to some Fallen & Khazra & Shamans, whatnot, then can add some resistances to Red/Blue/Green Spiders as well
Then have IDK Bears and Cannibals clearly roll (Resists Overpower or even Cannot be Overpowered at times, maybe)
Then have Banshees & Vampires roll a “Resists vulnerable” or “Cannot be Vulnerable” at times, e.t.c.
Then Treants & Worms can roll a “No thorns damage taken”, e.t.c.
Then have some Succubi roll a “Misfortunate” (or even for more clarity “Denies lucky hits”), Bandits the ability to roll a “Denies critical hits” (or even “Evades critical hits”) & similar
That’s how you end up building a world (and balance it) in a proper manner
All monsters gain the ability to roll up to 2 of these but not go as far as D2 did (every single one of them having X), just do it more on individual level (like currently that exists “Increased Health”, although arguably again - the worst roll of all of them, since has no workaround, the “Increased health” is just a “hard stop damage check”)
The important thing is to provide asymmetry of performance and incentive for “secondary options” to be considered/used (damn that Spider regens too fast my Bleed doesn’t cut through fast enough, need use CC or Vuln or whatever, it or maybe use “Bloodless scream” of sorts to make Bleeding do Cold, and prevent regen that way instead)
HP increase across the board doesn’t allow for any of that (and even worse - will completely reduce the game into a state of “meta or bust” again)
I understand your point now, but this needs a lot more programming.
By looking at currently Blizzard just stitched all NMD dungeons and mobs in Gauntlet and PIT and sold it as new content. So I think this will be implemented many seasons or expansions away
They released an incomplete game (game stops at lvl75, no new item affixes roll further, no new monsters appear or new subvariants of existing monsters appear)
Not our fault they did that, and the sooner that is dealt with properly the better
Otherwise we’ll get into this back and forth numbers adjusting all the time and make no progress what-so-ever (i.e. the game will be stuck into either a “meta or bust” territory or “one-shoting everything for 90 levels”)
That’s the consequence of not having the tools for making more precise adjustments and relying solely on HP and damage instead
Absolutely right, they just shifting the number.
Blizzard nerf Critical and vulnerable damage in S2, then nerf Monster HP as balance but overnerf the numbers and game become easy. So they introduced AOZ to shift the numbers higher but it was not balance as 3 high level bloodseeker with Fire affix were doing too much. Now they bring back the AOZ in form of PIT and shift the number up on the T200 site of the monster and still never fix the base issue which NMD100 like walk in the park
because it is right in the name, dude. it is OVER POWER. next question.
Let’s just say it’s a problem that shouldn’t have been in the first place
And a one that obviously took quite a bit of focus (and a one that implied a need to double if not triple the entire content of the whole game)
On Barb yes. That is due to multiples that barb have. Hota had a multiplier based on max fury so if you had 250 fury that was a 2.5x just for that core skill. Then the paragon also had a multiplier for Berserking. In the case of barbarian there are a lot of things being used together to get the insane numbers.
it will be substantially nerfed in season 4.