Diablo 4 Resistances Season 2 Changes

Season 2 Resistances Changes

Prior to Season of Blood, Resistances stacked inverse multiplicatively, with each additional source of resistance becoming less effective.

  • Ex: You have three sources of 20% resistance. The first source would provide the full 20%, the second source would add 16%, and the third source would add 12.8%, totaling 48.8% resistance.

Resistance Cap

Starting with Season of Blood, Resistances will now stack additively. Additionally, resistance stats now cap at 70%.

  • Ex: You have 30% resistance, and an item gives you 20% resistance. You now have 50% total resistance.
  • Resistance boosting elixirs now also increase the player's maximum resistance value.

Elemental Resistances are now additive and have a base cap of 70%. This cap can be raised with new effects that increase the cap to a hard cap of 85%. Such as Skills, Paragon Boards, Elixirs, etc. Armor now only reduces physical damage. The more Resistance you have against a particular element the more valuable each percentage is for total effective Life. For example, going from 60 to 65% Fire Resistance is much more valuable than going from 20 to 25%.

Rings and Amulets will still have 2 inherent stats: Resist to All Elements and a random Elemental Resistance.

Resistances in Inventory

Added a new Resistances category within the Stats section in the Inventory.

Resistance penalty

World Tiers III & IV now apply a -25% and -50% penalty to Resistance to All Elements instead of a multiplier.

Single Resistance

  • Single Resistance affixes can now roll on Pants.
  • Single Resistance affixes now contribute a maximum value of +35% Resistance for a fully upgraded Normal item, +48% for a Sacred, and +65% for an Ancestral to your total Resistance.
  • All Resistance affixes now give a maximum value of +9% Resistance for a fully upgraded Normal item, +12% for a Sacred, and +16% for an Ancestral.
  • Ring inherent affixes now give +% Resistance to All Elements and +% Single Resistance, instead of two +% Single Resistances.
  • The maximum value is +6%/+6% for a fully upgraded Normal item, +8%/+8% for a Sacred, and +10%/+10% for an Ancestral.
  • Amulet inherent affixes have been adjusted to +14% Resistance to All Elements for a fully upgraded Normal item, +19% for a Sacred, and +24% for an Ancestral.

Single Resistance values on Gems have been adjusted

  • Crude: +8%
  • Chipped: +13%
  • Normal: +18%
  • Flawless: +24%
  • Royal: +30%

All Resistance values on Diamond Gems have been adjusted

  • Crude: +1%
  • Chipped: +2%
  • Normal: +3%
  • Flawless: +4%
  • Royal: +5%

Resistance Paragon

  • ingle Resistance Paragon nodes have been adjusted to +10% on Rare nodes and +5% on Magic nodes.
  • All Resistance Paragon nodes have been adjusted to +3% on Rare nodes and +1.5% on Magic nodes.

Single Resistance Elixirs have been adjusted

  • Tier I (Weak): +2% Maximum Resistance (Single), +10% Resistance (Single)
  • Tier II (Normal): +3% Maximum Resistance (Single), +15% Resistance (Single)
  • Tier III (Strong): +4% Maximum Resistance (Single), +20% Resistance (Single)
  • Tier IV (Potent): +5% Maximum Resistance (Single), +25% Resistance (Single)
  • Tier V (Heady): +6% Maximum Resistance (Single), +30% Resistance (Single)

Elixir of Magic Resist

  • Adjusted to +25% All Resistance.
  • The Level required to Craft this Elixir has been reduced from 90 to 35.
  • The Level required to use this Elixir has been reduced from 36 to 35.

Storm of the Wilds Incense

  • Previous: Increases Lightning, Cold, and Poison Resistances by 12% for every nearby player.
  • New: Increases Lightning, Cold, and Poison Resistances by +15% and their Maximum Resistances by +2% for every nearby player.

Desert Escape Incense

  • Previous: Increases Fire and Shadow Resistances by 7.5% and Armor by 75.
  • New: Increases Fire, Cold, and Shadow Resistances by +15% and their Maximum Resistances by +2% for every nearby player.

Soothing Spices Incense

  • Previous: Increases all Resistances by 10% and armor by 150.
  • New: Increases Resistance to All Elements by +10%, Maximum Resistance for All Elements by +1%, and Armor by 150 for every nearby player.

Intelligence

Intelligence now gives +0.025% All Resistance per 1 Intelligence instead of 0.05% All Resistance per 1 Intelligence.

Elemental Resistances

In Season of Blood, Elemental Resistances will become a much more important part of your character's survivability. Our goal here is to present a puzzle to solve of how to reach the maximum base of elemental resistance, while also giving you the tools to solve that puzzle through methods such as itemization, the Skill Tree, Elixirs, and your Paragon Board. We also provide a base amount of Resistance to All Elements in Jewelry to prevent players from falling behind in any individual resistance.

Around Level 80, you should be able to maximize your Elemental Resistances at the 70% base maximum. There’s a journey to solve the resistance puzzle, but it is one that you will eventually solve. Then, you can move on to other stats that you want to prioritize for your characters. It’s not about whether you will reach the maximum, but more about what methods you choose to get there.

