Papesse updated everyone as soon as the patch rolled out:
Damage bonus at 3k TP
Rock Buster : +300%~
Mountain Buster : +50%
Crescent Fang : +400%~
Eclipse Bite : +50%
Blindside : +100%
Enticer's Pants beats Apogee Slacks +1 (Path D) at 0% TP for all these BPs.

Apex Jagils with BP DMG+153% and EA/BoG Frailty, Dia IV, Beast Roll.
Pre update
Volt Strike : 35~36k, 41~44k with AF
Predator Claws : 26~28k
Rush : 18k~
Eclipse Bite : 20k~

Post update
Volt Strike : 41~42k, 51~53k with AF
Predator Claws : 29~30k
Rush : 20~21k
Eclipse Bite : 21~23k
Then further discussion and testing was done for OAT affecting the pacts that were listed to have damage carry through on all hits:
The damage adjustments to the following Blood Pacts: Rage will now apply to all hits.

Eclipse Bite / Double Punch / Predator Claws / Rush / Chaotic Strike / Volt Strike
Only those will be affected meaingfully by OAT and here is the results using Volt Strike:

Small sample of my results (Apex Jagils, capped pDIF) :

318 tp return
41749
41956
41895
42100
42036
With AF :
51416
50998
51651
53200
51408

424 (DA proc)
55251
55681
54814
54843
55784
With AF :
68119
68166
68382
71160

530 (TA proc)
68980
69640
69418
69159
With AF :
85597

Volt Strike becomes essentialy a 4~5 hits BP with a DA/TA proc, in my case each hit does about 14k~ dmg and 17k~ with AF. The scariest part is I'm very confident that I can deal similar dmg on some of the strongest NMs in the game where the level correction isn't applied.
TL;DR It's a buff in every way, shape and form. If you get lower damage numbers using multihit bps it is because you are killing mobs before all hits land. This is a straight out buff to SMN and while it may take a bit of understanding to see how and why, you should be very happy about it, it's a very significant boost. Take Volt Strike for example it went from 41~44k capped damage to 51k~85k depending on OAT procs. That's an over 40% damage boost to Volt Strike for Nirvana owners if you can get AM3 up in optimal conditions.


SE Also said this on the JP Forums:
We also wish to note that because we have attempted to average out the damage of multi-hit Blood Pacts, when testing on very low level enemies, players may see lower numbers than before due to a weakened first hit. (Against monsters which can take all hits, players will notice an overall improvement)

If players still feel there are issues with the performance of Blood Pacts, we would appreciate continued feedback.
My feedback is this: This update was phenomenal for SMN and gave Nirvana a lot more use due to the unique AM3 mechanic. I think adding TP Bonuses to physical pacts also helps diversify our choices letting us use more than just a few physical BPs. Overall a great update for SMN thank you SE