Updated: August 4, 2025
+[36.5 - 50.0]% Fire Resistance
+[36.5 - 50.0]% Lightning Resistance
+[36.5 - 50.0]% Cold Resistance
+[36.5 - 50.0]% Poison Resistance
+[36.5 - 50.0]% Shadow Resistance
Unpopular single resistances
Whether these resistance stats appear on a drop, as an enchant, or as an tempering option or gem, the appeal of single resistance affixes in this game is low. To me, they feel like wasted stats in equipment slots, not even nice to have, taking away from what could have been something better.
Why is that?
Juggling with resistances doesnt make sense in Diablo 4's current state click to expand
Everywhere in Sanctuary players encounter a wide range of enemy types with all kinds of colorful elemental attacks, particularly due to the high frequency of elite affixes. Content activities also tend to shuffle enemy types for variety, leaving few places where you just have to deal with one or two elements.
So, while playing like every normal player, incoming elemental types change regularly and randomly. Therefore, players do not really have the choice to pick one resistance over another. And in order to survive the game’s (strong) attacks, a player is well advised to have each resistance at a certain level at all times.
The resistance cap is quite high at 75%. I mean it isnt difficult to reach, but it serves as a benchmark for assessing damage because the game’s difficulties relate to that value. The issue here is that a slightly lower resistance of 50% for any element accounts for double incoming damage in comparison, and some regular effects on my screen begin to deal death sentences instead of just damage.
All in all, it makes sense to have no resistance fall behind. This works much smoother with the All Resist affix.
Managing gear is superior with the All Resist affix click to expand
Since the much more modular and comfortable All Resist exists, there is hardly any reason to opt for the patchwork of single resistances. In fact, organizing a high level of general resistance with cold/fire/shadow/etc. being scattered across different gear pieces, paragon, and gems can be quite a task:
Naturally, if I swap one item with another, some stats need to be compensated in one way or another. This is easier with All Resist as the value is usually on the lower side and there always are many options in the 5 paragon boards I have equipped to make up for a missing ~10% resistance. Single resistances with ~50% on the other hand is big and would expose a major weakpoint for one element if not replaced right away. This can happen if a player has many static unique items or seasonal gem setups for example, making gear changes annoying.
It also makes sense not to overshoot the resistance cap by much, but the usually high single resistance values easily do that. Irregularities caused by Masterworking upgrades or Greater Affixes can exacerbate this problem and hinder fine-tuning.
In comparison to All Resist, Single resistances lack a reason to be considered as the better option.
As argued above, the disadvantage of single resistances is because in most situations Diablo 4 wants you to add an even amount of resistances to have reliable defense in Sanctuary.
There are five resistances, and All Resist’s standard value is approximately one-fifth of a single resistance affix. In the end, Single vs. All balances out, but All Resist is much easier to manage, while single resistances are reserved for very few edge cases, despite being present in all the systems of Diablo 4. I dont like this.
Suggestion
Note: I had to edit/rewrite this section due to a mistake. The suggested contribution of 1/4 is so big, that using All Resist is always inferior. This would create the same problem in inverse. D'oh! To make up for that I also added 2 new suggestions.
To turn the disadvantage around, I came up with possible changes to single resistance affixes:
Suggestion 1:Similar to All Resist, Single Resistances contribute to all other elements, but on a smaller scale. click to expand
All Resist rolls 8-10% as standard. Single rolls 40-50%. So a 1/5 contribution factor is too much as it would make All Resist worthless. Lets look on other contribution factors:
| +50 to any resistance | ||||||
|---|---|---|---|---|---|---|
| Contribution factor | 1/6 | 1/7 | 1/8 | 1/9 | 1/10 | |
| Bonus to other resistances | 8.33 | 7.14 | 6.25 | 5.56 | 5.00 | 
1/6 is close to All Resist’s +8% standard minimum, but only if a perfect 50% single resistance is the base. Since it is more effort to go with single resistances, I feel like it could be fair though. The min-maxers may be interested eventually. So lets try 1/6:
| +40 | +50 | +60 | +120 | +175 | Fire Resistance | ||
|---|---|---|---|---|---|---|---|
| Fire | 40 | 50 | 60 | 120 | 175 | ||
| Lightning | 6.66 | 8.33 | 10 | 20 | 29 | ||
| Cold | 6.66 | 8.33 | 10 | 20 | 29 | ||
| Poison | 6.66 | 8.33 | 10 | 20 | 29 | ||
| Shadow | 6.66 | 8.33 | 10 | 20 | 29 | 
This would mean that 60% Cold resistance on Penitent Greaves essentially grants 10% All Resist! Thats not so bad anymore, right?
