Change Resistance Charms to Absorption Charms

To improve resistance charms, the developers should change it instead of granting resistance on hit to absorption on hit whereby the damage absorbed would be converted into healing. This effectively makes absorption equivalent to damage reduction and useful in all stages of combat (e.g. initial hit, etc.). With this change, it makes resistance charms effectively proactive as a mechanic (as compared to reactive)...

Absorption Charms
• Ruby Charm: +25% Fire Absorption
• Sapphire Charm: +25% Cold Absorption
• Topaz Charm: +25% Lightning Absorption
• Amethyst Charm: +18% Chaos Absorption

Example: A player with a Ruby Charm and 75% Fire Resistance takes 400 fire damage. The 75% resistance takes the fire damage down to 100 HP. The Fire Absorption on the Ruby Charm takes 25% off that figure, leaving 75 HP, and then those 25 HP are converted to healing, leaving a final damage of just 75 HP.

Note: Absorption would be calculated to take resistance into account first.
Last edited by CharlesJT#7681 on May 8, 2025, 11:25:00 AM
Last bumped on May 8, 2025, 3:19:24 PM
Yea, i dunno. These charms seem like another half bent, meh kinda thing. I guess i dont really get frozen often so they must work, but im not sure i like them at all.

Especially the standard fire, cold, light res's.
GGG - Why you no?
"
Yea, i dunno. These charms seem like another half bent, meh kinda thing. I guess i dont really get frozen often so they must work, but im not sure i like them at all.

Especially the standard fire, cold, light res's.


Agreed, for resist charms to be a good, they should have a proactive mechanic.
Last edited by CharlesJT#7681 on May 8, 2025, 3:20:26 PM

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