Resist tests

Actually, most of your results seem to suggest a 5* trinket is closer to a medium UV than a high; in fact, I suspect it's exactly a medium. There's one or two tests where a 5* was a half bar off from a medium, but since damage is probably tracked by the game in increments smaller than half-bars, that could easily be round-off error. I know I've had experiences in game where I didn't appear to take exactly the same damage from different ticks of the same burn.
Also: you list a "very high" bonus in several places, but it was my understanding that armor UVs didn't use that term. Is that a "maximum", or a combination of UVs, or what?
Based on checking a few arbitrary data points from your list, if we assume the numbers may be slightly off due to rounding, it looks like fire resistance probably causes exponential decay in the amount of damage you take. Going from "no resist" (13) to one volcanic piece (8) stops roughly 40% of the damage; if it's exponential, we'd predict two volcanic pieces to take about 4.7 damage. You list 4.5; that's equal within the available precision.
I suspect you could get better data if you allowed yourself to take burn damage several times in a row (without healing) and averaged the results. I hate to ask you to do more work after you've given us so much awesome data, but...I don't have the equipment to replicate your tests.
Also, is there any difference in the fire duration when you vary your resistance? I know there were some curse tests that said curse resistance affected the duration AND the number of items affected, so it seems plausible that other resistances could have multiple effects.

A simple explanation is often correct--especially in video games--so I thought I'd speculate wildly and see how close the results match up.
Assumed scale:
- Low = 1 point
- Medium = Trinket = 2 points
- High = 3 points
- Very High = Volcanic = 4 points
- Mad Bomber = -2 points
If this is true, then all of Tantarian's tests with equal amounts of resistance were within 0.5 damage of each other (see the table below); I'm willing to ascribe that variance to rounding errors.
That also means Tantarian saw 4 damage everywhere from 10 points to 13 points of resistance, so I agree that probably is a cap. Additionally, 4/13 = 30.8%, which is awfully close to the damage reduction monsters get when they're strong against our damage type, which is suggestive. So let's theorize that resistance causes damage to fall off exponentially until 70% resistance at 10 points (Tantarian doesn't have any tests at 9, but 10 is a round number). That means each "point" of resistance causes you to take about 11.3% less damage than you took without it.
Furthermore, I'll arbitrarily assume that the base damage was really closer to 12.8 than 13.0, because that seems to make things line up a bit better. That gives us the following table (Tantarian's experimental results are listed in parentheses at the end of each line):
-1 points = -13% resist = 14.4 damage (14)
0 points = 0% resist = 12.8 damage (13)
1 point = 11% resist = 11.3 damage (9.5)
2 points = 21% resist = 10.1 damage (9 - 9.5)
3 points = 30% resist = 8.9 damage (8.5)
4 points = 38% resist = 7.9 damage (8 - 8.5)
5 points = 45% resist = 7.0 damage (7.5)
6 points = 51% resist = 6.2 damage (5 - 5.5)
7 points = 57% resist = 5.5 damage (5 - 5.5)
8 points = 62% resist = 4.9 damage (4.5 - 5)
10 points = 70% resist = 3.8 damage (4)
Nearly all of those are within ~0.5 of Tantarian's numbers, but a couple differ substantially. The 1 point test is WAY off from my model, and 2 and 6 points are also too far off to be explained purely by rounding. The 1-2 point data is a bit sparse, so I could imagine that being some sort of weird error, but Tantarian's got five different experiments at 6 points that all agree with each other within half a pip, so...argh. There's probably something else going on in there.
That's pretty close, though.

I got about 100 fov self inflicted fire uses at depth 28 (vanaduke) wearing Divine Veil and Vog Coat.
I started at full health, and healed using the healing pads, but never healed to full health so as not to cap whatever rounding value was accumulated so far.
We have to assume the healing pads always heal the same amount per tick: h.
We have to assume fov always does the same amount of damage to yourself: d. But I never paid attention if it always does the same number of ticks, so decide which is constant, the tick or the full set of damage.
We have to assume each full pip of health has the same value, which may mean the last one has less health than a full pip: p.
I have it recorded but I'm sure as hell I'm not analyzing it :P send me mail if you want the video to analyze yourself, it will be huge of course, you can tell me the encoding parameters you can live with so I reduce its size.
What to do:
Lets say I start with 28pips of health, then your health: hp is 27p < hp <= 28p or 27p+k
Analyzing the video you can define valid ranges for d, ie 4p < d <= 5p
h seems to always regenerate 3 pips, never seen it doing a fraction, as such it equals 3p. You can sort of validate now by making sure it never healed any different than 3p.
You may assume k is integer and not float. And maybe you can figure out how much health a pip has ;P

>Also: you list a "very high" bonus in several places, but it was my understanding that armor UVs didn't use that term. Is that a "maximum", or a combination of UVs, or what?
Combination. Also I have long desisted from finding the actual formula after making a chart of my points and seeing it follow no tendency, plus the difficulty of not having proper numbers for how much resist you're wearing. Godspeed to you if you decide to pursue this task. I'm still available for data gathering though.

