I think you are mixing up different frazzle talks. They've talked about how suck it up a lot of mobs resist dark before and those mobs will resist all dark stuff and they've talked about how because there is no resist trait it can't immunobreak but also ends up having higher macc (which doesn't matter at all for things you need immunobreak to land spells). If there was one I'd like to see it and well if it is true then they've made it hard to figure out since everything with a high elemental resistance corresponding resist traits for debuffs of those elements lol. But I guess that would explain why SDT isn't applied anymore when it used to be but why the extreme resistance still works. But fuck what a work around that is lol.
Like I added at least according to the translation in the OP. As far as the rest like said talking about SDT not an actual resist though they term it as resistance. That said from the update notes when this was done these dmgs follow resistances so.... It also talks a ton about resisting at the bottom Yes for nukes that is displayed by dmg it's still a resist.
No offense but not sure you are. You kind of keep going back to this but the site only said this for a response ignoring the further testing in this thread. Like how we are talking about SDT not an actual resist. They aren't the same. As far as the translations no the exact words "all spells" doesn't appear. So here I'll quote "For elements in which the skillchain damage multipler is 50% or less, spells of that element get guaranteed resists" Yes it goes on and only talks about damage spells but it also talks about tiers and . Or how Fwahm already pointed out the update notes said there is a direct correlation between skillchain dmg modification and resistance. Or how Poison wouldn't be a good example because as already explained above it is one of the ones not being effected <.<. Based on the work I've done so far seems like everything that uses a resist trait is unaffected. So would have to use things like elemental debuffs, absorbs, frazzle, distract etc. Which have been doing and it has corresponding to the 50% or less thing (well up to a point under 20% things get a bit more extreme but that's testing for another day) but yeah haven't done Rayke yet. I only work so fast man and still got content and other testing to do lol. Was really just trying to nail down what spells were and weren't effected last night
Overall you seem to be getting really really hung up on the percent modifiers that only apply to skillchain dmg when that isn't the point of the current line of talks. Aside from verifying more values that seems exactly as they said and values have lined up so far. What is being discussed and tested now (and not just on the site) is how a certain point (what they call 50% or lower) that increased resistance translates into reductions in other forms of magic that mimic a separate resist commonly known by the English side as SDT. Basically elemental resistance is playing double duty here. First it's making things noticeable harder to fully land spells by some amount based on the exact number and then at certain thresholds (I use plural here because they seem to imply at even lower amounts it does something different and everyone and there mom sees how crazy it gets on things with extreme elemental resistance like elementals) it causes reductions similar to but independent of resistance calculations.
NA side testing of Immunobreak is kind of meh. But from what I've gathered and SE has stated it procing seems to basically be a 2nd calculation similar to landing the spell but only really accounts for macc/meva. So like a mob you would definitely land a certain debuff on if it wasn't for having a resistance to that debuff or element but can't because of that you'd likely get an immunobreak. As the example above even a fully decked out rdm with elemental seal wont land Sleep on a skeleton even though it's not "completely immune". No really I've set my character in max haste/fast cast for a couple of hours and not once. But with all that macc got immunobreak procs fairly often (though each one made the next one less likely).
Now what exactly the immunobreak does is hard to say going by bg wiki, testing I've done and seen it seems to give some measure of reduction in whatever it was preventing landing spells regardless of macc though not sure if it does anything for your macc. This gives you a chance to land spells on otherwise impossible to land mobs though still dependent on normal macc/meva calculations. Like my odds of landing sleep on those skeletons was pretty high after 1 and 100% after 2 but on higher level ones yeah would still have to worry about normal resist. According to bg wiki after 4 if you have enough macc aka use elemental seal you will have 100% chance. Given those 2 it would suggest there is varying levels of what I've termed "soft immunities". Some might take more or less immunobreaks to overcome.
Reason why I'm bringing up immunobreaks is 2 fold. One is the already gone over how things with resist traits (which are also the things that can get immunobreak) seem immune to the SDT... which is also somewhat weird because they definitely didn't a long time ago. It was one of the defining characteristics of it and how it differed from just random percent damage reduction to an element. But also bringing it up because like 50% guesswork and needs a bunch of testing that it doesn't look like they wanted to go into (or maybe they did on a completely different page lol) so bear with me but based on how this chart is working with SDT and their talk of how extreme resistances get at even lower values and just common knowledge of how things do that there may a link between the 2. Like let's say 10% or lower guarantees a full resist on normal casting (it does for debuffs pretty sure nukes too but not 100%) let's say 15% gave 50% chance to full resist independent of macc and 20% you went back to normal. If something like that was happening based on how we've seen immunobreak working it's possible immunobreak is moving you up a rank or so. So things ridiculously low might require all 4 while things closer might only require 1-2. Of course this is more complicated with debuffs due to resist traits. My thought would be most likely it'd just add on so like if you were 30% on dark in general you could land most dark stuff albeit a little harder but if you tacked on a resistance to sleep on their dark sleep specifically might be more like 10% tier while light based would still be 80% (no idea what skeletons base light is so made that up but you get the idea). That said more testing and who knows your dev note idea might be it but it also happens to correspond with elemental anyways
Yes I get a decent portion of this isn't on the site or well anywhere right now. That's actually kind of part of the point of this page. Not only to bring over and verify what they did but to make next logical steps/fill in gaps in it. And that's what most the last part of the page or I've been doing has been about. Like how do you talk about automatic resists and only use nuke examples lol. It's a work in progress but I'm trying to be careful in what I state as theory/to be tested and what I'm stating as fact and I've already tested. So if I'm stating this is how it's working and corresponding that's things I've tested and might not 100% be on the site but was likely given the idea by what was on the site or wasn't on it in some cases