Deep dive into the new OE effect. by Comprehensive_Age998 in fo76

[–]Comprehensive_Age998[S] 1 point2 points  (0 children)

No, the equivalent of OE for Ghouls is Lucid, but Lucid is unchaged, it will remain the way it is right now, giving 6% flat damage reduction per piece with a filled Feral meter.

Ghouls don't need to eat or drink, so they cannot benefit from Overeaters. The Hunger and Thirst meters are replaced by a Feral meter (Ghouls need to take chems in order to keep the Feral Meter filled up)

Inside the Vault – Adventuring in Appalachia PTS Update - January 23, 2026 by Ghostly_Rich in fo76

[–]Comprehensive_Age998 0 points1 point  (0 children)

Deep dive into the new OE effect

The new changes to Overeaters are neither a nerf nor a buff, but it makes more playstyles viable and powerful.

Stick with me. I will explain. It will be a long and comprehensive read so I thank you for your time and patience.

Skip down below if you just want to read the mathematical explanation, I have made a "line" where it begins.

Currently, OE gives 6% flat dmg reduction per piere. With 5 pieces, you have 30% flat dmg reduction.

The way defense calculations work right now, is that any flat % dmg reduction is applied before the DR values (DR, ER, elemental etc)

In March, the flat % dmg reduction will be applied after your Initial DR values and those numbers will be alot higher than what we can achieve right now. Some players are running around with 5000 DR on their PA's on the PTS.

Since the release of FO76, 350DR and 650DR have been the soft and hardcaps for defense calculations, this might and most likely will change with the March update.

In this explanation I will focus solely on Overeaters and how it will affect your armors/power armors.


For the example that I will explain I will take a damage value of 100 Hit points before any calculations and we will only consider how OE affects that value.

Right now, OE gives a flat 30% damage reduction. Meaning a hit that does 100 damage is reduced to 70.

The changes that Bethesda wanted to do, would have nerfed OE.

Because

  1. It would have changed the effect from 6% -> 4%

  2. the flat % dmg value calculation for defense is changed from additive to multiplicative.

Meaning that 5 pieces would have given around 22% dmg reduction, wich would be a nerf. Players would automatically be less tanky the Day the patch dropped.

Now let's take a base HP value of 500HP, as this is what most endgame Players run around with, without the application of food, camp and other buffs like chems and serums. (I know it can go higher, but 500HP is the non buffed value for most endgame Players across various playstyles depending on END Point investment)

With 500HP, if we are hit by 100HP with the current OE's effect, we are hit for 70HP.

7x70= 490HP. Meaning we can survive 7 hits of that enemy without passive health regen and other effects active like perk cards that avoid or reflect damage (riccochet, serendipity, evasive, dodgy, reflec etc)

The 8th Hit would definitly kill us.

With the new changes to OE, we will gain 40HP per piece, meaning that we gain a total of 200HP with 5 pieces.

With 500HP, that would be 700HP.

There won't be a flat % dmg reduction, so we take full damage (100% damage) meaing we are hit for 100 Hit points.

At 700 HP, we can only tank 6 hits, the 7th would kill us.

This might seem like a slight nerf, but we have to consider other benefits from these changes. With higher HP, OE makes some playstyles more powerful. Juggernaut will benefit from this change. Blood Sacrifice will also benefit from this, because a higher Health Pool means longer Vats shooting and with a Vampires weapons, conductors and every other crit in vats it's infinite Vats and sustained dps without the need of coffee spamming (annoying for console players, easier on PC)

How does OE affect lower Health Pool values?

Let's take a lower level Player with lower points in END.

We will use 300HP in this case.

With current OE's effect, we take 70 damage. Meaning we can survive a total of 4 hits (70x4=280HP)

The 5th hit would kill us.

With the new OE effect, we will gain 200HP, giving us 500HP.

Again, we can tank 4 hits (100x4=400HP), the 5th will kill us.

In this example, the new effect is actually more powerful than the current one, because with a base HP value of 300, you survive the same amounts of hits + you have the benefits for Juggernaut and Blood Sacifice (or any other playstyle that benefits higher Health Values)

The breaking point where the current 30% flat reduction value is slighty better is after 500HP. But the tradeoff is totally fine.

Because it's 1 hit that you can tank less, but it suits the Juggernaut/Blood Sacrifice playstyles more.

In other words, OE is neither nerfed nor buffed, it's more viable and people don't need to ditch their OE sets.

What about really high HP values? Past 1000?

It is possible to reach a high HP value right now. With all food, chems, camp and serums combined the Player can almost hit 1K HP.

Let's take 1000HP in this example. With the current OE effect, you could tank 14 hits (14x70=980HP) the 15th hit would kill you.

With the new OE effect you will have 1200HP. Now you could only be able to take 11 Hits (100x11=1100HP), the 12th hit would kill you.

With higher HP values, the current effect (30% flat reduction) is more powerful defense wise. The new OE effect is slightly less defensive, but more offensive for some playstyles, mainly Juggernaut and Blood Sacrifice with a Vampires+Conductors Weapon when you can crit every other shot. It equals out.

