When playing as a melee hero, I find that when I hit enemies with back damage, I take damage from internal trauma, and the duration and amount of gradual damage guarantees death.
Armor doesn’t help, and items that protect against this type of damage don’t provide a significant boost.
Assuming you mean Reflect Damage, there are multiple sources of Reflect Damage Resistance in Devotion. Crane, Owl, and Lotus are all T1 constellations with the Resistance.
Internal Trauma is indeed not blocked by Armor, only Physical Resistance.
It’s not a problem, it’s a game mech. That’s why a reflection resist exists.
The problem here is that any build with very high DoT (e.g Stonefather = internal trauma) damage needs a cap value of reflect res, otherwise the build can commit suicide even on a small crowd of low-lvl enemies:
Because you’re asking for an unintuitive mechanics change that would require code alterations within the game engine, when all you need to do as a player is get some Reflect Resistance from any of the many, many available sources.
I’m afraid to imagine what will happen to melee characters if they don’t have HP growth or regeneration (like Soldier), and they have light armor.
And what’s the excuse about changing the code? Well, okay… We can make Internal Trauma only based on physical damage, but all elemental damage and chaos can ignoring this.