It will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty. This includes Uber monsters.
No. They are not. Real drop rates aren't in client data. Drop rates are determined by the server.
This is just reflecting QA ensuring that the items do drop by setting them to 100% in terrorized zones, expansion only, etc.
Name | Stats |
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The Black Cleft |
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The Bone Break |
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The Cold Rupture |
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The Crack of the Heavens |
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The Flame Rift |
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The Rotting Fissure |
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If a monster has immunity to a specific damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players.
There is one tradeoff the comes with the new Unique Grand Charms—while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type.
In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.
To promote increased class build diversity, we are introducing six new Unique Grand Charms that allow the player to break specific monster immunity types while the charm is in their inventory.
Sunder charms found on Ladder will stay when those Ladder characters move to non-Ladder. So you can at least trade for them.
Will Sunder charms start dropping in non-Ladder after Season 2 ends? Maybe. Who knows.
It onlys drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty. List of Terror Zone Difficulty:
Normal
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Nightmare
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Hell
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Not at the time when ladder starts. Since they are tied to Terror Zones. And Terror Zones will probably added later to Single Player. When will that be, no one knows yet.
With D2RMM mods of course
For those who complain that they can only play with sunder charm until after season 2, here’s an option for you. Authentic gameplay with nothing strange if you only use these 2 mods:
Not for online singleplayer of course, only offline.
MM mod is a mod manager that allows you to combine many mods into 1, for example if you want to have loot filter, shortened items names, showing map, items level and so on
Cold, Fire and Lightning immunity can be partially bypassed with the Necromancer’s Lower Resist curse and with the Paladin’s Conviction aura. Poison immunity can be broken only with using Lower Resist. Cold Mastery does not break Cold immunity, however.
Physical immunity can be removed by using the Necromancer’s Amplify Damage curse. This is a good reason for a melee/physical ranged character wanting an item that offers a chance to cast Amplify Damage on hit, as without it, they’re forced to either switch to a skill of a different element, or leave the foe alone altogether. Decrepify also has the same ability, but it is less effective due to its physical damage penalty being lower.
For Undead monsters, Physical Immunity may also be dealt away with using the Sanctuary aura.
All resist lowering skills work with 1/5 effectiveness when breaking an immunity.
Another important information is: Most monster immunities are above 100%.
Lightning Immune is the easiest to break, with its 100-110% resistance. With the conviction aura from infinity it can be pierced.
Fire Immune is a bit harder. It has normally about 110-130% resistance. The Conviction aura from Infinity can’t break these immunities normally, but a paladin with higher Conviction can break these.
Cold Immune is the worst of all. It is commonly over 150% resistance. It is nearly unbreakable with the lowered effectiveness of resistance lowering effects.
Open Wounds will work against physical immune monsters once they have taken damage of any kind.