The numbers you use as an example for
and
reduce the effective HP they gives versus physical and magic damage respectively, compared to their live values when considered independently of the stats of any particular champion that might build them.
Live
is 680 effective HP versus physical.
Your
is 540 effective HP versus physical.
Live
is 697.5 effective HP versus magic.
Your
is 612.5 effective HP versus magic.
The numbers are worse yet against true damage, the wrong damage type, and % penetration.
On the flip side champions usually do have high base HP values relative to base armor by the time they reach max level and would prefer resists over health.
Lets use
and
for an example as they have kind of close health but are on the extreme ends of the spectrum for base armor.
has 2106 base HP and 66.6 (lets round to 67) base armor at level 18, for 3,517 effective HP versus physical.
Live
puts him at 5,745 effective HP versus physical.
Your
puts him at 5,943 (rounded up) effective HP versus physical.
That is +198, or a 3.4% increase versus live.
has 2179 base HP and 109.1 (lets round to 109) base armor at level 18, for 4,554 effective HP versus physical.
Live
puts him at 7,005 (rounded up) effective HP versus physical.
Your
puts him at 7,164 effective HP versus physical.
That is +159 or a 2.2% increase versus live.
While both get more, the change is bigger for champions who have less armor even though the one with more armor had a larger base HP pool to multiply with the increased armor value.
Exactly what the change would mean for a specific champion would depend on how high or low there HP is before the item relative to their resistances. And of course what their kits might scale with.
The main result is that champions with high enough base HP would spike harder on early items versus heavy damage bias. And then they will scale slower off subsequent items until they get a dedicated HP item.
For those not familiar with the math, the formula for effective HP versus a damage type is E = (1 + R/100) * H.
Where E is effective HP, R is the resistance value (to factor in penetration and shred, adjust the stat before plugging the value in), and H is health.
When not accounting for any penetration or shred, this simplifies to 1 resistance is a 1% increase in effective HP versus nominal HP.