While not necessarily useful to your research I would like to point out something.
It's my belief that certain attacks by enemies have a different value of application, and that your resistance is both a resistance to application AND damage. When I do FSC, I carry the full divine set + a 5* fire pendant and certain attacks are completely unable to burn me (lava blocks, flame thrower puppies, zombies, vanaduke smash) while others are still able to burn me (oiler jelly puddles, flame vents) but when they do burn me, it was for an extremely short duration (it looked like 3 seconds initially, almost instantly ticking down to 2) I think part of the problem you guys may be having figuring this out is that not all applications of fire are equal; You'll need to find what appears to be the strongest source of flame application (say flame vents) and do the tests based off of those if you are searching for a perfect 'immunity' to flame. Seeing as I lack the tokens to get a second 5* pendant atm, I can't test divine + dual pendant so I can't help in that.
One other thing to consider, is I think that shields that list themselves as being naturally max against a condition (owlite) may actually have just infinite status resistance, because whenever flame zombies breath fire at me, they have a tendency to get bugged and breath it forever if I'm shielding, but my shield shows no signs of taking damage. I had a party stop attacking just to stare at me getting breathed on by 3 zombies and the zombies just kept on going never stopping, but neither my shield or I took any apparent damage.

We have taken that into account.
There is minor / moderate / strong fire.
All tests were done with FoV which causes strong fire on one self.
Kakelgis posted before the list of attacks you can gain fire immunity in #7.
The data on shields is interesting, but it's hard to test properly.

Tantarian said his tests were performed at depth 23 (a clockwork terminal), so I assume they all involved self-igniting with the Fang of Vog (which might very well be the strongest source of fire in the game).
I'm sure that resistance to a given status has more than one effect. Tests with Curse resistance earlier in this thread indicate that it at least affects duration AND the number of items afflicted; I wouldn't be the least bit surprised if it also affects damage received and/or the probability of being cursed. These may or may not all follow a single numerical pattern.
There's another possible theory that I'm hesitant to suggest, because it seems excessively complicated and difficult to test, but it would explain the "plateaus" in Tantarian's tests (where damage doesn't seem to change across several resistance values) and also the "immunity" people report in some cases (e.g. to status bombs in Lockdown). It's that each status actually has several manually-defined "tiers" of power (perhaps corresponding to tooltip descriptions "minor", "moderate", "strong", etc.) and resistance causes the strength of a status you receive to be downgraded to a lower tier (perhaps even with randomized rounding or something).
If the status is weak enough, high resistance can downgrade it to tier 0, and you get to ignore it entirely (the status bombs all cause "minor" versions of statuses, so they'd be the first things you'd gain immunity against in Lockdown), but you'd still be partially vulnerable to stronger versions of the status. For example, if your resistance reduces fire by "three tiers", then when you get hit with a tier 2 fire attack, you're immune, but when you get hit with a tier 9 fire attack, you still suffer a tier 6 effect.
But the tiers wouldn't necessarily be linear; that is, tier 6 isn't necessarily 2/3 as strong as tier 9. They could follow whatever pattern the designers decided...for example, maybe each higher tier does exponentially more damage! That would explain why resistance seems to give exponential protection in Tantarian's tests, but "rounded off" to some threshold.
But if we're assuming "manually-defined tiers", then they could "just happen" to follow virtually any other pattern we could think of, so in order to have any chance of ruling them out we'd need to test several different status sources (with different strengths) AND several different resistance levels--enough that the "low resist vs. weak status" range of effectiveness overlaps with the "high resist vs. strong status" one.
And there's lots of possible variations on that idea. Maybe the number of tiers reduced isn't linear with the amount of resistance you have! Or maybe damage, duration, and other variables all follow completely separate systems! Or it could be that the total damage you take over the entire duration of fire follows some straightforward pattern, and then duration and damage/tick are fudged to make that work out. We need to step back and apply Occam's Razor somewhere, but I'm honestly not sure where.

