The formula for Overpower: Regular hit dmg (can obtain + CRIT DMG) + ((life + fortify) * (1 + (overpower dmg / 100)) * (base skill dmg / 100)) Example: we got 500 life , 200 fortify and + 75% overpower dmg and use lvl 1Hammer of the Ancients (got 50% dmg in skill tree) and also have +100% crit dmg We make hit for 100dmg, that crit for +100% = 200dmg That 200dmg proc by 3% or it is "guaranted" overpower = 200 + ((500+200) * (1 + (75/100)) * (50 / 100 )) = 200 + (700 * 1,375) = 1162 dmg in orange color We can see that current HP+fortify is base of extra dmg And also better to use guaranteed overpower with hard hitting skill couse the HP + fortify is multiplied with base skill dmg....
I don't think overpower scales with your critical strike damage multiplier, which is part of the issue with its scaling. Meaning, an overpower will crit, the normal hit portion will be scaled by your crit damage multiplier, then your overpower damage gets added on at the end. That's why those orange overpower crits you're showing at the 10:30 mark are only doing 20-25% more damage than normal overpowers.
Thank you man for mentioning it. I was theory crafting a crit overpower build and couldn't find whether its multiplicative. Looks like you wanna either invest into crit or overpower because of the dimnishing returns.
Im a Rogue, 571.6 Overpower, season 2. The Blood Boil Vampiric Glyph has Overpower even 20 seconds, so Im going to give that a try, All of my Vampiric Glyphs are all level 3. Thanks for the explanation. I could not find anything about Overpower.
Just got a huge weapon upgrade with 100% overpower damage and wasn’t sure if it was worth keeping. Turns out my barb has +450% overpower! Good to know what it means
This is funny to watch now, as we're basically back to running the same viable build and worse, the same class with some classes being less strong or less viable for endgame than others.
OP does not scale with Crit so think of it as just a kind of Bonus Damage that procs on hit and can be added to a Normal hit or a Crit. It's a separate flat damage amount that's added to the existing attack but can be scaled through investment in OP, HP and Fortify specific skills, aspects and paragons in which case you would largely ignore the other types of damage stats such as crit chance and crit damage in favour of scaling your overpower.
My rogue is all about crit damage, vulnerable and energy regains. I noticed I run outta energy to fast to keep popping abilities so I had to reroute my tree for better energy regains. Problems is some of the abilities for rogue that regains energy aren't as powerful or as fast as others so gotta really watch what your spending your points on.
great video! I love necro and will be running your => Sanguine Tide Necro build when the game releases. can't wait to delve into this build you have. thanks !
Why is it that bash doesn’t seem to be triggering my OP hits? It’s supposed to guarantee an OP hit after 4 uses but it doesn’t give me any blue damage numbers when I do it.
I think it really depends on the class- with Barbarian being the best class for it. At level 54 I have 23% damage reduction while fortified and my character by no means has max stats or perfect build for it. Gear can give damage reduction while fortified as well as fortify generation bonuses. It can also give damage boost while fortified. Two of the Barb shouts can give you 25% fortify instantly. Right now I run 1 shout that gives 10% fortify but then I gain fortify every time I take or deal damage. In 6 seconds I can hit max fortify. Then I gain fortify on weapon swaps to maintain it between shouts. If I ran 2 shouts I could probably max fortify in 4 seconds - so depending on the class it's not hard to build up fast or maintain. I think it's a mechanic you really have to all in on to make effective, but I think it will be very effective when done right.
@@1seanv Yeah I think so too, OP plus health and fortify generation scaling will guarantee that you wont fall off so easily in the end game but you need to find balance between damage reduction and overpower damage. It will definitely be slower than glass cannon builds but I enjoy playing necro that is extremely hard to kill unless I get careless or pull too many elites. Also I like the mechanics of having an actual rotation for once and sudden bursts of insane damage feel rewarding.
Overpower with a blood spec was fun leveling up but once I got to around 58 and started climbing Nightmare dungeons I realized how awful it actually is. Staying full health is really difficult once you get to the hardest world tier. Everything can shave off half your health and you can only use so many potions to stay "Healthy." Other specs and classes can keep damage going regardless of their health and be a lot more bursty with crit damage.
The formula for Overpower:
Regular hit dmg (can obtain + CRIT DMG) + ((life + fortify) * (1 + (overpower dmg / 100)) * (base skill dmg / 100))
Example: we got 500 life , 200 fortify and + 75% overpower dmg and use lvl 1Hammer of the Ancients (got 50% dmg in skill tree) and also have +100% crit dmg
We make hit for 100dmg, that crit for +100% = 200dmg
That 200dmg proc by 3% or it is "guaranted" overpower = 200 + ((500+200) * (1 + (75/100)) * (50 / 100 )) = 200 + (700 * 1,375) = 1162 dmg in orange color
We can see that current HP+fortify is base of extra dmg
And also better to use guaranteed overpower with hard hitting skill couse the HP + fortify is multiplied with base skill dmg....
Who's running Overpower as their primary build on launch?
I don't think overpower scales with your critical strike damage multiplier, which is part of the issue with its scaling. Meaning, an overpower will crit, the normal hit portion will be scaled by your crit damage multiplier, then your overpower damage gets added on at the end. That's why those orange overpower crits you're showing at the 10:30 mark are only doing 20-25% more damage than normal overpowers.
