There are different suggestions so far:
- Readding Willpower and Body Building. Armor would mainly protect against damage and perhaps enviromental effects I guess. It surely bears some logic, how armor could prevent you from losing your balance.
- Make armor only reduce the chance depending on intactness, the more damage, the more likely the effect will still trigger.
- Give skills a treshold/armorpenetratation. If Armor is lower than XX the effect will still take place. Threshold couled depend skill level and skill class level. Penetration could either work for the effect or pure damage. So far I think only the scoundrel has skills to penetrate/ignore armor.
- Split armor up into different kinds of elements and/or body parts. If you want to cripple for example, only leg armor would get accounted for. Would make battles more complicated, but could add more importance to loremaster. (Splitting up into different body parts is my addition.)
Some stuff could be only used in higher difficulties, to keep the game less complicated for Explorer for example. It could make mainly tactician mode more fresh and challenging, because it would be more than just some slight differences like more enemies, different enemies and skills.