We know that Duarability and Hit Point Ratio are directly linked, as they both deal with the damage you're able to take. Using this theory, you can literally work out the advantage Hit Points were giving.
The Math:
Using you as an example. Your durability for this match was 85. This means that at a 25% all over Hit Point Ratio, your stock Durability is 85 all over. If you increase your head and your body to 30%, this gives you a 5% advantage on top of your already high durability, which equates to 4.25 in "Points", which makes your head and body durability 89.25. This means that your legs and arms, one the 5% swing is taken into account, stands at 80.75.
My Durability was 80, with a HPR of 25% everywhere, meaning that my highest durability was lower than your lowest. Simple logic dictates that I would have to successfully hit X (an unknown number dictated by your damage rating in Strikes and Grapples multiplied by how much damage each move does as standard, which I don't know off the cuff) more moves in order to damage you. In a game where its nearly impossible to hit a move without a reversal, this made Hit Point Ratio the single biggest problem we had with FPR.
The issue wasn't looked into at the start of the year, but several people had been complaining, so we looked into it - turns out it was just as bad as a former world champion's alleged "Stacking" of certain stats.
This could all be bullshit, but logic says otherwise.