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Sunder Charms, Resistance Break, External Resistance Modifier

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Description

I know that Conviction for example only works to 20% on Immunity broken Enemies when using Sunder Charms. Is this still true for -Resistance from sources not originating from your character?

How does Sunder interact with Infinity or Reaper's Toll from Mercs when they reduce those resistances?

Going by logic they also should only work with 20% efficiency because for the merc the Immunity isn't broken (so 20% efficiency)

But this doesn't add up with the "feeling" i get when dealing with Stygs and Ghosts in Worldstone Keep running my Zeal with Reaper's toll on Merc.

If the enemies aren't cursed i can chip away their health using Bone Break. But as soon as the Decrepify procs those, enemies die in one to to hits max. Doing the math i should go from 95% Phys res to 85% Res (95% with Bone Break and then 20% of the -50% Physical Resistance from Decrepify) so i that shouldn't be much more than "a bit more chip damage" instead of 1-2 Hit Kills for Champions / Elites
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User avatar

Flippy 107

Paladin Europe PC
I know that Conviction for example only works to 20% on Immunity broken Enemies when using Sunder Charms. Is this still true for -Resistance from sources not originating from your character?

How does Sunder interact with Infinity or Reaper's Toll from Mercs when they reduce those resistances?

Going by logic they also should only work with 20% efficiency because for the merc the Immunity isn't broken (so 20% efficiency)

But this doesn't add up with the "feeling" i get when dealing with Stygs and Ghosts in Worldstone Keep running my Zeal with Reaper's toll on Merc.

If the enemies aren't cursed i can chip away their health using Bone Break. But as soon as the Decrepify procs those, enemies die in one to to hits max. Doing the math i should go from 95% Phys res to 85% Res (95% with Bone Break and then 20% of the -50% Physical Resistance from Decrepify) so i that shouldn't be much more than "a bit more chip damage" instead of 1-2 Hit Kills for Champions / Elites

This is my Zealer. There aren't many like him and this one is mine.
My Zealer is my best friend. He is my life. I must master him as I must master my life.
Without me, my Zealer is useless. Without my Zealer, i am useless.
7
User avatar

ShadowHeart 6549Moderator

RotW Paladin Europe PC Playstation
Decrepify and Amplify Damage both work at full effect vs sundered enemies.

Conviction and Lower Resist work at 1/5 effect vs sundered enemies, as you noted. Conviction works the same whether it's from a Paladin or through Infinity.

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User avatar

Flippy 107

Paladin Europe PC
Thanks for the quick Answer!

So from the looks of it, it's more an Physical vs Elemental Reduction thing?

The more you know

This is my Zealer. There aren't many like him and this one is mine.
My Zealer is my best friend. He is my life. I must master him as I must master my life.
Without me, my Zealer is useless. Without my Zealer, i am useless.
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User avatar

ShadowHeart 6549Moderator

RotW Paladin Europe PC Playstation
It would seem that way, yes. It's a bit inconsistent considering that Decrepify and Amplify Damage both work at 1/5 effect vs physical immunes (assuming you don't have a Bone Break).

Maybe Blizzard really did think about giving physical damage characters a buff when they decided to do it this way (perhaps because there is no corresponding -X% to enemy physical resistance on equipment?), but I don't think we ever got any reasoning for this decision.

I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
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User avatar

Schnorki 5563Moderator

RotW PC
That's because they don't have any thought-through reasoning to give you. :P

The main reason for any changes nowadays is simply "omg, people keep bitching about everything so let's randomly change shit to other shit without thinking anything through", same reason Cold Mastery has been added to the list of "only 20% post-sunder".

The latter is missing in ShadowHeart's explanation/listing for the sake of completion but the rest is dead on. :) Character/unit source doesn't matter in the slightest. The only thing that matters is what skill/gear/whatever is adding the -res.

That having been said, there is one thing to keep in mind as well when you compare merc vs. non-merc:
Your sunder doesn't work for your merc. So if you're looking at say a phys immune, you have a sunder and nothing else (decrep/amp) is applied yet, you will do your 5% post-sunder damage, your merc will do nothing. Once say decrep procs, it'll hit fully for you and your dmg will skyrocket. But to make that difference even larger, that same decrep proc does work for your merc at the normal reduced rate and since most phys immunes are easily broken, he will now also finally start doing at least some damage on top of your own massive boost.
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