How can elemental resistance stay useful without making RPG characters invincible?

I was thinking, each character should choose a "Primary Element" to gain 25% resistance to that element. Then there would be a FEAT to get 25% resistance which can be taken once per element and stacks with Primary Resistance. Then equipment can provide another 25% resistance, also stacking to a maximum of 75% resistance for non-primary elements, and a maximum of 90% for Primary Element. This way, characters can't become completely immune to an entire element.

"Absorb" would work like Diablo 2 absorbs: You must survive the damage before absorbing it. The Maximum Absorb would be 20% of the net damage survived. This way, resistance can negate up to 75% with perfect equipment, and then you take 25% of original damage. Then you absorb up to 20% of the 25% or just five percent of the original damage in this example. This way, player characters are never totally immune to an element.

Monsters, on the other hand, can be totally immune to one or more elements, to make the game harder and require teamwork from the players.

What do you think of this setup?

Obviously, perfect absorb equipment is very hard to find, and comes with the drawback of having fewer buffs of other kinds, because the maximum number of buffs a piece of equipment can have is two buffs per item.

How can elemental resistance stay useful without making RPG characters invincible?
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