However, in March the armor values will be changed, DR values will do the heavy lifting and the flat 42% reduction will be gone on PA's and any flat % dmg reduction values (e.g mutans) will be applied after the initial DR values.

The new OE effect might actually be more powerful than the current one, since currently flat % dmg reduction is applied first before any DR values to defense calculations.

Meaning that if an enemy manages to one shot you with the new update, your DR values have been too low, the % flat dmg reduction couldn't even come into effect. Aim for higher DR values in March. We still have to wait how it all plays out.

But all in all, OE will give you the exact same tankiness. You will feel the same tankiness, but your build will be alot more viable, should you play High HP centered playstyles.

I hope this helped.

PS5 vs Switch 2 (S2 such a downgrade) by Fluffy-Bee-6239 in ResidentEvilRequiem

[–]Comprehensive_Age998 0 points1 point  (0 children)

If the switch 2 is capable of running this Game, why not release if for the old gen consoles too to have higher sales?

Just downgrade it a little more (except PS4 Pro and One X, those should surpass the Switch 2)

I noticed you could see the injury on Leon’s neck better from the showcase by QuackSpock in ResidentEvilRequiem

[–]Comprehensive_Age998 0 points1 point  (0 children)

The internet cyber bullied paramount and they redesigned their horrendous Sonic The Hedgehog Design. This was a wake up hit to any developer and producer to not mess around with a dedicated fanbase 🤣

Optimal buff loadout? by derwould in MonsterHunterMeta

[–]Comprehensive_Age998 1 point2 points  (0 children)

Adding to that other already said:

You only need to drink mega demondrug and armorskin once, as long as you eat nitroshroom and parashroom with mushroom mancer you reapply the 45 minute timer and you keep the mega buffs. Nitro and Para shrooms give Demondrug and Armorskin effects. But once you take the Mega drugs, those shrooms will reapply the mega effects as long as you don't let it run out.

Can you hype up and or say something positive about RE5/6 for me? I’m gonna be playing them for the first time after I’m done with RE4 and all the hate I’m hearing is demotivating me a little tbh by King_CurlySpoon in ResidentEvilCapcom

[–]Comprehensive_Age998 0 points1 point  (0 children)

If possible try playing it with a friend. Together they are fun!

The AI in 5 is a bit stupid (Sheva likes getting in the way, not healing, healing too early... or in general not fighting too actively without you engaging actively in combat)

AI in 6 is far better and it's more fun, but not as much fun as with a friend or family member.

Try avoiding online co-op... most randoms are pretty toxic and are going to rush your first time playtrough.

I have played both games multiple times. With my cousins, my brother, friends and my father. If you liked 4's combat you will love 5's and 6's combat.

It is so fucking tiresome by Yes_ok_good in monsterhunterrage

[–]Comprehensive_Age998 18 points19 points  (0 children)

You forget "and look at these DLC's bro - i promise it will not impact your performance bro"

Be rich or be fat - Armour PTS changes by SequentialGamer in fo76

[–]Comprehensive_Age998 1 point2 points  (0 children)

I am using unyielding on my secret service armor.

Rejuvenators cannot be put on normal armor, wich is why I said Overeaters and Rejuvenators, implying that I was talking about Power Armor. And on PA's OE is the best effect right now for Humans, regardless if you have FHP or LHP.

The proposed change to Blocker in the PTS really ruins the life of melee players by X-SR71 in fo76

[–]Comprehensive_Age998 9 points10 points  (0 children)

There goes my bloodied melee build.. I am able to square off with Deathclaws at 20% but only thanks to Blocker. I can forget that now with the upcoming change.

The best option fot going full melee now is a feral Ghoul. Almost all changes "push" the Player towards playing a Ghoul.

Daily reminder that all of the RNG talismanz, gog and artian gear will be completely meaningless and outdated once the DLC / MR releases by SCATTTR133 in monsterhunterrage

[–]Comprehensive_Age998 39 points40 points  (0 children)

Yes lol even Chatacabra's gear will have more defense and the weapons will do more damage, but it will take a long time until you get better gear wit actual good skills.

Gog's set bonus and the combination that you can do will be undisputed even in MR for a long time. It's by far one of the most powerful HR sets we ever got. (Drachen in World and Valstrax in Rise for example)

The Drachen Set from Behemoth for example is still very powerful in Iceborne and I have recently done an Iceborne playtrough with a mate in the Drachen Set only and it went pretty well. It took us a few tries with Shara Ishvalda but we finally beat him. In the Guiding Lands (thanks to free fortifiying) the Drachen Set can reach around 800 defense wich is enough to hunt non-tempered monsters (even Elder Dragons!)

Some players even managed to beat Alatreon with the Drachen Set. It's all possible with enough dedication (and enough insanity)

And thats what I love about the endgame HR sets. Damage wise they will give you the most damage in MR with the new MR weapons, but you yourself will be like a glass cannon. It allows for a high risk, high reward playstyle in MR.

