yo this aint right… i have over 100% in all resistances… get this…
all my resistances have a base 85-90% resistance… but then there is a plus. and it goes even higher ill list all the numbers after the plus in order:
phys.- 58.50
cold - 76.51
fire - 76.51
you know what they all over 100… but i dont get know healing from any of the attacks. i dont understand how having over 100% on any resistance doesnt get you healed.
its legit too. i facebook live stream and im not scared to show anyone this information.
im just sitting here in shock and shaking my head at how i dont start getting healed. because for every negative there has to be a positive. so where is my positive gain for taking damage from enemies.
(dont know if i can post my name for facebook live stream here in this place).
The plus sign between the resistance numbers is a bit misleading because you can never achieve 100% or higher damage mitigation. Different mitigations to one damage type are actually multiplicative, not additive.
For example if you have 85% base resistance to an element and have 60% from another source, the actual mitigation is:
(1-0.85)*(1-0.6)=0.06
Meaning you take 6% of the original damage.
12 Likes
They are multiplicative with each other. You don’t add them together.
You will never, ever, have 100% or greater resists.
For instance…
You have 80% from normal resists, and another item/ability that gives you another 50%.
As you are already at 80%, you will be taking 20% damage.
That other 50% will reduce that 20% to 10%, meaning you are now getting 90% DR in total from resists.
EDIT: Kirottu’s math is probably easier to understand. But the logic is the same.
5 Likes
Resistance values shown in the D3 character sheet is a “rating” that follows a logarithm to calculate reduction on a table, where you never hit 100% for damage mitigation. Each block of resistance rating for “x” amount, say 100, you put on them will have diminishing returns on mitigation percentage higher you go. To get a constant damage mitigation the resistance rating you need for each attempt will grow and grow to the point of it being an unreachable softcap.
You might want to call an EMT for help. Or call 911. 
2 Likes
Believe it or not, you can add them together using a multiplicative formula and get the same result. It’s one of those weird things about algebraic math. 
OP might want to change the thread title from Needs Fixed ASAP… Resistances to Understanding Resistances and how they work.
4 Likes
The game would be so much more clear if instead of presenting damage resistance as a percentage they instead used toughness multipliers.
For example, if you have 60% damage resistance and then another +50%. Instead of displaying it as resistance +60% +50% it should display as toughness x2.5 x2. It is then clear then with 2.5 x 2 = 5 which is indeed the correct amount of toughness (80% damage reduction).
This is the reason you see me always simplify my posts with the reduction formulas using multipliers.
2 Likes
In addition to the above, Resistance only adds to your Toughness, not your Recovery.
Healing comes from other sources, e.g. Life per Hit, Life per Second, Life after Kill, etc.
The exceptions are the immunity Amulets .
1 Like
As if going to school ever made someone smarter.
3 Likes
Taking the math out, let’s instead apply common sense. Do you really think just because you have some main stat with a few resist gear and a buff and at most a passive that you should just go around invincible being healed?
Contemplate that for a second then you’ll have your common sense answer.
2 Likes
Whilst contemplating that, also try to explain why you’d need to be healed if you were invincible.
1 Like
Pretty sure there are diminishing returns as well, but do not quote me on that. I never was any good at math in school despite all the effort I put into it just to get by.
1 Like
I’m no mathemagician but indeed you can! It’s about the extent of my knowledge on maths, though. 
In fact, it makes more sense considering the OP’s question, as it better explains why the “+” fits.
Either way, it seems he’s going to be upset regardless. 
I did always wonder why they put all damage resistance under each of the resistances instead of its own line. I would of though at the very least it would of been placed as a +% under the armor tooltip, not resistance since armor is a flat “all damage reduction” as well.
If I had to guess, they though about things like +% cold resistance would of been multiplicative with the all damage values but was never implemented.
Resistances affect both Toughness and Recovery, since Recovery is calculated not in raw life points, but in amount of raw damage you can sustain, the same way Toughness is calculated.
For example, suppose you have 10k Life, 1k Life per second regen and 50% damage reduction from Resists (i.e. x2 toughness multiplier). You will have 20k Toughness and 2k Recovery, since you can fully heal from taking 2k damage per second (due to Resists, 2k damage will be reduced to 1k life loss per second).
remove deadly explosions and all ‘floor-attacks’ so that resistances become relevant properties against mobs.
-otherwise replacing resistances with immunities would be fair.
-i want to attack and dodge mobs, not be captured in a deadly explosion or dodge the dead-mob-floor-damage or wait until all those explosions end or the poisen dissapears.
Lately the only thing that has been bugging me is vaulting out of danger, only to wind up dead a second later. Knowing I reacted in time, but apparently not fast enough to beat the latency. Didn’t used to be that bad, and despite the latency not showing to be bad, I have noticed a lot of times where I should not have gotten hit by a spear, or whatever and a sec later I’m dead when I saw my character vault out of danger.
Kinda frustrating. Granted sometimes I also know that I didn’t move fast enough. But these have been visibly defining.
But I deal, just the nature of the beast.
Game on.
Resistance does not mean automatic healing. It means resistant to that element.