I get what you are saying but the whole point of this build is to go heavy on the side of survivability, to the far extremes.
By extremes, I mean the ability to facetank any and all the content in the game -> including Callagadra, anything below that would be compromising the core theme and motivating idea for the build.
I think the changes you propose would boost my general damage and non-Celestial clear speeds, but it wouldn’t let me facetank Callagadra or super crazy SR waves w/ punishing modifiers - especially the changes to losing Physical Resistance. You gotta remember, Callagadra has stuff like: -18% Physical Resistance, 24% Reduced Resists (like Viper and Ultos), and 25 flat Reduced Resistance.
If you have something like 60% Physical Resistance to start with that quickly plummets:
editted x 3: jumped around between correct and incorrect results, credits to @Nery for correcting me and @klasperstanze
a) 60 -18 = 42
b) 42 * (1 - 0.24) = 31.92
c) 31.92 - 25 = 6.92
Also frankly, armor absorption is really low-value for this build. The Dark One’s set has such low armor, that each increase in armor absorption % gives so little total armor back and it’s inherently tough to stack armor with that set.
And remember the whole point of armor, it’s to buffer you against many low and medium hits of Physical damage - it’s a flat reduction at the very beginning of the damage reduction formula, meaning it’s very effective for small hits but very in-effective for huge hits (I’m talking 10k+ pre-enraged Callagadra, let alone post-enrage, and even her summons can do 8k physical dmg).
For really big hits like 10k or 15k hits from things like Ravager and Callagadra, it’s much better to rely on Physical Resistance - which you can’t skimp on - because that 60% is effectively only ~7% when debuffed.
You’re gimping a lot of dmg and therefore sustain.
If the build relied on a different source of sustain, rather than Wendigo Totem heals, I might be inclined to agree with you - but frankly the majority of your sustain is Wendigo Totem healing and not lifesteal/ADCTH - of which is super in-effective vs most big bosses.
For example many Celestials have 90% life leech resistance, which you can reduce to 82% with Rattosh - but that still means each point of ADTCH is only at 18% effectiveness … which is definitely not enough to sustain you vs the damage you take vs the big Celestials.
Meanwhile the The Dark One’s has 2 totems that each heal you for 11% + 1350 at 1.5x a second - thats an average of 33% + 4050 health sustain. At that point, the best way to increase sustain is to increase your max HP rather than try and get ADCTH. In this build, ADCTH is supplemental sustain because frankly it’s not good enough of a sustain mechanic to invest more into…
No Dying God on vitality is criminal, though.
I wish I could take Dying God but it’s all about the trade-offs - unless someone has an ingenious way to get it while keeping the same level of tankiness, I simply can’t afford the trade-offs in both physical resistance and OA (blue affinity is heavy on the DA but very sparse on the OA).
To get to the crazy levels of physical resistance this build achieves, I have to get it via devotions and outside of Sailor’s Guide - there’s nothing else in Blue affinity that gives it. Additionally I’m already low on the OA compared to most builds I run, and moving away from Green affinity devotions would lower that even further.
edit:
But yeah I might change around the resists (mainly in the form of augments, but maybe components) since I honestly have a bit more resists in certain areas than I need and less in others @ya1
/end long post, LOL I wasn’t expecting to write this much - hope this pile of text isn’t off-putting @ya1 - I enjoy the conversation and discourse lol