Ok, changes i would make to those charms (assuming they are a going live)

Not entirely sure what you mean here. But my change would be that instead of setting Immune monsters’ resistance to 95%, it just allows any minus Resistances you have on your character to take effect (without the 1/5 debuff).

Examples:

So basically, if you have a Cold Sunder charm and Cold Mastery at level 20 you get -115% Cold Resistance on all Monsters including Immune ones (which is enough to break any Cold Immunity in the game) but can still leave you with a Snow Drifter with 35% Cold Resistance, and a Frozen Abyss with 95% Cold Resistance.

Hence still reason to try and get your Cold Mastery even higher, but it gives diminishing returns.

Similarly, if you have a Fire Sunder charm and are using say a Phoenix Shield, Flickering Flame, and 3 piece Tal Rasha’s set you’d have a max of -58% Fire Resistance, that gets applied to Fire Immune Monsters as well (without the 1/5 debuff) giving you the ability to break every Fire Immune in the game, but still leaving them with Fire Resistance. For example the Pit Lords in Hell level Abbadon usually have 145 Fire Resistance. With Sunder and your -58% Fire Resistance, that would become 87% Fire Resistance. However, most Fire Immune Monsters will be around 42% to 57% Fire Resistance.

This also benefits Paladin’s with Conviction and Necromancers with Lower Resist. Instead of breaking Immunities at the 1/5 effectiveness, with a Sunder charm of the right element you break Immunities with full effect. So a Paladin with a Lightning Sunder charm and max Conviction active applies -150% to Lightning Immune monsters. So that Pit Lord in Chaos Tristam which usually has 145 Lightning Resistance (and can’t be broken by Conviction) when facing off against a Conviction Paladin with a Lightning Sunder charm gets -5% Lightning Resistance.

Same thing for a Necromancer with max Lower Resist (-70%) and a Poison Sunder Charm. This means you can not for example, break the Immunities of things like Catapults, Fire Towers, and other things that you really should not be able to poison. But you will be able to break the Poison Immunity of things like the Sand Maggot Queen (which currently without Sunder you cannot).

Yeah, the Physical Sunder charm is really ineffective at helping players. I suppose you can apply the same effect above (applies Physical Damage Resistance reduction at full effectiveness instead of 1/5th), but also you need to have it give -50% enemy Defense, and +500 Attack Rating. Furthermore, instead of “Physical Damage Received Increased by 25%” it should be “Damage Reduced by -25%” basically exactly the same stat as Damage Reduction so it can be mitigated by wearing Damage Reduction equipment, and gives a reason to stack Damage reduction above 50%. Maybe that’s already how it works (haven’t found a way to test it without an Assassin to use Fade) but if that is how it works the description should make it clear.

Yeah, I basically don’t care about this charm as it’s pointless.

Well, yes, although you could let traps work the way they currently do, and just have it impact Conviction on your Merc too.

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