However, I do agree strongly with the point – raised by a poster on the previous page – that damaging magical and physical armour shouldn’t be as simplistic as it is now. Currently, 100/100 physical armour will absorb all 30 points of a physical attack, leaving you with 70/100 physical armour and full real health. I believe your real health should also take some minor damage too. Say 5% of the initial attack by default (with certain weapons gaining bonus properties allowing this to be increased and certain armours gaining bonus properties allowing it to be decreased).
This would add a much-needed tension to the new system, without undermining the strategic value of having physical and magical armour in the first place. I don’t think you should ever feel completely safe from real health damage, even with full armour. Every blow should count towards keeping you on your toes: even small bites into your real health will eventually add up to a problem that will require a judgment call to resolve.
Kalrakh had an idea along that line.
His suggestion was basically that some portion of Piercing damage should penetrate armor to do direct damage to health. (I suggested 67 Armor - 33 Health), Crushing damage should do extra damage to armor (but no health damage), and Slashing damage should do normal damage to armor, but have a chance to cause Bleeding even through Physical armor, which goes up to 100% once the enemy's armor is depleted. (I wonder if maybe Bleeding damage in general from all sources should bypass armor.)
Obviously there are some things which would need to be tested and worked out, but it's an interesting idea. I'll just suggest there's at least one person at Larian who knows of that suggestion and is a fan of it.