Lowering magic resist?

Just to be clear, there’s no way to lower an enemy’s magic resist (for like blessed hammer and such) besides simply breaking the immunity with a sunder charm right?

That is correct Post must be at least 20 characters.

as hack stated, this is correct, there is also no way to lower enemy physical resist or magic resist via items, and only amp decrepify, and grim ward can lower enemy physical resist.

this of course completly screws over werewolf as, we have no way to break physical immunes, and with fireclaws and rabies being worthless, its not the greatest situation

you can however raise your magic defense with a safety monarch

this makes magical and phsyical sunder charms worthless, as alone they only allow u to deal 5% damage and there is no way to improve that unless u already had a way to break said immune in the first place

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That stinks about the magic resist. Would physical sunder still be good combined with things like amp/decrep/grim where the sunder breaks it and then amp lowers it to -105%?

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i think it would because i dont think they are affected by the 1/5th penalty, if broken by a sunder so it would greaty increase your damage.

but the issue remains that, unless u have a way to lower it below 95,it really doesn’t do much good

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Shame is magical sunders are useless as there is no source of -enemy magic res to drop it lower than 95%.

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Lower Resist used to reduce magic resistance before 1.10, in past threads here I’ve suggested they bring it back as a buff to PvM bone necros while leaving (good-mannered) PvP untouched. I suppose it’d improve magic sunders as well.

I’m not sure if they could make it so the magic resist isn’t penalized to 1/5 while leaving the other elements penalized though, cause if it were penalized then magic sunders would still be useless.

I suppose it’d also have the side effect of buffing hammers as well, but I doubt any hammerdin is gonna be using a LR wand on swap when they’re already killing stuff in 2-4 hammers. :laughing: Should’ve been nerfed long ago anyways.

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Physical sunder charm - Bone break is actually only good on Throwbarb using Lacerator.
For farming terror zones.
Things like Swarms in Act 3 Kurasts or Ghosts in Act 2 Arcane sanctuary, etc.
After Amplify, it drops their physical resist to 95% - 100% = -5% instead without Bone break 100% - 1/5 x 100% = cca 80%.
For melee barb its complete crap charm. 1 point Berserk kills all non-undead PI monsters. And Azurewrath/Lawbringer kills all undead PI monsters.

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we are talking of course. of the most OP skill for how many years? the whole reason we have sunder charms, is because the ONE SKILL was too strong. need i facepalm here. as this person is asking why is there no magic reduction, for the what? 3-4 monsters that are magic immune. good lord.

I didn’t know people thought that highly of Bone Spear. :stuck_out_tongue:

nice try. if you go read OP post the man says

OK ?!? i know how to follow a discussion. most of the time. haha.

I was just teasing. Still, though, even if they nerfed hammers into the ground to the point that it was a completely unplayable skill, it would immediately be replaced by bone nec. As I stated in the other thread, immunities are the issue. The lack of presence of magic immunes through most of the game is why it’s strong, not because of the skill itself.

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Sunder does not go lower 95% in order to nerf hammerdin (comparatively to other damage types being breakable). It is done on purpose and rightfully so imo (and I played hammerdin a lot). Less people play hammerdin.

Although I praise depth and choice, I criticise sunder charms as they kill hybrid builds currently implemented, but that’s an other topic. Some tweaking of it would help.

What kind of hybrid is viable without sunders that isn’t viable with them?