It's the core problem with the armor system. There is now less randomness, but on the other hand it turned into a pure grindfest in armorpeeling.
Act 2 tactician actually made use of this and made the armor system decent again.
The easiest example is the evasiave aura battle that was mentioned early. Some people go for the convo option to clear it because it seems unclearable as they can never hit the char with that +90% dodge rate (the silent monk has like 110% dodge rate)
The trick is that the magister only has 150 magic armor. Even the silent monk nearby has 150 physical instead of the usual magic armor. The game actually wants you to beat the fight with a magic damage CC and apply something like frozen or cripple+slow. I actually used my frozen grenade for once just to help apply the frozen on her for 100% hit rate.
And this is used many times through out Act 2 where the armor system is finally used to give enemy actual weakness unlike Act 1 where everything just have high physical and magical armor. The only mobs that break this rule are the Voidwoken but they are kinda intended to be ridiculously op and appear in very limited number with clear method to beat them outside that one specific encounter so far at level 10-11 cave quest.