It depends on the skill in question.
First off, channeled skills are exactly the same as normal skills in terms of triggering things, except you do not need to re-cast the ability between each tick. Each channeled skill has a "Tick" (that occurs more often the faster attack speed you have), and it is these ticks that trigger on-hit effects. Each "Tick" is when you pay the resource cost of the skill.
Now, whether channeled skills are better depends on the on-hit effect you're trying to use. Anything with a listed % chance on hit, e.g. 1.1% chance to fear on hit, will be better the more attacks/ticks you make. Something listed as a "chance to happen", such as the wizard's "Critical Mass" i. e., "Critical Hits have a chance to reduce the cooldown of your spells by 1 second. " are most likely set up for ppm (proc per minute), which means you have a better chance of triggering them with a slow weapon, with the intent that you get the same number of triggerings, procs, over any given time period as a faster weapon.
Lastly, bear in mind that all that matters is the "Tick" times. If Rapid Fire shoots 10 arrows per Tick, all 10 of those arrows represent a single chance on hit (much like the Monk's Way of a Hundred Fists)
So to conclude, no, it is not better to use lots of channeled / DoT skills, for the simple reason that they don't provide any innate advantage. Unless you're fishing for Procs, you'll gain a much better chance to trigger things by using a faster weapon than any particular ability.
Near the top of the article you linked it confirms that the first answer is yes.
"Zombie Dogs already inherit Armor and Resistance from their owner"
As far as the second question, it only makes sense for damage to be mitigated based on the appropriate resistance (how else could it work?). So yes, if you had higher poison resist, the max damage cap would be lower for poison than it would be for cold.
Best Answer
Here's what I know from testing and reading the Diablo 3 forums: there are several groups of buffs and each group is multiplicative with the other groups (and thus a separate multiplier). Check out this thread for more information on multipliers.
To answer your specific question using the terminology from the linked thread:
+10% fire damage
fromRing A
falls in Class B+15% fireball damage
fromRing B
falls in Class A3.Assuming you're only wearing
Ring A
, then your 100 damage fireball with Fire element will hit for 100 * 1.1 = 110 damage.Assuming you're only wearing
Ring B
, then your 100 damage fireball, regardless of element, will hit for 100 * 1.15 = 115 damage.Assuming you're only wearing
Ring A
andRing B
and no other modifiying equipment, then your 100 damage fireball with Fire element will hit for 100 * 1.1 * 1.15 = 126.5 damage, which will be rounded to 127.When you crit for 100% damage, it will do 100 * 1.1 * 1.15 * 2 = 253 damage.