I'd say that, for what are currently immune monsters, make unarmored monsters have up to 75% resistance and armored monsters up to 90%.
I already tried something like this in my own game with pretty good results (the comments are mostly for Hell Difficulty, where these things are more of an issue):
- Cold-only, fire-only, lightning-only, physical-only, etc., builds can make it, though they'll use more mana and/or attacks on super-resistant monsters. Previously they would have to run past or camp such monsters to continue through the map, or start a new game and hope for better results.
- Monsters have the same limitations as players, making things fairer across the board.
- Superuniques, but not Act Bosses, which get their immunities from being x-enchanted, still have immunities, so they pose a challenge, but at least you don't have a map full of them so they're easy to skip if you can't kill them somehow.
- You can leech from every monster (assuming 10% leechable skeletons, etc.), though the amount will still vary.
- Lower Resist won't need as many skill points to be as effective as before, since resistances are capped lower. Not a big deal since superuniques will still have immunities.
- Decrepify is no longer necessary for making PIs non-PI. It is still great for slowing and weakening monsters.
- Berserk becomes an option rather than a requirement for barbarians that have little to no magic and/or elemental damage in their attacks. It's still handy for faster killing of PR monsters, but no longer required.
That's all I can remember at the moment. One other thing to watch for is that the Stoneskin attribute will still make PIs out of monsters with a hefty PR. That's probably a small price to pay though, since it's better to have a few immune monsters rather than an entire map full. I don't mind building for survival, but being restricted in how I build the character due to maps full of silly immunities is just no fun.
I already tried something like this in my own game with pretty good results (the comments are mostly for Hell Difficulty, where these things are more of an issue):
- Cold-only, fire-only, lightning-only, physical-only, etc., builds can make it, though they'll use more mana and/or attacks on super-resistant monsters. Previously they would have to run past or camp such monsters to continue through the map, or start a new game and hope for better results.
- Monsters have the same limitations as players, making things fairer across the board.
- Superuniques, but not Act Bosses, which get their immunities from being x-enchanted, still have immunities, so they pose a challenge, but at least you don't have a map full of them so they're easy to skip if you can't kill them somehow.
- You can leech from every monster (assuming 10% leechable skeletons, etc.), though the amount will still vary.
- Lower Resist won't need as many skill points to be as effective as before, since resistances are capped lower. Not a big deal since superuniques will still have immunities.
- Decrepify is no longer necessary for making PIs non-PI. It is still great for slowing and weakening monsters.
- Berserk becomes an option rather than a requirement for barbarians that have little to no magic and/or elemental damage in their attacks. It's still handy for faster killing of PR monsters, but no longer required.
That's all I can remember at the moment. One other thing to watch for is that the Stoneskin attribute will still make PIs out of monsters with a hefty PR. That's probably a small price to pay though, since it's better to have a few immune monsters rather than an entire map full. I don't mind building for survival, but being restricted in how I build the character due to maps full of silly immunities is just no fun.