Agreed on the soft-CC/debuffs.. to an extent. I think it's best to have 0/25/50/75% thresholds for a variety of different debuffs. Decaying for example is a really nasty debuff when healing matters more(as it would with this changed system I'd image), even though you don't lose control of your character. Silence I must note is almost as bad as turning into a chicken for a spellcaster. I think the thresholds are required for any effect that isn't solely a damaging effect that limits options(Ie: Bleeding, burning, poisoned)m and even those I think are better with thresholds.
I don't like the scaling in the game as you go up in levels, the numbers inflate extremely fast which both hinders exploration (Great example being Bloodmoon Isle) and makes many items meaningless way to fast. (Braccus' armour set being one example). So I think that requires a complete revamp regardless.
anyway i dont like "all or nothing" cc system
i want, as i said, random CC, but with understanding of its randomnes
In Terms of CC armors are combined (mag and phys dmg will reduse enemy chance to resist CC)
The less total armor (x%) u have the more ur chances(100-x%) to receive CC.
In Terms of Dmg they are splited
The more broken ur armor(x%) the more dmg(100-x%) goes directly to ur HP.
1. So if I understand this correctly you want the odds of CC/debuffs to increase conversely to the enemies' armour total? So 100% armour = 0% chance 0% armour = 100% chance?
2. But you also want to add both armour totals together and see how much % is left for that calculation?
3. And then you also want damage to vitality to be calculated based on remaining armour, so taking 99% of the damage to vitality and 1% to armour at 1% armour?
I don't mind 1, might work best in combination with thresholds of my suggestion so Burning for example goes from 0% at 100% magical armour, to quickly rise to 100% at 75% magical armour.
I do not like 2 for combining the armour types together to determine the % here, not intuitive or easy to read on any UI.
And 3 adds needless complexity which only makes it easier to get through the first chunk of armour, and harder to get through what remains. Which with how CC would work how you imagine it will be harder to get to guaranteed CC because the last chunks of armour will still be there while you flail on their armour.