PoE 2 Charms Info for Patch 0.2

297

Updated for Patch 0.2.0f

#Charm Mechanics

Basic Explainer Image: https://i.imgur.com/mZwL9hR.png

  1. When a Charm's "condition" is met, the Charm will activate for a duration.

  2. Charm modifiers on charms apply locally (will be shown on the charm).

  3. Charm modifiers on belts apply globally (will not be shown on the charm).

  4. Charm modifiers on the passive tree apply globally (will not be shown on the charm).

  5. "Increased Effect of Charms" on the passive tree only applies to Charm's primary 'conditional effect'. It does not apply to added prefix or suffix modifiers.

  6. (Patch 0.2.0f) - Charm conditional effects now affect the conditional which activated the charm.

  7. (Patch 0.2.0f) - Most Charms have a base maximum of 40 charges. Golden Charm has a base maximum of 80 charges.

  8. (Patch 0.2.0f) - Charms have a base cost of 20, 30, 40, or 80 charges.

  9. Resistance Charms have a 4 second base duration.

  10. Non-Stun Ailment Charms have a 3 second base duration.

  11. (Patch 0.2.0f) - Stun-Block Charm has a 3 second base duration.

  12. Rarity Charm has a 1 second base duration.

  13. (Patch 0.2.0f) - "# Charm Slots" is an implicit modifier on belts.

  14. The maximum number of Charm slots is 3, however GGG has stated that this will be increased to 6 in the future.

  15. You can get +1 Charm Slot from the passive tree. It costs 3x Distilled Paranoia to Anoint.

  16. Charms can possess a maximum of 1 prefix modifier and 1 suffix modifier (i.e. Magic quality item)

  17. Charm charges are refilled at the Well (same for Flasks).

  18. Unique Charms can be chanced using an Orb of Chance.

  19. A minimum item level (ilvl) of 83 is needed for a Charm to roll all possible modifiers.

  20. Charm effects such as Guard do not stack additively.

  • If two Charms with Guard are both active simultaneously, the most recently activated Charm will overwrite the Guard of the previous Charm (Guard does not stack).

I am standing on Chilled Ground. My Slow-Removal Charm activates, reducing Chill effect to 0% and providing me 197 Guard. The 20% chance for a 2nd Charm activation (passive tree) is triggered and my Thawing Charm is activated at no charge cost. My Thawing Charm overwrites the 197 Guard from my Slowing Charm, and gives me the 128 Guard from my Thawing Charm. Notice that both Slowing and Thawing Charm are active, however my Guard is only 128...not 325.

#Charms Overview

Base Charms: https://poe2db.tw/us/Charms#CharmsItem

Base Charm modifiers: https://poe2db.tw/us/Charms#ModifiersCalc

Unique Charms: https://poe2db.tw/us/Charms#CharmsUnique

#Charm Prefixes

  • (16-40)% increased Charm Duration
  • Recover (8-350) Life when Used (8 tiers)
  • Recover (16-300) Mana when Used (8 tiers)
  • Gain (44-500) Guard when Used (6 tiers)

Note: Guard is a Buff that absorbs damage from Hits, taking the damage before your Life or Energy Shield until depleted. Guard does not linger after the Charm effect ends!

#Charm Suffixes

  • (21-35)% Chance to gain a Charge when you Kill and Enemy
  • (23-70)% increased Charges Gained
  • (15-32)% reduced Charges per use
  • (23-70)% increased Charges
  • Gains (0.15-0.25) Charges per Second

#Charm Effect

Charms with numerical conditional effects benefit from increased Charm effect. A total of 45% increased effect of Charms is available on the passive tree, which at maximum would provide:

  • +36% Fire, Cold, or Lightning Resistance
  • +26% Chaos Resistance
  • +29% increased Rarity of Items found when Killing a Rare or Unique Enemy.

#Charm Quality

  • Quality on Charms increases their duration by the % quality listed (20% quality = 20% inc. duration)

  • Charms can drop with quality.

  • Vaal Orbs can add quality.

  • A 20% quality Charm with "40% increased Charm Duration" prefix and a perfect Vaal Orb can achieve 70% increased Charm Duration.

#Unique Interactions with Charms

  • Pragmatism - "Infinite" Charm Charges
  • Elevore - +1 Charm Slot and adds passive Charm Charge Generation
  • Bijouborne - Grants "Cast on Charm Use" Meta Gem, Increased Charm Charge Generation, +2 Charm Slots, and Reduced Charm Charge Duration (enables faster triggers)
  • Zerphi's Genesis - When Charm Charges are used, your Life Flask is partially refilled.
  • Ingenuity - Can positively or negative affect Charm charge generation and expenditure.

#Unique Charm Interactions

#Passive Tree Interactions with Charms

######Keystones

  • Oasis - Cannot use Charms. 30% more Recovery from Flasks.

######Notables

  • Thicket Warding - Recover 5% max Mana on Charm activation. 20% chance to ignore Charge consumption.
  • Primal Protection - 40% increased Charm Effect Duration, 40% increased Charm Charges gained.
  • Efficient Alchemy - 40% increased Life and Mana Recovery from Flasks while a Charm is active.
  • Vale Shelter - Charms gain 0.15 charges per Second.
  • Hunter's Talisman - +1 Charm Slot.
  • Woodland Aspect - 25% increased Charm effect.
  • Lucky Rabbit Foot - 30% increased Damage and 6% increased Movement Speed while a Charm is active.

