From the patch notes 1.7: "Increased the Spell and Armor Resistance from dungeon monsters to 18% from 9%."
I like that

It bridges the character gear and CP profile we choose a bit between PVE and PVP: Monsters get Armor Resistance like we all have. Penetration is usefull in both playgrounds.
In the same line of reasoning:
why not add more dungeon monster crit damage in PVE,
encouraging more hybrid choice of traits for players that like to play in both PVE as, especially now with IC, some more PVP. And of course the other way around.
Impenetrable is usefull in both playgrounds.
Without the sorrow, for more casual players, to have two very different set of gears AND profile of CP distribution.
Edited by hrothbern on September 1, 2015 2:15PM "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU