The proposal I had does not merge armours, it gives each their own strength and making it weak to the other. Physical armour counts double to resist physical, and takes less damage from physical. Vice versa for magical. It's only "merged" in the sense of how CC works, and that damage will go to the other armour type first rather than give the full brunt to vitality damage after one is gone. If you don't, you keep the awkward anti-synergy of physical/magic.
You don't need to keep in mind thresholds any more than in your suggestion if all you want to do is look at the % chance you have to succeed. The thresholds are purely there to calculate the % chance certain debuffs have to work. In your suggestion, you also have a threshold, but it's just always 0% and you keep the problem of multi-type parties in terms of damage and CC for pure parties.
Instead of halving damage dealt to its respective armour type, you could double physical damage dealt when physical armour is gone instead, same with magical damage when magic armour is gone. Just need to double all the armour and vitality numbers. The reason I added the damage reduction is because damage goes to the other armour type after the main one is eaten, and the reason I did that is because of the merged CC calculation, which I did because it does help with mixed damage parties.
"I want to see a tooltip with current CC chance (or not.... anyway i see armor bar so i know what is my chances for CC. if its halfed then its like 50%)"
You can have that, obviously. About the armour bar though.. with merged armour for CC calculation that wouln't work at a glance. At all.