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hh_katherine

Charmed, We're Sure - A Beginner's Guide to Charms and Sockets

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Though sockets and charms were first added to the game back in April, we’re introducing a new set and wanted to review what sockets and charms are, and how they work.
 
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How do sockets work?

Starting with Tier 6 equipment, there is a chance that an item will have a socket. Weapons can have up to 3 sockets; while armor, boots, rings, and amulets can have up to 2 sockets. Both dropped items and crafted items can have sockets. In addition, the Pristine Iris Mounting is a rare dropped item that can be used to add a socket to an item (assuming the item isn't already at its max number of sockets). By themselves, sockets don't have any benefit - but they can be used to hold charms.


What do charms do?

If you have a charm, you may be able to place it into a socket to receive a small bonus that allows you to customize this gear to your preferred play style. Previously, charms only provided elemental affinity, a benefit that granted extra damage and damage reduction against some types of enemies and a chance to apply a debuff on your attacks. With this update, you can now also find charms that provide bonuses to Buff Duration, Critical Score, Critical Damage, Health Regeneration, Movement Speed or Rate of Attack.

 

Why use charms?

Our goal for charms is to provide a way for players to customize their gear either to their play style or to the challenge they are about to face. And though the bonuses may seem small, a player can have as many as 11 charms equipped at a time, and together those bonuses can add up quickly.


How do I combine charms with sockets?

Placing a charm into a socket requires a crafting action that can be done at one of the crafting tables in the Tower settlement. Beyond the basic requirement that the item have a socket and the player has a charm in their inventory, the total level of all charms socketed into an item cannot exceed the level of that item. For example, if you have a level 5 Amulet of the Antecedent with 2 sockets, you could place one level 3 charm and one level 2 charm into the amulet, but you could not place two level 3 charms.

 

How do I obtain charms?

Charms start at level 1 and can get as high as level 10. While the lower level charms can be dropped by elite enemies, dangerous chests and bosses, the higher level charms have to be crafted from lower level charms.

 

How do I create more powerful charm combinations?

By combining 5 charms of the same level at a crafting station you will be awarded a charm that is one level higher. And though all of the charms need to be of the same level, they don't need to have the same bonus; the resulting charm bonus will be chosen from the component charms. For example, if you had 5 level 3 charms, 3 of them were Critical Score and 2 of them were Movement Speed, and you combined them you would get a level 4 charm that had a 60% chance of being a Critical Score charm and a 40% chance of being a Movement Speed charm. If all 5 charms have the same bonus, then the new charm will have a 100% chance of receiving that bonus.


 

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 example, if you had 5 level 3 charms, 3 of them were Critical Score and 2 of them were Movement Speed, and you combined them you would get a level 4 charm that had a 60% chance of being a Critical Score charm and a 40% chance of being a Movement Speed charm. If all 5 charms have the same bonus, then the new charm will have a 100% chance of receiving that bonus.

 

Well this is a game changer

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Charms, as they are now, do not identify with the change described above. The bonus is microscopic and, even if used in all sockets for a specific attribute, does not represent the costumization for the play style or for the difficulties to be faced.
Take for example Warframe, where weapon level and mod are well balanced and each change is integrated in a step forward. There we really feel the meanigful play, where what I change I feel it directly and in an integrated way, I immediately saw where and how a mod modifies the parameters.
In this game I found myself moving from Tier 6 to Tier 7 with a virtually useless resource for that occasion (the charm) and also in the Late Game have little impact, unlike the Imprintis that identify better in the one previously described: "to personalize their gear to their play style or to the challenge they are about to face".
I was disappointed when I mounted a total of 6 regeneration charms, seeing the number change for a total of 1.5, or 0.25 per charm. The bonus is not small, it's simply useless.

Edited by Gaslios

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Yes, but it only applies for one buff.

A level 12 equipment will have a total of 15% buff, while if you want to increase two stats it would be buffs of only 7.5%.

Having 7.5% buff means that out of 100, would be increased to 107.5, buff practically derisory to be called "a characterization of the play style".

I do not want to be aggressive but, as they are described, they should have a much greater impact.

Above all, if they need to be emphasized more than tier 9 or 10, it is useless to have them already found from tier 6 where as a resource it is useless for the little buff that it offers

Edited by Gaslios

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