Armor types of various classifications (ie scale, leather, plate, cloth, ect...) will not only have different bonuses (ex dodge chance on leather) and/or armour defense types in varying values (ie physical = 100 & magical = 30) to differentiate them, but also be divided into sub groups concerning how much of a given attack type a specific armor would absorb.
For example:
A 'light' leather set would have a given value of magical and physical armor and would also have a set ratio of how much of an attack is absorbed by the armor and how much is let through to target vitality based off an absorption attribute (ex absorb = 40% -> Armour absorbs only 40% of damage)
This would give HP purpose again, allow players to strategically decide how important CC defense is vs damage taken, and create greater differentiation among armours; making each armour class and sub classes unique enough to make player gearing of PCs different among different kinds of playthroughs and builds.
This could also indirectly make the Vitality, Magic Armour, and Physical Armour abilities more appealing depending on how they evolve with the system. They could effect the ratios, for instance, or, at minimum, increasing the bonuses they give would also make them more relevant.
Some follow up points:
> Some have also suggested that Damage Mitigation from D:OS should make a return
> By allowing some damage through armour, characters can retain their CC invulnerability for longer and prepare defensive spells easier when they notice they're armour types are breaking
> This done effectively, permanently solved 100% CC chance after armour is completely gone, but maybe players would prefer that overall
> This is by no means a perfect solution and I welcome points of criticism or ways to improve on my suggestion (ex Do you think skills/ablities should be included or changed to account for my proposed system?)
> The above suggestion is a focused evolution of the current system, while placing more power in player decision making. Therefore, keeping the strategic deterministic values players, who dislike RNG, prefer