Exactly dude, i and a few others made this suggestion before in other threads, if they are going with 3 sources or damage (cut, pierce, blunt) it's a no brainer that they should also have 3 sources of armor to counter those and create better gameplay.
In another thread i had suggested a system where armor rating was divided into deflection, absorption and hardness and each armor piece would have different ratings on each of those based on tier and visual representation, this way you could tailor your character to better protect against the most threating damage types you would typically face but no armor would be good against everything.
Maille would provide superb protection against cut, medium against pierce and low against blunt for example, the possibilities are endless in a system like this!
I know something like that would never be implemented by the devs, it doesn't pass the "can a 5y old handle it?" check so maybe modders will save the day but armor really needs a rework anyway.
This could feel more naturally.
I already wrote (another thread) that i could make sense if the energy of an attack gets calculated, and thats blunt then.
And damage can only become cutting and piercing if it gets through a certain amount of armor.
So armor could have 3 different values :
R) the Rigidity
F) the Firmness
C) the Cushioning
First R gets substracted from the damage.
If the remaining damage is from a Cutting weapon,
it gets checked against F.
Anything above F becomes Cut,
wich should result in higher damage,
while in addition ignoring C.
If the remaining damage is Pierce,
it gets checked against F also.
The damage should be higher than Blunt and lower than Cut (or depending on hit location), but F would be loweredt.
Parallel to that damage-bonus-calculation the base-damage gets calculated, wich would be the same for Blunt and Cut/ Pierce wich falls below F :
Also R gets substracted as a fixed number, but then a divider substract a percentage for C.
How could this look like ?
I compare a chain coif to a plate-helmet.
The coif gets R=0. The helmet gets R=10.
This should help against fists, stones, improvised wooden weapons.
I want them to e both equally effective against Cuts.
I give the coif an F=30.
The helmet already has an R=10, so i give only F=20 here.
Now both come along with some padding,
so i give them both C=15.
Nevertheless the helmet would be more effective against blunt,
due to it's R=10, wich gets substracted prior to C.
The helmet would be also more effective against Pierce.
Because Pierce would only lower F, but not R.
( sorry for having looked only at first pages of the thread )