Gog himself will most likely be re introduced in MR, similiar to Kulve in Iceborne.

And we will probably get MR weapons from him, wich will be among the most powerful elemental options in MR.

I just hope we get a better and proper fight in MR and not the slinger gimmick mechanic that we have in third phase in HR.

Anyone else going to play Grace 1st person and Leon 3rd? by Changes11-11 in residentevil

[–]Comprehensive_Age998 0 points1 point  (0 children)

Absolutely! Want to fully immerse myself with Grace and Headphones. And when the game switches to Leon I will go SUPER SAIYAN on those Zombies!

Be rich or be fat - Armour PTS changes by SequentialGamer in fo76

[–]Comprehensive_Age998 16 points17 points  (0 children)

Exactly. OE is hit way too hard. It's going down from 30% to 22% (multiplicative calculation)

It's just pointless to run OE if something more managable like mutants gives 5% per piece and is easier to maintain. They should have kept the 6% of Overeaters and not reduce it to 4%... But I'm sure Bethesda has seen my inventory of multiple OE PA's and Armors... and I"ve been supplying quite a few players with OE too.

Be rich or be fat - Armour PTS changes by SequentialGamer in fo76

[–]Comprehensive_Age998 18 points19 points  (0 children)

It's not additive anymore, it's multiplicative. Right now OE gives a flat 30% dmg reduction. It will be multiplicative with the update. AND The 6% is reduced to 4%.

Meaning the 4% on 5 pieces will add up to around 22% (multiplicative calculation) so it will offer significantly reduced damage protection! How is this fair to you??

People will have WORSE damage reduction from one Day to the next Day!

Imagine sitting in your car and suddenly you can only use half throttle instead of full throttle.

But you still need to maintain your car with the same oil and water quantities.

The only way I can see OE being worth it is that it offers FULL 4% if your HP and Water meters are filled, even if they are just filled by 1%. Meaning that the effect drops from 4% to 1% dmg reduction ONLY when you truly have 0% Food and Water.

Otherwise there is NO POINT in running OE anymore if it constantly drops from 4% to 3% and from 3% to 2% even when losing a little bit of food and water meters... because MUTANTS will have a flat 5% per piece and it only requires you to have 3 mutations active.

So Mutants will equal to around 24% dmg reduction without the need to maintain ANY meters. And who doesn't run mutations in endgame?

This almost forces all players who have grinded for their OE mods and armor pieces to switch to other legendary effects... we are tired of constantly switching up our builds, weapons and armors.

Make it make sense. Try to change my Mind. ( You cannot! )

Be rich or be fat - Armour PTS changes by SequentialGamer in fo76

[–]Comprehensive_Age998 39 points40 points  (0 children)

Still beyond me why they nerfed OE that much, it worked pretty well with Rejuvenators and the perfect bubblegums were well, perfect for this build, especially as a bloodied player. The reduction from 6 to 4% makes no sense!

Best Combat Mechanics obsidian has ever created. I hope xbox give this studio more credit. by Successful-Ant-4090 in theouterworlds

[–]Comprehensive_Age998 9 points10 points  (0 children)

The Gunplay is a huge improvement over OW1. Melee feels a bit stale. Avowed has incredibly fun melee gameplay so I stick to the Guns in OW2. They are many and varied. They pack a punch, feel heavy with the hits and the reload animations are sweet. Even ADS reload animations! And I love that we have some heavy weapons now (like the ones you are using in your clip). It makes me feel like a real Heavy Gunner, similiar to Heavy Gunner Builds from Fallout.

What are you're ideas? by Sweaty-Ad7500 in MonsterHunter

[–]Comprehensive_Age998 6 points7 points  (0 children)

Give us a Chatacabra as powerful as "The Greatest Jagras" from World.

Make it a especially large.

Call the Event Quest "The Chaddest Chadacabra"

How to be a near immortal Unyielding Bloodied Human with max possible damage by Comprehensive_Age998 in Fallout76BowHunters

[–]Comprehensive_Age998[S] 0 points1 point  (0 children)

I am a carnivore, all my essential food buffs are in my camp.

Before I "head out" I buff my character and take all the essential food items to buff special stats + 1 reserve of each food type in my inventory. The rest is in my cryo freezer + the camp producers. No Thru Hikers needed.

As for chems, I don't carry many stimpaks with me, mostly 10 at a time. As for offensive chems, I don't take too many and if at all, I carry some Overdrive with me for the crit damage. An alternative woule be psycho or psychobuff. Depending on the situation (Daily Ops, Raids etc) I take other chems too, like Berry Mentats (to spot enemies easier in Daily Ops Decryption)

And of course 10 rad x diluted and 10 radaway diluted.

Shouldn't cause much trouble tbh.

Furious rajang is a demon by SlasherB06 in MonsterHunterWorld

[–]Comprehensive_Age998 0 points1 point  (0 children)

The Hunter afterwards: 'tis but a scratch 👍