Should a universal multiplier be applied in PVP?

Just for some perspective,

-Physical damage can be reduced to 1/48 by using maxed block and percentage DR
-Magic damage can be reduced to 1/6.6 by using crafted items
-Elemental damage can be reduced to 1/600 by using increased max res items and % absorb

Damage types are balanced according to pvm, where resistances to those damage types are mostly standard across the board. But in pvp dmg mitigation appears to be extremely skewed. So you would have to ask: do we want 1 distinct multiplier to be applied on each damage type, or do we just want 1/6 to be applied across the board?

http://classic.battle.net/diablo2exp/basics/pvp.shtml

There is already a flat 0.17 damage reduction multiplier for PVP. There are special reductions of 0.125 for thorns and an additional 0.25 on top of the 0.17 for iron maiden. (comes out to .0425)

The numbers for Thorns and Iron Maiden may change though since they made changes to how they deal damage.

I know, I meant should we add separate multipliers for other damage types as well (especially cold/fire/lightning/poison), so that they are more viable for pvm. If they were to remove the damage mitigation altogether from those damage types, sorcs may actually be viable for pvp (I mean real pvp, not GM rulebook pvp)

If they wanted to get into to the nitty gritty task of PVP damage balancing, they could introduce multipliers for each and every skill. I mean, there are special multipliers for thorns and iron maiden, what’s stopping them from adding more for other skills?

That’s what I was thinking, but I was thinking of something more general and easier to remember, so for example instead of having to memorise which multiplier is used for each skill, you would only have to remember which multiplier is used for that damage type, for example elemental damage deals damage as listed on character screen, or even multiplied 2x (it would be absorbed anyway. Elemental absorb items are just completely OP), while physical and magic damage are divided by 6. Something like that

yea… every hit should be one shot. You should have zero chance of avoiding dying.

This is, ultimately, the solution for undoing the effect of 2.4’s changes on PvP.

I’m pretty sure just returning PvP balance more or less back to where it was pre-D2R would make most people happy, and since most of the PvP-affecting changes are just damage % buffs to skills, that’s drop dead easy to revert via equivalent vs Player debuffs, without killing the positive effects on PvM.

Its useless to reason with damage type, they are really indicative of how op are the skill dealing them. What you want is a skill specific multiplier for pvp