Overpower is getting a facelift in patch 1.2.0! Blizzard has agreed with the community that Overpower wasn't very, well, overpowered. As a result, in last week's Campfire Chat livestream Class Designers Adam Jackson and Charles Dunn broke down the planned changes and their design intentions.
Diablo 4 Season 2 Campfire Chat Liveblog Summary
We try to break down this monumental change, the core issues that caused it, Blizzard's intentions, and the reasons why redesigning Overpower will be good for Diablo 4 in the long run.
Overpower basics in Diablo 4
Overpower as it was designed on launch scaled with your base Damage, Health, Fortified Health, Stat Bonuses and was then multiplied by your Overpower bonus. Then, it was an additive value to the total from the damage bucket system (Weapon Damage, Skill Damage Percentage, Critical Strike Damage, Vulnerable Damage, Multiplicative Damage, Additive Damage, Primary Stat all multiplied together) — meaning it was a fairly convoluted calculation.
This yielded some lackluster damage output when compared to Crtiical Strike & Vulnerable builds. If you wanted to run an Overpower build, Critical Strikes and Vulnerable damage were not directly scaling your overpower damage. Even though you can get the orange text showing a Critical Strike added to your Overpower, this was not a Critical Strike multiplied Overpower hit — they just added together in the end.
As you can see here, we have an Overpower hit for ~600 damage and a Critical Strike Overpower hit for 744. This means that your critical strike would hit for ~144 and the overpower for ~600. If these values were to multiply together instead, that number would look more like 900-1000.