It wouldn’t ruin them at this number because you have to consider that this is only an issue for what is normally immune mobs. Those things you’re mentioning still work at 100% capacity on non immunes, which is more than 80% of your encounters.
Nonetheless, I am open to alternative suggestions, as anything is better than what it is now.
Elements have Griphon’s Eye reducing lightning resistance – which now works at 100% effect.
It reduces lightning resistance by 25% with a facet in it.
With one single item, lightning immune monsters are at 70% lightning resistance.
Amazons may use a 4 facet shield.
Now it’s 50% lightning resistance.
Then add Infinity on their mercenary, and it’s -35% resistance.
…
95% magic resistance cannot be broken further.
95% physical resistance can only be reduced by the two curses Amplify Damage and Decrepify – neither of which are readily or practically available for the melee classes; they’re curses that proc sometimes when your mercenary attacks with Reaper’s Toll, for a 45% physical resistance final result, for a curse duration of 4 seconds…
…or the meme weapon Lawbringer, which give you a mercenary that deals no damage in return for the curse.
And for weapons, Brand gives Amplify Damage as a Chance to Cast When Struck – requiring your act 1 ranged attacker mercenary that isn’t supposed to stand close to enemies get hit to cast it.
…
At the very least, the physical and magical charms should have set the immune monsters to 66-75% instead of 95%, even if the elements and poison doesn’t.
Poison has Grief for -25% poison resistance, or a 6 facet weapon for -30% poison resistance.