1 armor type is good, but having enemies that are strong vs one type and weak to another is a good thing that I think the new systems should maintain in some way.

Instead of rolling all armor into one type, they could instead have damage strip both armors based on the ratio of armors. If something has 100 phys, 300 magic armor and takes 50 physical damage, that damage would strip 50 physical and 150 magical armor. 60 Magic damage would strip 60 magic armor and only 20 physical armor, because the enemy is strong against magic (three times stronger, so they take 1/3rd of the damage to armor).

This is functionally identical to having a single 100-armor pool for both types, but with a weakness/resistance modifier making the character three times as strong against magic because he has three times the magic armor. The end result is that you would still rather use magic damage against magic-weak foes, but any magic damage you contribute to a phys-weak foe still helps take down their armor pool.

The logic of this is that all armor comes from the same source. It doesn't matter if you are using fireballs or swords, you are going to be damaging that breastplate either way. Once the armor piece is broken it won't be protecting you from either kind of attack. The only difference is that it might be harder to damage it with a sword than with fire.

Also, non-CC debuffs really should ignore armor. Things like Burning, Disease, and even Shackles of Pain need to be easier to land than hard-CC no matter the system. Once you can perma-CC an enemy it no longer really matters how quickly you can damage them or how much damage they can do, so these abilities need to come before that point.

Last edited by Sotanaht; 02/10/17 07:23 AM.