[Suggestion] Resistance Charms - Rework from Reactive Resistance to Proactive Absorption

Currently, Resistance Charms are a poor design as it only triggers AFTER you are hit.

For Patch 0.4.0, I urge GGG to rework Resistance Charms to be proactive on first hit, not just reactive to subsequent ones. The charms can be changed to absorb a percentage of incoming damage and convert to healing instead of granting an on-hit resistance boost. For example, Ruby Charm converts a portion of fire damage to healing. In the end, Absorption would make it more effective against initial hits, thus preventing a potential one-shot of your character. Below are the proposed changes:

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

Note: Absorption is calculated to take resistances into account first.
Last edited by CharlesJT#7681 on Oct 13, 2025, 1:33:29 PM
Last bumped on Oct 15, 2025, 8:16:02 AM
Are there other people that would like to see resistance charms improved?
I would. Also don't find the that useful, especially resistance ones. Like, what is the point for the charm giving an extra chaos resistance if you can get one-shot by some chaos damage anyway, before chaos resistance kicks in? Same for the stun charm. It doesn't prevent getting stunned, just prevents getting chain-stunned. If you are on Rhoa and get heavy stunned for 3-4 seconds, this charm won't do anything for you. So yeah, I also think charm should work in more proactive ways
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KSpooky#5531 wrote:
So yeah, I also think charm should work in more proactive ways


Agreed.

The biggest improvement GGG could make is make resist charms proactive instead of reactive.
Last edited by CharlesJT#7681 on Oct 14, 2025, 9:02:20 PM
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KSpooky#5531 wrote:
So yeah, I also think charm should work in more proactive ways


Agreed.

The biggest improvement GGG could make is make resist charms proactive instead of reactive.

Doesn't the resistance work at the moment of your first hit? If you have 50% fire resistance and get hit with fire, your ruby charm ensures you mitigate with 75% fire resistance. You don't have to wait until the second hit.

You might be running into the issue that charms don't help with damage over time.

If you're asking for charms to provide recoup effects, that might be cool, but you can get Life or Guard on charms already. Could you just roll charms that give 200 life, and spec into increased charm effect? Sounds as though that would give you the same effect you're asking for.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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Are there other people that would like to see resistance charms improved?


Yes please. I like the idea of resistance charms but the way they're implemented right now is counterintuitive and leaves a lot to be desired.

I would suggest either make them proactive as you suggested while also adding a dynamic tooltip in the resistances reflecting the effect. For example:

Character has 30% flat fire res > He equips a fire res charm of 25% > Fire res dynamically changes from 30% to 55% and show the flat range upon hovering.

Another way of doing it would be to just make charms give a flat additive percentage to the res pool. Either way is much better to what we currently have.
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Currently, Resistance Charms are a poor design as it only triggers AFTER you are hit.

For Patch 0.4.0, I urge GGG to rework Resistance Charms to be proactive on first hit, not just reactive to subsequent ones. The charms can be changed to absorb a percentage of incoming damage and convert to healing instead of granting an on-hit resistance boost. For example, Ruby Charm converts a portion of fire damage to healing. In the end, Absorption would make it more effective against initial hits, thus preventing a potential one-shot of your character. Below are the proposed changes:

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

Note: Absorption is calculated to take resistances into account first.



Yeah I would like them to change the elemental and chaos charms - as it stands right now I never bother taking them, because what's the point in getting resistances for a hit that's going to one shot me anyways? Reactive resistances don't really make sense, especially because you usually just cap at 75% resistances anyways and if you were relying on charms for mitigation you'd sit at around 50% resistances instead - but doing that means you'll just get one shot from the hit
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I would suggest either make them proactive as you suggested while also adding a dynamic tooltip in the resistances reflecting the effect.



Agreed, resist charms need to be changed to proactive.
Last edited by CharlesJT#7681 on Oct 15, 2025, 8:17:01 AM

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