Will copy my previous msg
In terms of CC they are combined
In Terms of Dmg they are splited
The less total armor u have the more ur chances to receive CC. The more broken ur armor the more dmg goes directly to ur HP.
1. Summ of two types of armor protecting you from CC with a chance
Exemple.
You have 140 phys and 60 mag armor (200 total = 100%)
- if u have full bar of armors you are 100% resisted
- after receiving 100phys dmg u will have 40 phys / 60 mag armor left.
Ur total armor become 40+60 = 100.
And ur ressist to CC now 100 / 200 *100% = 50%
- if u lost all ur phys armor u still have 60 mag armor
And ur ressist to CC will be 60 / 200 * 100% = 30%
- only if u have 0 phys and 0 mag armor u ressist to CC will be 0%
2. Damage reduction
- If u have full bar of armor all dmg done to u hits directly ur armor
- if u have 50% of phys armor bar (armor is broken

) ur armor will receive 50% of dmg and 50% goes directly to HP (cos u have ur boots broken

).
- same with mag dmg type
3. Dmg fixes
- nerf 2-handed, some summoned
- buff magic
SO
If u want to CC with 100% u need to shred 2 types of armor to zero
The lower ur armor the slower it breaking cos biger portion of dmg goes to ur HP, but even with low armor u still have a chance to resist CC
In this system u dont need party of 4 phys or 4 mag dd to be effective. Even 1 mage in classic party (rogue, archer, tank, mage) can help u to increase CC chance by dealing dmg to Mag armor.
u always have a chanse to CC or to receive a CC depends of total armor left on u or ur enemy.
u and ur enemy have a good resists to CC in early rounds.
dont be scare to use chicken form vs 2 armor left

U dont need exect zero to have a good chance to transform enemy into chicken.
Due to this system enemy should have their armors buffed from 20% in early game to 200% in late game (cos of unreal dmg scaling)