Suggestion 2:Single Resistances also grant additional max resistance click to expand
Raising max resistances is arguably the more interesting part in the system. I think if a 50% to Fire Resistance affix would look like this:
- +[36.5 - 50.0]% Fire Resistance, +[3.7 - 5.0]% Max Fire Resistance
then players would consider at least one source of Single Res for each element. It would also encourage players / min-maxers to go the tedious route with single resistances, as you will be rewarded with the maximum cap as well by doing that.
Suggestion 3:Single Resistances are replaced by thematically fitting new affixes click to expand
A few examples (these arent thought through):
- Elemental Endurance:
 Stackable: 0-100%. Direct damage from elements will instead tick as damage over time (for ~3 seconds). This gives more breathing room against potential one-hits. It would work similar to Endurant Faith, without the 40% requirement.
- Elemental Reflect:
 Stackable: 0-100%. Chance to reflect elemental damage. Basically, projectiles will repeat the animation back to the sender. I imagine this to be a very fun option.
- Elemental Absorb:
 Stackable: 0-?%. Enemy elemental attacks also give players resource or cooldown reduction. I would like to add Healing as well, because this is a super cool fantasy aspect, but that requires more thought.
While these affixes could be introduced for each element separately, it wouldnt do the replacement any favor.
Previous suggestion click to expand
Note: I missed a problem with this suggestion.
For example, lets assume that any single resistance affix contributes 1/4 to all other resistances. This would mean that 60% Cold resistance on Penitent Greaves essentially grants 15% All Resist! Thats not so bad anymore, right?
Some Numbers and Details click to expand
| +60 | +120 | +175 | Fire Resistance | ||
|---|---|---|---|---|---|
| Fire | 60 | 120 | 175 | ||
| Lightning | 15 | 30 | 43.75 | ||
| Cold | 15 | 30 | 43.75 | ||
| Poison | 15 | 30 | 43.75 | ||
| Shadow | 15 | 30 | 43.75 | 
Normally, a character has to accumulate 175 Fire, 175, Lightning, 175 Cold, 175 Poison, and 175 Shadow resistance for Torment 4 and its cap, totaling in 875 resistance from various sources.
Here, in theory, stacking Fire resistance to 175*4 (700) would automatically lead every other resistance to reach the Torment 4 cap as well, if there is no limitation. Of course, this 700 value can also be a mix of other single resistances (then we would only need an affix value of 87.5 on each Fire/Lightning/Cold/Poison/Shadow to be fully capped with resistances).
In any case, 700 is a lower requirement than 875. I think this is fair. This would account for the higher effort and problems (see above) when deciding for the single resistance route (min-maxing stats).
New resistance distribution modifier click to expand
A potentially interesting side effect of going with this suggestion is that it introduces a new attribute (the suggested 1/4 as base value) that could be modified through items. A 50% better (Cold) resistance distribution for example would reward stacking (Cold) single resistance or (Cold) themed gear, as the 1/4 turns into ~1/3, which is a lot.
Debatable
Should Single Resistances be removed entirely? click to expand
This isnt the point of my thread, but it was the reason I started it. Because I noticed that I treat single resistances like they dont exist at all.
The resistance system in Diablo 4 is simplified and feels rather cosmetic than meaningful for decision-making. Increasing max resistances is arguably the more interesting aspect. Sure, to imagine having only one resistance for everything is boring. On the other hand, it is also not exciting to see single resistances appear on loot and during enchanting.
I wouldnt mind seeing some improvements, as it is a loot-relevant aspect of the game that I expect to receive special care in ARPGs.
