The “Black Cleft” magic charm and "Bone Break” physical charm are utter garbage. As designed, they’re currently more of a liability than an benefit for your character. As a comparision, the Fire, Cold, Lightning, and Poison are all solid new features. For Patch 2.7, the developers should consider adding more value to these charms as follows…
Black Cleft
Grand Charm
Req level: 75
Monster Magic Immunity is Sundered
Monster Magic Resist -25%
Magic Resist -45-65%
Bone Break
Grand Charm
Req level: 75
Monster Physical Immunity is Sundered
Monster Physical Resist -25%
Physical Damage Increased by 10-30%
3 Likes
Like the idea, but would reduce the numbers a bit since this affects non-immunes as well.
1 Like
All the sunder charms are borderline pointless because of how they function with LR and Convic. They barely open up builds, and magic/physical builds never needed the help. You could remove the debuffs from them, and they wouldn’t necessarily become staples over using another skiller and farming something that isn’t immune to your build. There was only one good sunder interaction, and it was CM + cold sunder, but that’s also gone.
Setting a monster’s resistance from immune to 95% still means you ignore that monster. I don’t know what this dev team thought they wanted to accomplish with these items. If players are meant to do meaningful damage to monsters that were once immune to their damage, then make items that enable that. So stupid.
What about -15% Resist for both?
Bone break is pointless because the only phys immunes that are common and dangerous are undead which you can render harmless with lawbringer/azurewrath. If i run into phys immune demons or beasts i just skip or you can generally proc amp or decrep to remove immunities.
I would settle for it just removing stoneskin and magic resistant. No additional numbers needed. I don’t think sunder charms should be in the game at all but that’s a moot point seeing how they are.
How about creating normal itemization to deal with monster resistances? How about LR and Convic and CM do a simple subtraction on monster resistance. If it goes below 100, now they’re not immune. They can even add more resistance lowering itemization to the game so that something other than lightning damage becomes relevant. Lighting only wins because it has the most item support and exists in the smallest amounts on lightning immune monsters. Why do frost and fire immune monsters have values as high as 200 resistance? Why do conviction, LR and CM lower resistance by triple digits only to run up against a 1/5 modifier when it’s attempting to break immunities?
It’s all so dumb.
1 Like
I tend to agree with you, but since sunder charms are in the game, they should atleast be useful and provide a benefit (not liability) to your character.