I don't know the combat system you are using or are trying to make (how you define it etc.)
I'll try to give you a solution from a game called Runescape. You have 3 basic meele combat skills:
Attack - defines how often you will break through / makes the average hit higher
Strength - defines the highest possible hit
Defence - defines how much less you will get hit
The weapons you use have three types of "stat bonuses"
Attack bonuses - for eg. your sword has +100 slash but just +30 to crush
Strength bonus in your wep. will define the max hit that you be able to hit (more than with fists or worse weps.)
Defence will be for eg. +120 dmg resistance to slash but only +10 dmg resistance to crush.
When you get slashed with that wep. you take the slash stats of the wep and you add +100 to -120 you will find out that you have 20 damage resistance from slash, then using your combat algorythms you can define that the average hit you get when slashed will be low because your armor is better than the attackers atk stats.
When you get crushed you add -10 to 30 and you get that your opponent will have +20 dmg exceeding your armor. And that way the average hits you get will be higher
If I wrote something unclearl please correct and comment to ask additional questions