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Getting a +5 bonus to natural protection when your natural protection is already 22 is a big deal. It's an even bigger deal when you never fatigue out. If you're playing against humans you are going to need Shock resistance, but you're pretty well protected from most other forms of attack.
But the bottom line is that when you have 22 natural protection, most attacks do 5 damage or less, so with hard skin most attacks just bounce.
If the answer is that your sacreds already have such good protection that they typically take less than 5 damage per hit, then hard skin will likely be better, as it will reduce damage from those hits to very near 0, which is a drastic improvement in survivability, especially if you also have regeneration to counteract the occasional hits that do make it through, which is much more than you would get from fortitude. (Note this is true even if the unit has no innate natural protection, like a LA Agartha blind fighter -- hard skin still is great at turning scratches into nothing. Yes, it stacks better with basic protection than it does with armor protection, but anything that has enough armor to significantly diminish the stacking will be something that has so much armor that most hits won't do much to it, so it'll be more useful to subtract a constant from each of those hits, making many of them zero, than it is to just cut them each in half.)
If the answer is instead that your sacreds very often take more than 8 damage per hit, then fortitude will likely be better as it will subtract off more from such hits than hard skin would. So, e.g., EA Kailasa depends on awe and defense skill to avoid hits, but when hits get through they hurt a lot, and it's better to cut that heavy damage in half than it is to just subtract 5 from it.
For many sacreds the answer will be somewhere in between those thresholds (i.e., in the 5-8 range), where hard skin and fortitude both amount to roughly the same thing.
The cutoff is actually 10 damage. If Fortitude halves 10 damage, it's only stopping 5 damage, which means it isn't better than Tough Skin. Fortitude is only superior when it stops 6 or more damage, which means you have to be getting clocked for 12 damage - which is a pretty rare event for most units.
While I agree that Kailasa Apsaras and Flagellants who have no protection at all and routinely get shanked for 15 damage and more when they are struck at all are good targets for Fortitude, creatures who have decent protections already are almost always going to want the Hard Skin. Even if a considerable amount of their protection comes from armor. At Armor-based protection 16, Tough Skin provides 3 points of net protection. And that would fall behind Fortitude at 8 damage (which is to say 24+ pre-protection damage). And that's only really coming up while fighting Giants. If that 16 protection was coming from natural protection instead, you'd get a full 5 points of net protection and Fortitude would only pull ahead with 12 net damage - which would come from a 33 point attack that is unlikely to come even from a Jotun's ax.
The times Fortitude is better are actually a bit rare. You have to have very large armor-based protection (example: Sacred Knights), an assumption that you're going to be replacing your natural protection with a set value (example: Sacred commanders with Earth magic), or virtually no protection so that all attacks that hit are very large (example: Apsaras).
Guess i'll go for Hard Skin and Stygian Flesh, helps my Mages much better against massed arrow, no? And would Barkskin add further to the protection value?
They don't stack so it's a bit of a waste to take both blessings. If you do you'll end up with 10 natural protection against mundane weapons and 5 against magic (assuming 0 natural prot on your sacreds).
Barkskin will do very little apart from give you protection against magic weapons if you already have stygian flesh, as it'll overwrite the hard skin bonus.
Invulnerability isn't the same as natural protection so you won't even get the +1 from barkskin which it gives if your natural prot is already 10 or higher.
Fortitude is applied after protection. Think of it as a scaling protection boost. 1 point of protection if you were going to take 2 damage; 2 points of protection if you were going to take 4, and so on.
Hard Skin boosts protection and does not play nicely with other effects that set protection to specific values. So if you Hard Skin + Barkskin or Stygian Flesh, you get +5 Protection and then your Protection is set to 10, thus rendering the Hard Skin useless.
For Marignon specifically, I would say that Fortitude is a better pick than Hard Skin. All those naked sacreds who will take 10+ damage every time they get hit by weapons.
The reason I suggested 8, rather than 10, for the rule of thumb is that most sacreds have some sort of armor protection, so suffer some diminishing returns with the natural protection from hard skin, making hard skin more often prevent 4 damage, rather than 5. Also, piercing and armor-piercing damage are quite common and ignore a portion of protection, so that too makes it fairly unusual to get the optimal -5 damage from hard skin. Of course you're right that naked sacreds can prevent 5 damage with hard skin, so for them the break-even point, versus non-piercing damage would indeed be 10 (though even that gets a bit messy when you consider bonus damage from slash and from blunt-to-head). Conversely sacreds with decent armor/helmet will prevent less than 4 damage with hard skin, especially when facing (armor-)piercing damage, so for them the break-even point would be lower than 8. 8 struck me as a good compromise to mention in a rule of thumb.
(There are actually a whole lot more complexities lurking here. E.g., incoming damage isn't always equal to the average amount, instead it comes in a lopsided distribution around that amount. Fortitude is much better versus abnormally strong hits; hard skin is better versus weakish hits. Computing the actual performance of these would require an expected value computation over all of these possible outcomes, and would probably also require taking into account other features about the survivability of the sacreds. E.g., if the sacred has low enough HP that an unlucky hit might kill it, and strong enough defenses and regeneration to come back after any minor hit, that might weigh in favor of fortitude to prevent disastrously fatal hits, even if the expected total damage taken under hard skin is lower. I didn't try to go into any of those details, and instead just suggested a rule of thumb which will be close to right in most scenarios.)
For the task of making sacred units more protected in lots of circumstances, Stygian Flesh is often better than both of these, because it's cheaper, provides more damage mitigation than hard skin (for any sacred with less than 5 natural protection, against non-magic damage) and also often more than fortitude (except for really strong hits). Sure, Stygian Flesh can easily be countered by magic weapons, but it's nice and cheap and you'll probably find more than enough places you can use it (e.g., fighting indies or PD) to justify its cost. But I definitely wouldn't want to rely on this to keep thugs alive, as its so easy to counter.