Minimum number of hearts for "Last Stand" Effect?

Greetings,
I've noticed this game has somewhat of a last stand system. When your health is above X amount of hearts, you won't die from just one attack. It leaves you at one heart.
How many hearts is this, because I've died while having 2 hearts.
I googled, but.. is kind've a hard google search.
Cheers,
-PetPrincess
If an attack would kill you, it deals half the damage it normally does. If you would still die from the halved damage, you die.
That's only what I get from casual observations when playing, though.

I always have the effect, and I use mixed defense, I get hit, pick a couple hearts, screw up and get hit again, more hearts, and so on. I may have observed wrong though and just am lucky.

I swear by having three pips before it happens and I abuse this a lot.

I went into FSC once in Proto Armor by mistake. The spikes in T3 should outright kill if you're in T1 armor. Always had it knock me down to one bar, and then death. It could be a different number of bars depending on how much health you have. I believe you are guaranteed at least 2 hits while in the clockworks. One to put you at "last stand" (THIS IS SPARTA!!!!!) and the other to send you to the grave (this... is not Sparta evidently...).
~Gwen

"One to put you at "last stand" (THIS IS SPARTA!!!!!) and the other to send you to the grave (TONIGHT...WE DINE IN HELL!!!!)."
fixed that typo for you. =P

Just an observation, but it may have something to do with the level of armour you have on
I once remember being able to live through a big hit even with 2 health wearing 2 pieces of 3* lvl 10 armour/helm.
I upgraded them both at the same time and died in 1 attack with 5+ health.
still not sure, but i know many times i've lived from an attack that should have killed me when i only had 2 health

This is why having a little bit of every defense is good. I can take three hit's at least from anything. Plus a backup FSC set.

@Velcro
If you where only showing 1 pip and you could not revive a teammate it means you really had 0.75 pip which shows the same as 1 pip & you need at least 1 pip to give a mate 0.5 pip.

Mohandar... I love you. Hehe, that line is a helluva lot better then the one I had. :D
~Gwen

Hello again,
As of yesterday's hotfix patch, I find I am no longer getting the last stand effect. I'll be at 6+ hearts and still die to one attack as opposed to before where you were left at 1 pip.
Has anyone else noticed this change?
is Seraphic Mail terrible terrible armor that should never be worn unless you're trying to heat it up?
Your input would be appreciated, 'cause it's rather annoying dying with so many hearts left when you didn't before.

@Petprincess Seraphic is great, just don't try to tank piercing or elemental damage with it, and avoid exposure to sparks and open flames.

I was last standing in a group, but solo I didn't get a single last stand.. is curious..

TL;DR the whole thread but...
a Fire trap's initial damage will not kill you if you have 1 1/2 or more HP. But getting hurt again or the fire/ burn damage will
Good to note for FSC runs
and that's my 2 crowns

@Mohandar
What is it with you 'Toss and your last stands? Take a lesson from the Terran and run away once in a while.
@Topic
I hadn't actually noticed this until seeing this thread, but you're right. Rarely does a Lumber one-shot anyone. I'm not sure what the formula is, but it always seems to leave you with .75-1.25 pips.

If the Knight has over 1.5 health, Any strike capable of killing a Knight will set him exactly to 1.0. Fun fact: this is the minimum amount of health necessary to revive someone up; reviving someone with that much health will earn you the Walk it Off achievement.
Like Xylka mentioned, if you are Shocked, on Fire or otherwise taking damage continuously, don't count on the protection. Even if you don't die at the damage tick where it kicks in, the next one will end you.
If you are at 1.5 pip or below, the next strike capable of killing the knight will kill the knight, plain and simple. Eating up hearts to increase yourself to 2.0 health or above will grant you protection again.
Disclaimer: A trick I've tried is to just heal myself up to 3.0, then when damaged again, heal just a little again. In a way, it conserves hearts. In the long run, is not worth it; actually learning to dodge has much better long-term benefits.
I've had it happen at one and a half pips. I have 'not' had it happen at one pip.
Also, I have never been able to revive someone after a seemingly "Last Stand" damage event and I've always been left with 1 pip showing.
Additionally it seems to happen more the more defense you have against the attack.
My bet is that it's some sort of probability that depends on how much defense you have against the incoming attack, where it will stop working if you're at some 'minimal' health.
Other than that I don't really know anything more about the mechanic