######Ascendancies

  • Intricate Sigils (Ritualist) - 20% more Charm Charges gained. +1 Charm Slot.
  • Mind Phylacteries (Ritualist) - Can instead consume 25% of maximum Mana to trigger Charms with Insufficient Charges.

#Charm Charges Used

######Global modifiers:

  • Ornate Belt = (10-15)% reduced Charm Charges used
  • Belt Suffix = (8-25)% reduced Charm Charges used
  • Passive Tree = up to 18% reduced Charm Charges used

######Local modifiers:

######Reduced Global and Local Modifier Equation:

  • (# Charges per use) x (1 - local %) x (1 - sum(global %))

######Example:

In a perfect Charm setup using all of the above modifiers, a 20 charge Charm would cost only:

  • 20 x (1 - 0.32) x (1 - (0.15 + 0.25 + 0.18)) =
  • 5.712 Charges per use.

Given this Charm would have a maximum of 40 charges, you would have 7 uses of this Charm in boss fights where no charges can be generated.

######Charges Per Use

Base Cost0% reducedperfect Charm suffixall perfect (no passive tree)all perfect + passive tree
202013.68.25.7
303020.412.28.6
404027.216.311.4
808054.432.622.9

######Uses Until Charges are Depleted

Base Cost0% reducedperfect Charm suffixall perfect (no passive tree)all perfect + passive tree
2022.944.907.00
301.331.963.274.67
4011.472.453.50
8011.472.453.50

Charm Effect Duration

######Global modifiers:

  • Long Belt = (15-20)% increased Charm Effect Duration
  • Belt Prefix = (4–33)% increased Charm Effect Duration
  • Passive Tree = up to 60% increased Charm Effect Duration

######Local modifiers:

######Increased Global and Local Modifier Equation:

  • (# Charges per use) x (1 + local %) x (1 + sum(global %))

######Example:

In a perfect Charm setup using all of the above modifiers, a 4 second base duration Charm would provide:

  • 4 x (1 + 0.40) x (1 + (0.20 + 0.33 + 0.60)) =
  • 11.928 second Charge Duration.

#Charm Charge Sustain

Sustaining your Charms comes down to a) slaying lots of monsters or b) charge regeneration. You could use the Charm suffix "#% Chance to gain a Charge when you Kill an Enemy" or "#% increased Charges gained", however these compete with the reducing Charm Charges used suffix. Here are options which do not compete with this suffix:

  • Belt Suffix = (5-40)% increased Charm Charges gained
  • Double Belt Implicit = (20-30)% increased Charm Charges gained
  • Normal Act 2 Valley of the Titans Idol = 30% increased Charm Charges gained
  • Cruel Act 2 Valley of the Titans Idol = 30% increased Charm Charges gained
  • Total on the passive tree = 76% increased Charm Charges gained

There is also a Charm suffix which passively regenerates 0.15-0.25 Charm charges per second, a passive point (Vale Shelter) that gives 0.15 charges per second, and Elevore gives 0.5 charges per second. If you had at least 100% increased Charm charges gained (not too high investment) and all sources of Charm charge regeneration, you would receive 2 * (0.5 + 0.15 + 0.25) = 1.8 charges per second, or 0.9 charges per second without Elevore.

Permanent Charm uptime would require far more than 1.8 Charm Charges per second, so I currently do not see a method for passively maintaining Charm uptime without wearing Pragmatism.


-Zenith_X1

Comments

Navplex1

Nice write up. Thanks

Ok_Style45951

Will there be charm-related shenanigans?

UbberThak1

Very interesting and full of simple case/exemple... Now i may be more aware of their use (until now i only switched between bleed and poison charm depending on dot map...)

Lumiharu1

I wish there was another way of self bleeding than a body armor, ritualist with the consecrated ground would be funny

halpenstance1

Can confirm that I'm still getting hit with the stun that triggers the stun charm. I watch the charm trigger when it happens, as well.

FFinland1

You dont need permanent charm uptime for stun immunity. Your stun threshhold goes up everytime you get stunned and it isnt like you get stunned at The exact moment your charm runs out.

You also forgot to include tree effects that proc another charm for free.

Stun charm is already very strong as I havent been stunned in 0.1 or 0.2 despite playing melee builds at T17 maps.

Umbra_RS1

(Patch 0.2.0f) - Charm conditional effects now affect the conditional which activated the charm.

Definitely isn't working with the stun immune charm, still light stunned every pack. If it actually worked as advertised, you'd be completely immune to light stun while you have charm charges. It wasn't in the patch notes either, it's likely it didn't make it into the patch.

wannabe3ngin33r1

Great quality post! Thank you for putting all of this together!

Charm setup will definitely become more important part of the build.

And with Bijouborn having 6 charm slots in the future there will be charm based builds 100%! Very cool!

Remarkable_Monk34581

This is so well written man Idk why it’s not well appreciated really. Much kudos

Umbra_RS-2

(Patch 0.2.0f) - Charm conditional effects now affect the conditional which activated the charm.

Definitely isn't working with the stun immune charm, still light stunned every pack.

OldManPoe-7

At this point, I don't think very many people care enough to read this wall of text.

Gt69x-7

And when do the divines fall??

ZazzooGaming-7

TLDR?