Do Resists really need Rebalancing?
First, we need to know how to calculate Damage Reduction in Diablo 4.
The formula is the following:
Total DR = 1 - PROD_i(1-DRi)
In words:
We convert “% Damage Reduction” into “% Damage Taken”
I.e. 20% Reduced Damage = 80% Damage Taken
If we have two sources of 20% Damage Reduction, that means 80% Damage Taken from 80% Damage Taken. Which means we multiply these parameters.
0.8 * 0.8 = 64% Final Damage Taken
And 64% Damage Taken is 36% Damage Reduction.
Now let’s say we have a character with:
6000 Armor = 50% Physical and 25% Non-Physical Damage Reduction
1000 Intellect = 50% Elemental Resists = 25% Elemental Damage Reduction
Let’s suppose we are going to fight an opponent that deals Cold Damage from Range.
Our damage mitigation against this opponent is going to be the following:
1 - (1 - 0.25) * (1 - 0.25) = 43.7% Total Damage Reduction
Let’s add one item with 50% Cold Resist
1 - (1 - 0.25) * (1 - 0.25) * (1 - 0.5/2) = 57.8% Total Cold Damage Reduction (14.1% gain)
What if we add another one?
1 - (1 - 0.25) * (1 - 0.25) * (1 - 0.5/2) * (1 - 0.5/2) = 68.3% Total Cold Damage Reduction (10.5% gain)
What if we swap the second item with one that has 25% Range Damage Reduction? (doesn’t roll as big as resists)
1 - (1 - 0.25) * (1 - 0.25) * (1 - 0.5/2) * (1 - 0.25) = 68.3% Total Ranged Cold Damage Reduction (10.5% gain)
We get the same result if the conditions are met! (cold range dmg)
At this point, we can say that 50% Resist is equivalent to any sort of 25% Damage Reduction.
So the stats on items seem pretty balanced, if resists roll twice as big as other DRs.
Things change when we move to Torment Difficulty.
On Torment Difficulty, Monsters Overcome 40% of Resistances.
By testing, I found that this is not an offset of 40% (as in Diablo 2), but a multiplicative coefficient of 0.6.
It means that all of our resistances are only 60% effective.
So if we repeat the comparison between 50% Cold Resist and 25% Range DR, we get:
1 - (1 - 0.25) * (1 - 0.25*0.6) * (1 - 0.5*0.5*0.6) * (1 - 0.5*0.5*0.6) = 53.9% Total Cold Damage Reduction
VS
1 - (1 - 0.25) * (1 - 0.25*0.6) * (1 - 0.5*0.5*0.6) * (1 - 0.25) = 59.3% Total Ranged Cold Damage Reduction
We see that 25% Range Damage Reduction is much more effective than 50% Resist, since it is not affected by world tier penalties.
In order to have the same amount of DR on Torment Difficulty, items must have 1/0.5/0.6 = 3.33 higher resists compared to other sorts of DR.
To compete with 20% DR, an item should have ~67% Resist
In the end, resists are not as bad as we initially thought.
They are just 40% less effective on torment difficulty
It might be unfair towards Int classes, but keep in mind that Resists have no other penalties if you’re fighting higher level opponents (High Nightmare Dungeons), while Armor is less effective with each level difference.