Without going back into mechanics, which you can actually visually see from this calculator and this post, the main thing I'd say, is that the armor you choose to wear is now more closely related to the way specific builds play. Some builds, while they'll have the str requirement to use plate or similar high tier armor for example, should never seriously attempt to do so. On the other hand, High IF builds have much less to worry about when it comes to armor weight. Thus they should more easily be able to combine high armor with their high IF.
Cool thanks, didn't know that calculator was updated. I think this is the deciding factor for me to make a 7 IF and 2 shield build, instead of a 5 IF and 4 shield build. Seems a neat and sensibly balanced change, just worried that it kind off creates an all or nothing thing. Because the IF wpf modifier only starts having an effect after a certain value, I doubt many people will go for 3-4-5 IF and will instead go for either 0 or full.
As I am not entirely sure how this compares to how wpf was handled pre-patch, is the IF modifier an additional bonus that will effectively increase average wpf levels? To put it differently, will someone with 0 IF have the same effective wpf pre and post patch, or will he have less? I hope the latter because I feel like wpf levels will be high enough already, with the higher average level and all that.
Though I presume this question will be buried under many layers of hype.