If the health falls to 400 (which means 200 protection remains), there will be a 50% chance of passing the controls.
No, right there...
The whole point was to remove RNG on CC and debilitating effects, which is the most frustrating RNG there was in first game.
What SHOULD be done instead a good portion of all incoming damage going to vitality regardless of armor, so that mixed teams are not in disadvantage and you don't have these silly cases where something with 10 vitality remaining can shrug off Meteor Storm just because it has stacked Magic Armor.
But armor protecting against CC and debuffs should remain as is.
You end up with a situation where it becomes impossible to strip armor at all before killing the enemy. Also it takes away or diminishes the ability to increase effective HP via gear, meaning they would have to rework itemization heavily.
My suggestion in the other thread was fairly simple to implement. All damage types affect both armors. They do 100% damage to their targetted armor, and damage to the other type of armor based on the ratio of armors. This effectively simulates an enemy being "weak" to physical attacks because they have less physical than magic armor, but allows both damage types to contribute to armor reduction. Probably have to multiply all armor by about 1.5 in order to compensate for the increase effective damage, but that's an easy fix.
How it works. Say you have 100 physical armor and 200 magic armor. An attack does 50 Physical damage. This attack strips 50 physical armor (the target) and 100 magic armor. It does more to the magic armor because this character is "weak" to physical damage. An attack that did 50 magic damage would instead do 50 to magic, and only 25 to physical because they are "strong" against magic. An all physical or all magic party will be able to break through exactly as fast as they would have, but a mixed party will break through faster, so buffing the armor numbers slightly to compensate makes mixed parties more desirable.
Also, armor should ONLY block CC. Other debuffs, such as diseased or burning should be completely unaffected by armor. Like many have said it makes these abilities pretty much useless, especially since once armor is gone you can consider the target already dead due to the prevalence of hard-CC. He's probably never going to take another turn anyway.