
Resistances: why you die
8 sections
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Why resistances matter
Armour only cuts physical damage. Fire, cold, lightning and chaos damage are cut by resistances instead, so low resistances let those hits through almost whole. Your resistances are on the character sheet (press C in game).
What a resistance does
Each resistance cuts damage of its own type by that percentage. At 75% Fire Resistance a 1,000 fire hit does 250.
The 75% maximum
Resistances stop at a maximum of 75%. Anything past it blocks nothing more, though it helps when something lowers your resistance. Some passives and items raise the maximum, but never above 90%.
The campaign takes some away
Finishing Act 5 gives -30% to all resistances. Finishing Act 10 gives another -30%, so -60% in all, for the rest of the game. +60% Fire Resistance from gear lands at 0% after Act 10.
Negative resistance hurts
Below 0% you take extra damage. At -60% a 1,000 hit does 1,600: 6.4 times what you'd take at 75%.
Chaos resistance
Chaos is its own resistance. Fire, Cold and Lightning gear doesn't add to it, but 'all resistances' does, and it gets the same -60% from the campaign. Cap Fire, Cold and Lightning first.
Fixing low resistances
Resistances come mostly from gear: rings, amulets, belts, boots, gloves, helmets and shields can all roll them. The passive tree has some too. Swap gear first; take tree nodes when you're a few percent short.

