First of all, these post assume they are going live, so at least we can make them more balanced in some way.
Fire, Cold, Lightning and Poison Charms
Conviction and Lower resists working 100% is to much so:
Make any Res down 1/5 of its power, recognizing the immunes as such for those content.
You could also make it that absolutely any res down will always be 1/5 even on non immunes and take away the -75% x res as a the downside.
The change would probably make cold mastery balanced already, but it could change to the same as fire mastery.
Phys Charm
Well, there is 0 why to use this to be fair, so at least make -50% defense of monsters part of it, wich would in fact help with a much worse part of these kind of builds, wich is ridiculous numbers to hit enemies.
Also keep the decripify/amp damage full here, as phys already has no other means of doing more phys dmg.
Magic Charm
To be fair, this charm is pure Trash, there is 1 use for it that is to take it away from your cube on wave 2 baal and put it back after it.
There is 0% chance of using it with -50% magic res, almost 0 immunes in the game, and no other way of making it going from 95% to anything else, so its basically bad. I would just get rid of it because any bufs here would make hammers stronger and thats not even a good idea.
All of them need to work with pets, hydras, traps, otherwise you kill the builds.
This is a balance topic, not a “we dont want it”, because this assumes we lost the cause, so plz, help balancing it.
Make it at least Ohm rarity