It is pretty simple:
Mass Effect.
Yeah, they actually did this "armor" thing right (they had still some flaws but overall is better than what we have here).
1-You have to deal with 3 health bars: That is the main problem of the tedious chore this game becomes in Tactician.
If you have 2 magic damage dealers and 2 physical damage dealers it is terrible. It is way better for your whole group to just do either magic or physical damage but not both, that way you only have to deal with 2 health bars instead of 3.
SOLUTION:
All skill damages both magic armor and physical armor BUT magical damage does bonus damage to magic armor while physical damage does bonus damage to physical armor.
Now, either you have to deplete first Magic armor and then Physical armor like you needed to in Mass Effect (firs shield/barriers then armor then health) or you make it so health damage is only taken when both armors are depleted no matter the order.
2-Status effects and CC: This is another big one... so in ME they handled this kinda poorly because they basically made adepts kinda useless but CC still had some sort of effect when enemies had shields or armor on them.
SOLUTION:
So what you could do is what someone else suggested, the amount of armor a character has it is directly how much they will resist any kind of CC.
If they have 100% of their physical armor they will resist 100% any kind of physical CC same with magic armor, the more they lose this armor the more likely they become suceptible to CC effects from abilities.
About status effects i think they are ok to be only applied when the proper armor is depleted, like burning will only apply if there is no magic armor or bleeding will not happen if there is still physical armor.
I think this will balance the game and stop making it a chore in Tactician or in general because seriously this whole armor thing while it could be a neat thing if done right it is a bore in it's current state.
Last edited by Zherot; 28/09/17 06:21 AM.