I've been reading up on everything I can find regarding how exactly defense translates into damage. The problem is, the results don't all consistently indicate the same thing, and there's no truly conclusive test that's been done that I can find. So here are my questions:
1) There are three options for how defense works: diminishing returns, constant returns, and increasing returns.
Diminishing returns - If one equip takes off X% of the damage, the second equip of the same type takes off X% of the remaining damage.
So which is it? Specifically, if I'm going up against an attack that deals 50% normal and 50% piercing, would I be better off with two equips that resist normal, or one equip that resists normal and one equip that resists piercing? And how much better off would I be?
2) The defense bars in the character screen. Are they really worthless?
3) Damage types. Does nearly everything really do partial normal in T3? And if so, is it true that attacks that do partial normal are 50% normal or can they be something else like 25% normal?
4) Status effects. Does a status effect chance really have no effect on the damage dealt by an attack?
5) UVs. Is a high UV really roughly equivalent to the defense typically offered on an equip? How much better is a max UV?
I'm really not looking for specific blow-by-blow damage calculations, although that would be nice. I'm really just looking for the general idea of how equipment affects how you take damage and how best to prepare for any given area defensively. And how certain anyone is as to the truth of any of these things. Thanks in advance.
1. As far as we know, Diminishing Returns is the manner in which damage defense and status resistance works:
http://wiki.spiralknights.com/User:Antistone
You should be better off with one piece of each defense, against a split attack the defense should come out to 50.6% vs 44.1%. I've tried testing Full Vog vs Skolver/Divine and it seems to be the case. The different between 50 and 44% though is like 0-1 pips of damage depending on the magnitude. Personally, I'm much more worried about getting hit by a pure damage attack when I'm using a mixed set. That hurts much more.
2. Defensive bars seem accurate now. Previously UVs were too strong for their size and some trinkets simply didn't work. That has all been fixed as far as I can tell.
3. Yep, lots of normal in T3. In T3 I think it is always 50%. Haven't looked closely.
Edit - I should clarify. In T3, if an attack is split normal/special it seems to be half and half. For example, a wolver bite is split in T3 between normal and piercing. If you have just Shadow/Elemental defense then the number of bars falling off should be even between red and yellow. If you are wearing full Vog, you'll see a lot more yellow than red bars falling off.
4. More soon...