Thank you man for mentioning it. I was theory crafting a crit overpower build and couldn't find whether its multiplicative. Looks like you wanna either invest into crit or overpower because of the dimnishing returns.
Im a Rogue, 571.6 Overpower, season 2. The Blood Boil Vampiric Glyph has Overpower even 20 seconds, so Im going to give that a try, All of my Vampiric Glyphs are all level 3. Thanks for the explanation. I could not find anything about Overpower.
Just got a huge weapon upgrade with 100% overpower damage and wasn’t sure if it was worth keeping.
Turns out my barb has +450% overpower! Good to know what it means
I got 1200% on my necro w 2 ways to guarantee it every 12 seconds lol insanity
This is funny to watch now, as we're basically back to running the same viable build and worse, the same class with some classes being less strong or less viable for endgame than others.
OP does not scale with Crit so think of it as just a kind of Bonus Damage that procs on hit and can be added to a Normal hit or a Crit. It's a separate flat damage amount that's added to the existing attack but can be scaled through investment in OP, HP and Fortify specific skills, aspects and paragons in which case you would largely ignore the other types of damage stats such as crit chance and crit damage in favour of scaling your overpower.
My rogue is all about crit damage, vulnerable and energy regains. I noticed I run outta energy to fast to keep popping abilities so I had to reroute my tree for better energy regains. Problems is some of the abilities for rogue that regains energy aren't as powerful or as fast as others so gotta really watch what your spending your points on.
great video! I love necro and will be running your => Sanguine Tide Necro build when the game releases. can't wait to delve into this build you have. thanks !
Great choice!
Why is it that bash doesn’t seem to be triggering my OP hits? It’s supposed to guarantee an OP hit after 4 uses but it doesn’t give me any blue damage numbers when I do it.
Bash guarantees overpower after 4 crits with a 2 handed weapon
damn just did overpower with 600% barb.. they need to fix this one.. made my crit dam build weaker.. this one was ok before hota patch...
Is there a damage cap for Overpower? I mean, at some point, does Overpower damage stat reach a max cap, and anything above it is wasted?
Thank you
Very effective explanation. Definitely earned that like and sub
The writing of many books, there is no end
Wait wouldn’t you technically be able to op every skill if you have permanent werebear?
Great content. But you deserve a better mic.
As a colourblind individual, the colour indicators are meaningless lol
Thank you for this breakdown
Do we know which bucket Overpower falls under or are you saying it's its own bucket?
they really should of just named lucky hit proc coef it would of fixed so much confusion early on
Why are fortify builds presented as being particularly tanky? Isn't it just a 10% damage reduction that's not even up all the time?
It's slow getting yourself fully fortified too. It's not really worth building around in the hardest world tier and climbing nightmare dungeons
@@sathic609 and you lose the fortification the moment you receive 1 point of damage and heal it.
@@a.x.w at least on blood necro it stays on all the time as long as you keep generating it, damage taken or not
I think it really depends on the class- with Barbarian being the best class for it.
At level 54 I have 23% damage reduction while fortified and my character by no means has max stats or perfect build for it.
Gear can give damage reduction while fortified as well as fortify generation bonuses. It can also give damage boost while fortified. Two of the Barb shouts can give you 25% fortify instantly. Right now I run 1 shout that gives 10% fortify but then I gain fortify every time I take or deal damage. In 6 seconds I can hit max fortify. Then I gain fortify on weapon swaps to maintain it between shouts.
If I ran 2 shouts I could probably max fortify in 4 seconds - so depending on the class it's not hard to build up fast or maintain.
I think it's a mechanic you really have to all in on to make effective, but I think it will be very effective when done right.
@@1seanv Yeah I think so too, OP plus health and fortify generation scaling will guarantee that you wont fall off so easily in the end game but you need to find balance between damage reduction and overpower damage. It will definitely be slower than glass cannon builds but I enjoy playing necro that is extremely hard to kill unless I get careless or pull too many elites.
Also I like the mechanics of having an actual rotation for once and sudden bursts of insane damage feel rewarding.
Does Lucky Hit proc have its own color like Overpower strikes are that blue hue?
Nope, it happens all on the backend. You won't see anything until an actual proc happens.
@@DrybearGamers Thank you for the reply!
@@DrybearGamers Also, subbing... your info and everything is so helpful. Appreciate it
Is overpower its own bucket or does it have diminished returns for stacking it
Overpower with a blood spec was fun leveling up but once I got to around 58 and started climbing Nightmare dungeons I realized how awful it actually is. Staying full health is really difficult once you get to the hardest world tier. Everything can shave off half your health and you can only use so many potions to stay "Healthy." Other specs and classes can keep damage going regardless of their health and be a lot more bursty with crit damage.
Why spend the first 2 minute talking about lucky hit in an overpower video?
Which class utilizes Overpower the best?
Probably druids, since they naturally stack Fortify.
How does sorc over power, other then the 3% chance.
Sorc doesnt..not really
that joke was too much 😶
Please stop saying ARPG. ARPG is a massive genre that include tons and tons of games that are nothing like Diablo or Dungeon Crawlers.
He's using it correctly.
@@stefanb7015 People assume ARPG means dungeon crawling over the top looting game and that IS NOT correct.