Why is physical resistance 50%?

In hell difficulty, every monster has minimum 50% physical resistance.
I’ve never understood why.

This is such a penalty to warrior characters.
Perhaps buffing melee would be as easy as setting this to 0 like every other element is set to.

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I’ve never found it to be a problem.

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Just with all the complaints about melee being underpowered, could probably address this resistance disparity and fix a lot of that.

As a 20 year veteran playing the barbarian I’ve never concerned myself with class comparisons. I play the barbarian because I enjoy his skills. I don’t play the sorceress because I find her skills boring, but if I wanted to be the fastest up the ladder I’d master the sorc.

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Does it matter though? The physical resistance isn’t the reason why physical builds struggle.

But why? Why physical res and nothing else?

Imagine everything had minimum 50% lightning res, how hard lightning would suffer pre infinity.

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50% global physical resistance hasn’t been a thing since 1.10 I think.

Has it ever been a thing actually? Looking at monstats.txt for 1.08 and 1.09 and monsters don’t all have 50 for “DamageResist(H)”, a lot of them have 0 actually.

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I’m not sure about the files, I got my information from diablo 2 .io and the fandom pages… perhaps it’s outdated ?

This doesn’t fix melee vs spell disparity in the slightest. And I mean not even one bit.
Melee characters don’t have any issues surviving, unless you’re fighting an amplify damage hell lord or something, which 25% extra physical resistance wouldn’t fix anyway.
And where do you actually get 25% extra physical resistance? Because it’s a really rare stat and you’d have to go out of your way to cap it, sacrificing other valuable stats in the process.
Melee’s biggest issue at the moment is lack of aoe, followed by lack of damage, followed by mobility.

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I think there might be a misunderstanding.
We’re talking about how in hell difficulty, all of the monsters have a base 50% physical damage reduction.

Removing this from the monsters and setting it back to 0 would essentially double the damage of physical attacks made by the player character, which would help the second problem you listed, “lack of damage”

Well d’huh that why he is talking about monsters having a minimun of 50 % DR … Even zombies in blood moor reduce your physical damage by half which really doesn’t help does it ?

But yeah i agree with you for this :

and this

I have never cared that melee doesn’t clear as quickly as spellcasters because melee builds are much tankier, benefit from LL/ML/life tap and they get access to OW/DS/CB. Throw Reapers on your merc if you really think you need more damage but in general melee is about being powerfully steady but yet so many people want them to clear cows as quickly as top tier spellcasters…

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I know…

People should play the builds they enjoy, and quit asking for all the power creep changes.
Look what the dev’s did to the Assassin…
'course, these same people complaining about melee probably like that circus.

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Physical Resistance Count Accumulated
0 263 263
10 22 285
15 49 334
20 6 340
25 87 427
30 3 430
33 90 520
35 6 526
40 38 564
45 13 577
50 104 681
55 4 685
60 2 687
66 17 704
70 2 706
75 8 714
80 1 715
90 5 720
100 20 740

This is the physical resistance count statistic.

I didn’t filter out npcs and decorative things like monsters that can’t be hit (cockroaches on the map) so the zero number is inflated.

If anyone wants to make or remake the arguments, I hope it’s useful.

It’s true that 50% Physical Resistance is a pain for those who have it(cough not all monsters have 50% Physical Resistance…) but debuffing with a curse removes their resistance(Amplify puts them into the Red) while Sanctuary aura allows you to ignore enemy resistance completely with respect to Undead(including PI Ghosts). Consequently, Critical Hits deal double damage, hence negates their resistance. Tack on Prevent Monster Heal(when applicable), Open Wounds and Crushing Blow and melee characters do just fine on the damage front.

Where they struggle is on chance to hit and AoE. Chance to hit involves Monster level(exacerbated with Terror Zones since you’ll never have a level advantage), Attack Rating(not as big of a deal since Defense rating can be debuffed with various skills or outright removed in the case of Inner Sight) and Block(Casters never have to worry about this). As for AoE, few Physical skills deal damage to multiple targets in one attack. Those that do are generally not the strongest skill in that respective character’s arsenal.

That being said, expecting Physical classes to mow down Cows, Chaos or even Baal waves as fast as Casters is being a bit selfish. Casters trade survivability for offensive firepower and hence should have an advantage here. Additional sources of reducing enemy Physical Resistance could be warranted given that Rainbow jewels are there for casters but nothing for Physical builds. Yet this would have ramifications on PvP since Physical Resistance is one of the hardest stats to get(Ber runes aren’t cheap…).

Setting Physical Resistance to 0% as default for every monster would impact many other builds aswell.
It would also buff damage out put from things like Mercenary, Skellies, Corpse Explosion, Dudu Pets, Tornado, Armageddon, Dragon’s Tail etc.

To balance Melee and Casters I think you should really do a balance patch, where it would be a better idea to nerf the casters and rebalance the melee builds imo because melee isn’t to weak, the casters are simply to OP.
Though hopefully they would not let this dev team do that, they’d likely just set PR to 0% and buff Blizzard to compensate for the fact that melee build are less slow than before.

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50% physical resistance on mobs is a thing mostly from patch 1.10, it was added to slow the damage curve because melee were very powerful before that patch and life/mana leech was very high.

The counter to that was high end runewords they added in the same patch which was a mistake because since then, most weapons have been weak and became useless, only runewords matter.