The only logical choice here is adding CC resistance chance to both amour.

You have 100% amour on? good, you're immune to any first CC spell casted on you. After that your chance go down gradually as enemy attack/throw spells at you. It isn't much different than current system, it just isn't 1+1=2 boring shit that promote "DAMAGE! DAMAGE!" above all else.

Say you have one mage that specialized on CC spells, that mage is the most useless crap ever has in party.
Because there is little damage, get punished for not focusing on 1 or 2 schools, CAN'T do jack first few turns.

It's just horsecrap of this armor system that make non-damage focused build go total useless.

Of all thing, combat in this game should be unpredictable because of finite enemy and finite encounters. RNG adding good element for the game to feel "alive"; just as how real life is never 100%.

This kind of armor system obviously come from the idea of 6 AP max bullshit some idiot in devs team think of.

Edit: beside, this armor system make some skills LITERALLY useless. Taunt bounce off armor? ok, let me strip my armor down so you can taunt me wtf?

Last edited by Violet Gekko; 04/10/17 12:15 PM.