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Description

Hello, just curious to see what’s the common practice when you drop a sunder charm with a bad roll?
Is it worth to keep a sunder (cold light psn fire) with more than 80% damage?
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Can be used to make Runewords:

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Hello, just curious to see what’s the common practice when you drop a sunder charm with a bad roll?
Is it worth to keep a sunder (cold light psn fire) with more than 80% damage?
7
in my experience, ppl would not take 80+ ones even for nothing.

I have difficulty giving 71, 72 ones away for free.

Non-Ladder, Softcore. You may mix and match by rates below.
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Hel
← 1
Festering Essence of Destruction

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Hel
← 3
Perfect Amethyst

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Hel
← 1
Ist
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User avatar

Schnorki 3824Moderator

PC
Unless you're talking about the first few days of a new ladder season, sunder charms really are a dime a dozen and anything that isn't a perfect roll quickly becomes worthless.
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I mean, as long as that 80+ is your first one then sure and simply upgrade whenever you can.

Non-perfect rolls that have minimal, but at least any interest, are lightning and physical (still not the obviously bad ones) - that's what I experienced so far

Anyway assuming you play online, trading into (almost)perfect ones is super easy and cheap

In response..
Lightning Bolt
you to the face!
7
OP
Thanks for the feedback, I ll stop keeping the ones above 72…
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Thing is, and maybe this was a genius move on behalf of Blizz, leveraging most sunder 'builds' doesn't radically change the game. Basically resulted in nuanced variations in many builds yet nothing 'OP'. As a result demand remains low for the charms (except for perfect rolls).
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User avatar

Schnorki 3824Moderator

PC
ghostpos wrote: 1 day ago
Thing is, and maybe this was a genius move on behalf of Blizz, leveraging most sunder 'builds' doesn't radically change the game. Basically resulted in nuanced variations in many builds yet nothing 'OP'. As a result demand remains low for the charms (except for perfect rolls).
Sunder charms were probably among the most game-changing changes ever. Certainly since D2:R. It single-handedly took nearly all top-end builds (nearly all of which focus on 1 dmg type to truly min/max) from "skip X while running Y and never even enter zone Z due to immunities" to "steamroll whatever the hell you want" which coincidentally also became more important than ever due to TZ rotations forcing you into "immune zones" on a regular basis. They're at the very core of nearly all single element builds.

They're merely also a dime a dozen and the range on the one variable roll isn't that big, meaning even perfect ones are readily available all over the place. Take a comparatively high drop rate in the most farmed zones out there (read: TZs), add limited char space and the fact that you will never need more than 1 per char (for all but the most niche of builds) and you inevitably very quickly end up with a massively oversupplied market and a massive value drop because of it.
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@Schnorki Point taken, and I knew I'd take some heat with my comment. I guess my point is that you can leverage S tier builds (pre-sunder introduction) and perform more than fine. Sunders were thus additive in terms of build variety versus replacing or out-right reducing options.
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