Diablo 4 Gold, Items, Boosting

  • Diablo 4 Items for Sale (6% off coupon: vhpg). Fast and Safe Diablo IV Items. 5-star service, nice discount, instant delivery.
  • Buy Diablo 4 Gold (5% off coupon: VHPGMULE). Cheap Diablo 4 Gold. Payment: PayPal, Skrill, Cryptocurrencies.

List of D4 Resistances

NameDescription
Cold Resistance
  • Reduces incoming Cold damage by {#}.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Fire Resistance
  • Reduces incoming Fire damage by {#}. This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Lightning Resistance
  • Reduces incoming Lightning damage by {#}.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Poison Resistance
  • Reduces incoming Poison damage by {#}. This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
  • Reduces incoming Shadow damage by {#}. This applies to both direct Shadow damage and Shadow damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.

Resistances affixes

  • +x% Resistance to All Elements
  • +x% Cold Resistance
  • +x% Fire Resistance
  • +x% Lightning Resistance
  • +x% Poison Resistance
  • +x% Shadow Resistance

Intelligence

Damage Reduction from All Sources:

  • Reduces incoming damage taken from all sources, after applying your Armor and Elemental Resistances.
  • As this stat increases, additional bonuses become less effective.

Armor Contribution:

  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.

Armor Contribution:

  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks.
  • The remaining damage reduction is determined by your appropriate Elemental resistances.
  • Differs in PvP.

Resist All

  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.

Resistance Skills

NameDescriptionTagsPower NameRewards
Ancestral Fortitude

Increase your Non-Physical Resistances by {5/10/15/20/25/30/35/40/45/50}%.


skill_rankup_desc: Non-Physical Resistances {5/10/15/20/25/30/35/40/45/50}%

Tags: Non-Physical, Resistance

Druid Talent NatureMagic T2 N3
  • e type: 2
  • max talent ranks: 3
  • power id: 290911
  • power mod hash: 0
  • reward name: Druid Talent NatureMagic T2 N3
Potent Warding

After casting a Non-Basic Skill, you gain {2/4/6/8/10/12/14/16/18/20}% Resistance to all elements and {1/2/3/4/5/6/7/8/9/10}% additional Resistance to that Skill's element for 3 seconds.


skill_rankup_desc: All Resistances {2/4/6/8/10/12/14/16/18/20}%
Specific Resistance {1/2/3/4/5/6/7/8/9/10}%

Tags: Resistance, Non-Physical

Sorcerer Talent Elemental T1 N1
  • e type: 2
  • max talent ranks: 3
  • power id: 156233
  • power mod hash: 0
  • reward name: Sorcerer Talent Elemental T1 N1

Minion Resistance

Bonus Resistance to All Elements for your Golem:

  • Reduces non-Physical damage taken by your Golem.
  • As this stat increases, additional bonuses become less effective.

Bonus Resistance to All Elements for your Skeletal Mages:

  • Reduces non-Physical damage taken by your Skeletal Mages.
  • As this stat increases, additional bonuses become less effective.

Bonus Resistance to All Elements for your Skeletal Warriors:

  • Reduces non-Physical damage taken by your Skeletal Warriors.
  • As this stat increases, additional bonuses become less effective.

Diablo 4 Armor & Resistances

Armor is one of your main ways of reducing damage. You get Armor from every armor piece and its amount scales linearly with the item power. Additionally, you also get 1 Armor for each point of Strength. You can further increase your Armor by socketing Skulls into jewelry or by rolling it as a stat on your Pants, Boots, and Chest.

Armor reduces all incoming Physical damage by a percentage that is based on your total Armor and on the level difference between you and the enemy. For Elemental (Cold, Fire, Lightning, Poison, and Shadow) damage, Armor is less effective. In PvE the damage reduction you get from armor is halved for Elemental damage, while in PvP you get 65% of your Armor’s damage reduction.

To reduce Elemental damage further, you need to stack corresponding Elemental Resistances. Unlike Armor, Resistances don’t come as an enigmatic number that transforms into damage reduction percentage through a complicated level-based formula. Instead, Resistances come as a percentage already. 10% Fire Resistance sounds pretty self-explanatory, but there are a few caveats:

  1. Resistances stack multiplicatively. If you get two sources of +50% Fire Resistance, you don’t become completely immune to Fire damage. Instead incoming Fire damage is cut in half and then the remaining half is halved again. So you only take 25% of original damage. In other words, the outcome is 75% Fire Resistance.
  2. Resistance works at reduced effectiveness. Since your Armor already reduces some of the elemental damage, the Damage Reduction you get from Resistances is multiplied by the inverse of your Armor’s contribution. So in PvE you get only half of what you’d expect from your Resistances, while in PvP it’s even worse: you get only 35%.

This make Resistances quite weak as a defense stat. Usually you’d only take Resistances when they don’t compete with anything else.


Related Incense

Name RequiresDescription
Soothing Spices Level 75
Use: Increases all resistances by 10% and armor by 150 for every nearby player. Lasts 20 minutes.

