Yes I get it, any monster that was previously immune to a certain element shouldn’t be pushovers.
I completely understand the sudden changes they have made to Sunder charms and how they work.
The issue is, however, we’re back at where we have started. Wasn’t these charms supposed to open build diversity? An increase of 0 damage to about 25% damage(with facets and gear) isn’t enticing enough to farm “all” areas.
In the end, most will probably go back farming areas which are more optimized for their damage element where they can potentially double their output.
With a few modifications, you can increase it speed my 15, 20, 50, 95%
BUT there’s a problem! it can only go STRAIGHT!
With some expensive modifications, you can drive the turns at, 5% speed (5units/time)
Add another expensive mod brings your speed 22% ( 22 units/time)
Fast forward with all the major mods; Dual Phoenix Suspension, Infinity Shockabsorbers, Sunder Steering wheel: your car can finally drive the turns with only a 5% penalty.
GOOD huh?
Well you go to the track and find out its practically FULL OF TURNS!
My gut tells me its much better to run the StonyTomb Highway straights over and over and over again…
You have a racing car. You couldn’t go off-road with it.
Now they made a trail and you can drive very slowly on that trail. With some modifications you can go faster but still not as fast as on the racing track or the highway.
Fire sorcs deal a lot of damage in rapid succession. Even 50% are more than enough to clear content.
The Sunder charms were not meant to make everything in the game completely decimated by any build. They were meant to open up the viability of any build in any area with the correct gear. For example, let’s go with a fire claw druid. If you have +10 skills, and put 20 levels in fire claws and 20 in fire storm, it deals about 6,400 damage. Now if an non-elite enemy isn’t immune to fire it will normally kill them in 2 to 4 hits. So, let’s say we want to start farming with this build against fire immunes.
Well, the sunder charm brings them down to 95%. Add Flickering Flame -15% and let’s say one other item, infinity on the merc, or pheonix, or jam 6 -3 to 4% fire facets into a crystal sword. Not all of that, but one of the above +flickering flame. So, let’s go with the crystal sword and say we have 4 -3% and 2 -4% for -20% total. So, with 20% +15% from flickering flame we have -35% and 95% - 35% leaves the enemy at 60% fire resist. So, fire claws will deal them roughly 2400 damage per hit when they are normally fire immune. Is this going to melt them no. But, it means you can kill them with fire it might just take twice as many hits which is why they were immune to fire in the first place.
Yep, it still leaves fire behind the other elements due to the sheer amount of fire immunes in hell. These monsters will still take longer to kill. They need to adjust the amount of fire immunes in hell if they’re going to keep this change.
Yep, fire sorcs have very high DPS, with immunities no longer being a hard brick wall now, they will still steamroll. Even venom lords in chaos get 1 shot by fireball now.
The dumb thing about these changes is these nerfs were needed for sorceresses but hurt non-sorceress builds, especially trapsins which don’t benefit from minus enemy resist gear.
Lmao the charms never created any diversity. You’ll be using the same builds but just kill immunes slightly faster. Even with the nerf it’s still braindead design. Nobody put any real thought into Sunder Charms which is why you’re seeing tons of last minute revisions to their design
The “diversity” thing was an illusion. If you put even a little bit of thought into it you can see that build diversity is unaffected