Quick question. Are Sunder charms trash? NL

I just returned to d2r after a year off, and all of a sudden I’m confused with these sunder charms. I don’t know what to do with them.

I just found a cold sunder charm with 71%. What the heck do I do with this? Does it have any value in non ladder? Please advise.

Cold sunder could destroy the cold res for mobs in the area BUT you also, in this case, lose 71% cold res.

It’s a pretty good buff to ele builds.

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Ic ic thx for the heads up. So does that mean the 71% is better than the 91% sunder charms?

Nope, its YOU who loses that resistance, so lower res is better

Yes.
The rating on the Sunder is the reduced resistance the character receives.
So, in you case, Cold Sunder 71%…
Your cold resist is reduced by 71%…
However, the Cold Sunder charm automatically/primarily reduces immune monsters to 95% immunity… after that is factored, -resists the Character has, is applied… it gets complicated after that because many of the -resists only apply at 1/5th effectiveness… while some operate at full strength.
Also note, the -res your character receives, is for all monster in the game… not just the immune ones.
So while Sunder works on Immune’s only, it screws with you continuously/always/regardless.
The long and short of it is;
You do not want a Sunder on your Character, unless you are going to encounter “Immune” monsters (to your main damage type).
i mean, if you can stack res to offset, then, all is good…
Example, my strong melee builds all carry a 10-11% Physical Sunder… but they life leach so much/fast it is really not a factor.
My Lightening builds… ya… no Sunder thanks… well, depending on where they are running.
If they are running against lightening immune that do not deal lightening damage… sure, lets roll the Sunder.

I hope that makes sense, I am adult beverage posting… which i try not to do.

I doubt any sunder other than a perfect roll has any value in NL, and even then probably not much … these things drop like candy. The rest CleanLX already explained, but note this part:

-resistance effects are always at 1/5 against a monster with immunity, sunder charm or no. It still helps your damage output by setting the starting point of your target’s resistance to 95%: for example in Hell difficulty, a Frozen Horror has 170% cold resistance and is immune to cold damage. With a Cold Rupture in your inventory, the same Frozen Horror now has 95% cold resistance and is not immune to cold damage. In both cases, -resistance suffers a 1/5 penalty because the monster’s baseline resistance is >=100% and thus immune.

Basically, if you want to make a single-damage-type character, sunder allows you an easy access to a way to break immunity to that damage type, at the cost of needing some extra resistance to that element. If you deal two (or more) damage types, you may want to simply keep one in your stash in case you need to kill a monster that has multiple immunities that you can’t (or don’t want to) skip.

Note that, since it reduces resistance to 95% before other reductions are applied, your damage is still going to be very low towards monsters that are normally immune to it, so extra monster resistance reduction would still be very useful.

Also, for physical and magic sunders, note that resistance to physical and magic damage is hard to acquire, so it’s better not to use them if you can avoid them. Very few builds use those.

As for their value, I don’t know how much they are worth.

Not an expert and didn’t want to get into the weeds, but I believe for elemental you are correct, however amp damage and decrep still work full force.

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Conviction and lower resistance and cold mastery work at 1/5. -res from facets or items like doom work without penalty.

So if you equip a perf doom the -60 reduce the sundered resistances from 95 to 35.

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