I'd add a small addition, if you will.Trang Oul wrote: 1 year agoI don't think so, but I'll try to explain:BillyMaysed wrote: 1 year agoi never got around to playing S2, why are the sunder charms for phys and magic useless?Janet the Java wrote: 1 year ago Whereas the physical and magic charms are presumably completely pointless.
Physical immunes are rare and have only 100 resistance (I mean natural monster resistances, not boosted by unique modifiers), so can be easily be broken with Amplify Damage or Decrepify, which are available as procs on several items. And Bone Break also decreases your resistance - not good for physical melee builds...
Magic immunes are even rarer, and although cannot be broken, skills dealing magic damage are also rare and are used together with other elements (for example bone necro: CE), ignore that immunity ( Holy Bolt) or are simply not used at all ( Magic Arrow).
Those charms are not useless, but for those two elements offer little benefit and make your character significantly more vulnerable.
Physical sunder is amazing for the builds that can use it. The biggest reason is that the Bone Break + Decrepify/ Amplify Damage works at 100 % of its potential, unlike Conviction/ Lower Resist who work at just 1/5 of their maximal percentage against immune and/or sundered enemies.
Any monster immune to physical without additional mods like stone skin was at best 80% resistant with amp dmg or 90% with decrep. With sunder, however, any previously immune monster, stone skin on it or not, will be at 95% which will be lowered to -5% or 45%, resp. with the necro curses.
Case in point, I'm looking forward to using Bone Break on my Fury druid with The Reaper's Toll once s2 ends. The -10% phys res is offset by 15% Verdungo's Hearty Cord. I can see Corpse Explosion and summoner necromancers getting the same value from them.
The Black Cleft still utterly awful, no matter how you slice it.
Queegon
681