"Weapon type" or "Attack type" damage reduction UVs

We have UVs that increase the damage of a specific weapon class, but why not the reverse? The concept is simple: UVs that reduce the damage of a specific weapon class or type of attack. The defense bonus would mirror the damage bonus of the same level.
For instance, say we have a knight with max damage bonus to all weapons. He attacks a knight with maximum gun defense UV. If he were to use a gun, he would deal damage as if he had no damage bonus to begin with. If he were to use a sword or a bomb, he would do his maximum damage output.
Now, how would this apply to PVE? Not all mobs have weapons, but they still have ranged, melee, and aoe attacks. Sword damage reduction would reduce melee damage, gun ranged damage, and bomb aoe damage. On top of this, some mobs could have weapon damage reductions of their own. Imagine vanaduke having ranged damage reduction...
As for the oddball weapons like the brandish lines and catalyzers, the type that increases it, decreases it.
Also, these bonuses would be tied to defensive armor lines, trinkets, etc., but not obtainable via UV rolling.

This idea does not make armor weaker in anyway. It's simply a defensive alternative to damage bonuses.
Think of it this way: You know how we have wolver, gunslinger, and demo lines that give damage bonuses to specific weapons. What if, say, Jelly, skelly, and magic cloak series gave defensive bonuses against certain weapons or attack types? Keep in mind, as mentioned in my OP, these cannot be obtained via UV rolling so you cannot get them on the wolver, gunslinger, or demo lines (or any other lines that do not have them built in). They will only be built in to certain armor sets, trinkets, maybe a few shields.
Also, keep in mind that damage bonuses indirectly make armor weaker.

If it makes it stronger against certain weapons, might as well use the defense UVs.
Damage bonuses DO NOT make armor weaker, it makes the attacks stronger in damage. If it did weaken armor then that would make all other players /enemies weaker, shouldn't it?
Wolver, Gunslinger, and Demo armors were made for people who use those weapons, the Jelly, Skelly and Magic cloaks were made for the defense purely.

The problem with the current defense UVs is they only increase defense for a specific damage type. This is easily bypassed by simply using a weapon of a different damage type. Weapon/Damage bonuses count for all damage types, albeit for specific weapons for weapon bonuses. Doesn't matter if it deals elemental, pierce, shadow, or normal, if it's the right weapon it benefits. On top of being near impossible to max, the current defensive bonuses simply do not compare to the offensive bonuses.
Also, I said damage INDIRECTLY makes armor weaker, of course it does not have a direct effect on armor. Many tests have been done in the past supporting that armor is a flat reduction, while damage bonuses are a percentage increase. Basically, the more damage you have, the more useless the armor of your target will be, seeing that flat reductions have a lesser effect percentage-wise on larger values.

I like this. In fact, I think it'd go great on Plate sets.

At first glance I thought your idea was useless. Now that I took time to think about your idea, it would add value to certain items. Lets take Black Kat Cowl for example. It has high damage, however, since there is no armor with high damage you can only get ultra or maximum(with Barb Thorn Shield or Striker Boost in LD) With this in mind you have two choices. Skolver or Vog. Skolver will give you Max damage but one extra damage is wasted. Remember, Skolver+Black Kat Cowl+Barb Thorn Shield = Max damage or +7, with one of those pluses being wasted. Vog will give you Ultra damage with Med asi(or VH asi with striker boost) this means that Vog doesn't waste the bonus but this doesn't solve the problem for Black Kat Cowl/Skolver hybrids. If this was implemented then having +7 damage would be useful because even if your damage was reduced by 1 you'd still have Maximum(It also gives Skolver/Black Kat hybrids a purpose, although they are probably rare.) The other reason I like this post is because it would create more types of armor with weapon/damage reduction abilities. It would also increase the use of plate, which is also rare.
+1

I don't think that would work, Kyrie, because the game doesn't know anything beyond Max +6. if you have +7 attack and they have +6 defense, you aren't going to do +1 dmg against them. You're going to do normal dmg, since both the bonuses are "maximum!" and cancel each other out.
@OP, you say we have UVs for Damage Bonuses. We don't.

I was going to do this not long after MVM came out for TF2 but I was going to make some numbers instead of using the generic 7% per +1, since if you combine additive defense with a max 42% resistance ("defense" being additive and "resistance" being percentage for defense against damage types in this situation) in case people become completely invincible to certain combinations, especially more than one at at time like resistance to one attack type and high defense against two damage types or even worse two attack type resistances and a big damage type defense. For the latter I decided if I put the whole soliding thing up in my thread nothing would give more than one attack type defense by itself, so no torsos with +X melee and +Y bomb/area of effect at the same time but you could have a helmet with +W gun/projectile defense while your torso gives +U melee defense. Then I bumped into the problem of putting damage type defenses on things that already have plenty of attack type defenses.
Specifics on this kind of stuff is one heaven or a ride.
Sounds horrible.
Some UVs that make your weapons and armor WEAKER?
If someone had MAX defence, they have to take some damage at LEAST or they would be overpowered murderers in PvP.
Sorry if I misunderstood.
-1