@Stabbey: You've a frustratingly poor ability to structure an argument. Instead of countering one piece of logic with counter logic, you just give a simplistic, subjective opinion without backing it up with any type of concrete evidence.

'If the enemies are varied and can use several different elemental types, then that makes your split magical armor even weaker'

How, exactly? Evidence? If anything, it makes it more robust. The fact that they can use different elemental abilities is the entire point of what I'm saying. At the moment, magical armour just counters every element. That's simple, but not interesting. It doesn't make me fear the fact that I haven't diversified my investments in various spells. I can just focus on ice, make that uber-powerful, then destroy magic armour with my one-dimensional investment into that single area.

If there are multiple 'magical armour' types, it means I can't be so single-minded. I have to diversify.

'So now you need to rely on the RNG (in the limited resource/limited drop game)'

Never said that should be the case. In fact, glad you mentioned it. They have a skill/ability (whatever it's called) that adds to your default magic and physical armour. Each time you level up, I think armours should be in a third tab that allows you to invest points in fire, ice, earth etc accordingly. You're not relying on gear (although that could help you out). You're enhancing the armour of your character at each level up, with a separate point system.

Resistances are so bland and rote they're in every RPG since the dawning of time. Better to innovate and suffer the lamentations of a few dull fools, than stick to doing the same thing, over and over, without risk.