I know that most enemies in Tier 2 and 3 deal split normal and special damage, but is it split evenly? For example, Rocket Puppies are said to deal both normal and elemental damage, but some players have reported blocking their shot better with a Volcanic Plate shield than with a Grey Owlite. Similarly, Trojans are said to deal both normal and shadow damage, but according to the data, Ancient Plate armor stops their attacks better than, say, Dread Skelly. The evidence suggests that they don't always split it evenly, but I could be interpreting the data wrong. I'd use the search bar to show you this data, but I'd rather not take the trouble.
Do enemies split damage evenly?
Depends on enemy and tier. You'll have to do multiple tests. Trojans cause stun/shock. Rocket puppies have fire.
That may also influence ironmiight/volcanic.
Those are status effects, not damage types though.
Little-Juances point is that as far as shields are concerned, both damage and status effects are forms of damage. See "Shield" or "Shieldbearer's Guide" on the wiki.
Let's try an example. Rocket Puppy shots deal normal, elemental, and fire. VPS resists normal, fire, and stun. GOS resists normal, elemental, fire, and shock. Assume for the moment that the GOS's normal and elemental resistances are equal, and that we can factor out the fire resistance as a constant between both shields. The rocket deals X normal and X elemental. The GOS resists Y normal and Y elemental, and the VPS resists 2Y normal. When the rocket hits the GOS, the shield will subtract from both the normal and elemental damage, yielding 2Y-2X. When the rocket hits the VPS, the shield will subtract only from the normal damage, yielding 2Y-X. The VPS should take more damage from the rocket, but the evidence shows that it takes less.
If the reports are true that the VPS tanks rockets better than the GOS, then we are left with three possible conclusions: either damage is not split evenly (in the case of the rocket, favoring normal), fire deals normal damage, or holding the fire resistance constant was a mistake.
Let's focus on status resistance for the moment. Does the fire resistance
- reduce a constant amount of damage from the attack (e.g., Strong fire deals X damage, and GOS resists X fire)
- reduce a percentage of damage from the attack (e.g., GOS resists 100% of X fire damage), or
- reduce a percentage of damage from the attack based on the resistances (e.g., GOS resists 100% of X fire damage Y times from normal resistance, while VPS resists 100% of X fire damage 2Y times from normal resistance)?
I would have to do my own tests to determine whether or not the VPS really does take less damage from rockets than does GOS.
The changelog said something along the lines of:
T1: Pure normal damage for all enemies
T2: Half normal, Half something (normal, shadow, elemental, pierce)
T3: Pure something (normal, shadow, elemental, pierce)
I am not sure that this is completely true though...
However, I do have a relatively good answer to your dilemma: Volcanic Plate Shield has higher shield Health Points as opposed to Grey Owlite Shield, thus blocks some damage better due to having more shield Health Points.
EDIT: okaay I think it's my 2nd explanation then ._. (keep ^ for reference)
Oh... Trojans... well...
APS is better at stopping Trojan smashes because the Trojan is doing normal damage as seen by the red attack indicator before one attacks.
VPS may be better at stopping Rocket Puppy's because the Rocket Puppy is doing normal damage, but I do not recall at the moment if they have the red attack indicator or green attack indicator.
The wiki says that most of the T3 enemies deal split normal/special damage, while others deal pure special and none dealing pure normal. In T2, they either deal pure normal or split normal/special with none dealing pure special. In T1, they all deal pure normal.
According to the wiki images, the VPS and GOS both have the same health. Do you mean normal resistance?
I'm not entirely certain how split damage works... but if you wanted to test it, you could probably do so. I don't have an owlite shield, but I do have a volcanic plate shield (Albeit with a fire med uv) that I use from time to time.
You says the "Split Damage" so... It depends on how it is split.
Using Trojans as an example:
-Trojan smash is highly normal (as seen by Ancient Plate Shield being extremely effective at blocking Trojan smashes), the attack indicator is red.
-Wiki says, normal, shadow, stun.
I now believe that the majority damage type is shown. So the Trojan smash is split high normal, low shadow.
@Qwez
The trojan smash is pure normal, with the exception of a few trojans in FSC that have about 80% normal 20% shadow. How do I know that there's no shadow damage from trojan smashes? My SSB can take the full hit (barely) and even when it breaks and I take damage, not a single shadow pip falls to the ground. This is why the APS can tank trojan smashes so much. It has insane normal and stun resist, while having a ridiculous amount of health. This is also why it's good at tanking Vana smacks, since it has huge normal and stun resist, which are two things that vana deals in high quantity. Get a fire, elemental, and shadow UV combo (max of course) and it becomes the best shield for FSC, bar none, since them fandangled zombies do normal and shadow, trojans do normal and shadow, vana does normal and elemental, and almost everything does fire.
Rocket Puppies do an equal split of normal and elemental damage. The Volcanic Plate Shield has higher normal defense than a Grey Owlite Shield, along with the fire and elemental resist (I believe) so it's able to tank rockets much better.
Rule of thumb: A melee attack from an enemy is 50/50 normal/special damage. A ranged attack is 100% special damage. Example: The bullets that kats spit are 100% shadow while their bite attacks are 50% normal and 50% shadow.