This is a type II incense. Only one Incense of a type may be active at a time.
Storm of The Wilds Level 55
Use: Increases Lightning, Cold and Poison Resistances by 12% for every nearby player. Lasts 20 minutes.

This is a type I incense. Only one Incense of a type may be active at a time.
Desert Escape Level 55
Use: Increases Fire and Shadow Resistances by 7.5% and armor by 75 for every nearby player. Lasts 20 minutes.

This is a type I incense. Only one Incense of a type may be active at a time.

Resistances

Resistances are a set of values displayed on the Character Screen. They are numerical values that can resist a percentage of damage from various elemental attacks: Fire, Cold, Lightning, Poison, and Magic/Holy/Arcane.

For example, if a character’s Fire Resistance is 20, all incoming Fire Damage that the player(s) receives/receive is reduced by 20%.

In order to gain resistances, the player(s) must equip items that grant their character(s) a bonus toward his/her/their resistances. In most cases, this has to be done with items of Magic quality, or better. However, in Diablo II/Lord of Destruction, certain Class-specific Items, like the Paladin’s Shields and the Necromancer’s Shrunken Heads may have innate mods that grant resistances. The Paladin Shields increase all resistances, while the Shrunken Heads give the Necromancer Poison resistance.


Related: Diablo 3 Resistances

Resistances return in Diablo III, however, they have been heavily reworked. The penalties for progressing in harder difficulty levels are no more, and the resistances themselves have a rating system. Much like Armor, resistances lower damage dealt by the element they have control over, stacking with armor multiplicatively, and forming the character’s toughness. Each resistance is specific to one damage type: Physical, Fire, Cold, Lightning, Poison and Holy/Arcane (Holy counts as the same damage type as Arcane).

Resistances are subject to diminishing returns: the more you get, the less effective each next point becomes. There is no maximum cap for resistances, but it seems to be impossible (at least by legitimate means) to raise protection to 100%. In return, there are several Amulets in the game that can make a character immune to one damage type except Physical, removing the need for that particular resistance.

Resistances are less effective against monsters of higher level than the player. Normally, this may seem irrelevant, after the pre-expansion patch, but if a low level player attempts to join with a higher level player, the lower level will suffer higher damage because higher level monsters require more points into resistances or armor for the same exact value of protection usually received at the lower level.

There are several things to take into consideration about Resistances:

  • 1 point of Resistance is equal to 10 points of Armor. Ideally, one should aim for the equal combination of both (offers best protection for same combination of rolls), but due to the bonus from Core Stats, all classes will always have one form of protection more powerful than the other.
  • Intelligence adds to a hero’s Resistance rating at the rate of 10 Intelligence per one ‘whole’ point. However, stacking Intelligence instead of Resistances is pointless for non-Intelligence classes.
  • Certain skills can add a percentage bonus to a hero’s resistances, further improving his/her protection from the elements.
  • The highest resistance to all elements possible for one item slot is 100 (at level 70). The highest specific resistance possible for one item slot is 160 (at level 70) or 200 (unique bonuses, like Andariel’s Visage or Thundergod’s Vigor). These values can only be seen on Legendary/Set Items. Ancient Legendary Items roll +30% higher values: up to +130 to all resistances, 210 specific resistances, and 260 unique bonuses.
  • Players can gain up to 250 all resistances from Paragon levels. These do not scale with character level, always 5 per point.
  • Up to 78 resistance to all elements can be gained from each Diamond Gem in an armor socket.
  • Resistance to all elements counts as a primary stat, while specific resistances count as secondary stats on items.
  • Monsters do not have permanent resistances or immunities in Diablo III. The only known exceptions are Rogoth the Eternal and Keeper Hashemel. Corrupted Angels could shield themselves against one damage type before patch 2.1.2., and many monsters have skills that allow them to become temporarily immune, or highly resistant to damage.
  • There are no attacks that are unmitigated by resistances, except for very rare occasions of attacks that kill instantly regardless of Toughness.
  • There is (at least for now) no way to reduce enemy player resistances. The only way to reduce one’s own resistances is the Glass Cannon ability.
  • Monsters may sometimes reduce the player’s resistances: a good example is Curse of Resistance of Enslaved Nightmares or Diablo.
  • Protection against damage does not reduce the duration of Crowd Control effects related to that damage (i.e. Chilled or Frozen for Cold). Instead, players must gather items with reduces duration of control impairing effects affixes, and monsters build up resistance to crowd control effects as they are continuously affected by those. These resistances stack up to 95% (monsters) and 99% (players).
  • Bottomless Potion of the Diamond briefly increases all resistances of the character when used.
  • Extra Armor and All Resistances, as well as All Resistances and specific Resistances, are not mutually exclusive. It is recommended for players to keep this in mind when they are performing Enchanting on an item.
  • Resistance may not normally roll on weapons and non-Shield off-hand items.
  • The Harmony passive skill can partially convert single resistances to resistance to all elements.

D4 Guides & Tips