Let me lay this out in a straightforward way.
The Attack Rating vs Defense formula in Diablo II hasn’t changed since release, and at this point it’s pretty clear that Blizzard Entertainment isn’t going to touch it. It’s too deeply tied into everything. So instead of talking about redesigning it, the only realistic approach is working around it. Now, the core issue is simple.
Casters effectively play with 100% hit chance, while melee is capped at 95%—and in practice, you don’t even get close to that without heavy investment. Even on a geared character, you’re usually sitting somewhere around 5000 AR with only a few charms. You can stack %AR from skills, but it barely moves your actual hit rate. The return just isn’t there. This feels even worse early on. If you start as a physical character, you’re constantly missing. That slows your clear speed, but more importantly, it just feels bad to play. So what do players do? They lean on flat AR. The best example is Angelic Wings with Angelic rings.
The level-based AR scaling is strong enough to actually fix the problem. But then you run into another issue—you’re locking both your amulet and ring slots just to function. That’s not really a choice, it’s a forced setup. At higher levels, this turns into a trade-off. You either keep Angelic for consistency, or you switch to Highlord’s Wrath for IAS and Deadly Strike. In reality, almost everyone takes Highlord’s, because the damage gain is too big to ignore. Which means the AR issue never really goes away—you just accept it.
The reason this keeps happening comes down to scaling. %AR doesn’t do much because it’s tied to your existing value, and the formula itself limits how much impact it has. Flat AR, on the other hand, directly increases your base and then benefits from % multipliers on top of that. That’s why things like Angelic or Fool’s mods feel so much stronger. The system ends up favoring flat AR heavily. And this isn’t just a PvE issue. In PvP, %AR actually widens the gap—players who already have high AR benefit more.
Flat AR is much more stable. If you add the same amount to everyone, the relative difference barely changes. For example, going from 13,000 to 17,000 AR versus 23,000 to 27,000 AR against a target with 30,000 Defense only results in about a 1–1.5% difference in hit chance. So lower AR players get some help, but you’re not suddenly breaking balance at the top end. There’s also the itemization problem. Physical builds are already locked into a fixed BIS setup: Grief for weapon, Highlord’s Wrath, Guillaume’s Face, and Gore Rider. Those slots aren’t really flexible.
The only places you can realistically adjust are rings, belts, and gloves. So if you want a practical solution without touching the core formula, it’s pretty straightforward: add more flat AR, especially “+AR per level,” to those flexible slots. That way, players can solve AR without giving up their core damage pieces, and you’re not forcing everyone into Angelic just to make their build function. At the end of the day, this isn’t just a numbers issue. It’s a scaling problem combined with rigid itemization.
If the system can’t be changed, then at least give players enough tools to work around it without locking their entire build