It would seem that the UVs aren't as strong as the natural armor resists or the trinkets. For example while a 5* trinket seems to be half of a volcanic piece it also seems to be more than a med UV.
To confirm this we would need to know what a Volcaninc piece + "Very High" is - which isn't included in Tantarian post. If that combination equals 5 instead of 4.5 than I think we can say that UVs aren't as good as the trinkets or natural protection (by a small margin).
Edit: Just read that the "very high" came about through combination - it could also be that Low, Med, High, Max increase in strength non-linearly (something like 1, 2.25, 3.75, 5.5) - therefore two Meds(ex. 4.5) would not be the same as Max (ex 5.5) - and a Low and Med (ex. 3.25) might not be the same as High (ex. 3.75) - by the small amounts that we're seeing in the data. However it seems that the 5* trinkets are exactly half of Max (ex. 2.75) so that two can equal a Max - or one volcanic piece.

Remember that damage is (we think) tracked in increments smaller than what the UI displays, so Tantarian's numbers are only approximate. Getting a 5 instead of 4.5 would not be conclusive.
A friend confirmed for me that equipping one piece of Mad Bomber gear plus a fire resist trinket caused their overall fire resistance/weakness bar to disappear, indicating that they exactly canceled out (or at least the UI thinks so). Haven't tested with a medium UV.
If we assume that the bar lengths are accurate, defense (not status resist) UVs are linear (with Max = 4*Low), and a medium is slightly less than a trinket. See here. I haven't measured resistance bars in the same way, though; anyone feeling inspired?

I started caring about fire resist UVs, so I decided to do some tests of this myself in FSC against Zombie breath's fire effects. Notation is (Damage in bars, duration). All equips are lvl 10, with no other relevant UV aside that mentioned.
FLOOR 25
(8, 7) Control, applies to both Starter equipment and Skolver Set
(4.25, 5) Vog Coat + AshTail Cap (with Med Fire UV)
(3.75, 4) Vog Set
FLOOR 26
Same as floor 25, aside the Control increasing damage from 8 to 8.25
FLOOR 27
(8.5, 7) Control, applied to both Starter equipment and Skolver Set
(4.5, 5) Vog Coat + AshTail Cap (with Med Fire UV)
(3.95, 4) Vog Set *
(7.5, 6) Ash Tail Cap with Med Fire UV only (Skolver Coat) **
(7.5, 6) 1 Wetstone Pendant **
(5, 5) 2 Wetstone Pendants ***
(5, 5) Vog Cap only (Skolver Coat) ***
------------------------------------------------
Assumptions are that the healpad in floor 27 heals exactly 2 hearts per instance, which allowed me to inflate my overall HP beyond the normal 29/30 HP that the 4*/5* equips allow me (healing interval was +20hp to avoid errors by not reaching health cap).
* 23.5 damage over 6 breaths, 27.5/7
** 22.5/3, 45/6, 67.5/9, Matched exactly for both
*** 25.5/5, 45.5/9, matched exactly for both
------------------------------------------------
Conclusions:
Occam's Razor from these numbers, 1 Wetstone matches Med UV, 2 Wetstones match a Vog Piece. Also, allowing for a Wetstone/Med-UV to have a value of 1 with Vog set as a 4: 1 is near worthless, 2 is at least where the damage is decreased significantly (2 wetstone or a vog piece), but from then on are diminishing returns.

@Volebamus Thanks for that - I guess some of Tantarian numbers just confuse me now but at least that seems to confirm Wetstone is Med and Med is half of Max.
I'd still like to know why Tantarian numbers seem weird though maybe it's just that low is weird (not quite half of med) and wherever he's using low we get those strange numbers?
Also I wouldn't say that having bonus beyond a single Vog piece is worthless - while the damage decrease is minimal from that point I know that you gain immunity to the lower chances of fire at Vog + Vog + Wetstone. For example the zombie swing (Maybe a fair chance?) can no longer light you on fire at that point but can when just Vog + Vog. Decreasing chances is probably more important than decreasing damage anyway.

No, I meant a value of "1" by itself (which is just 1 wetstone or a med fire UV) is relatively useless, as the damage drop went from 8.5 to 7.5, though the value of "2" (2 wetstones, a Vog piece, or possibly also a Max Fire UB) went from 8.5 to 5.
True about dropping probabilities of fire from part-fire attack sources, as whenever I used just one vog piece I get lit on fire much more often from normal FSC zombie swings. However, that I wouldn't dare to really test just due to the time needed to collect the data for that.

I might go buy a few magic pieces (assuming 2* resist is the same as low) and do some testing with a Fang of Vog myself with probabilities. Could someone confirm that resist from 2* gear is the same as a low UV? That would help a lot.
They are damage bars, not seconds.
These numbers are for fang of vog at depth 23, (without using any sword+ damage thing, since those increase the damage).
All other numbers from other stuff in other depths will probably not match.
And yes, the 4 dmg burn corresponds to the fire resist cap.