I've been trying to build an exact understanding of damage resistance (for the purpose of building a calculator) and, more specifically, debuffs to damage resistance, and I've reached a point where nothing seems to make sense.
I've been using various sources of info, including
http://sto.gamepedia.com/Damage_resistance and
http://www.jupiterbroadcasting.com/5953/cutting-the-cord-review-stoked-73/, with the spreadsheet linked on that page.
The problem is that below zero resistance that equation totally falls apart.
Here is some data I've been able to collect:
https://docs.google.com/spreadsheet/ccc?key=0AiiNqwqQEVhNdDFxYnJxNmRfaGhhTXByNlhaeVdVaXc
All the text in bold was found from the game ui. Text not in bold was calculated in reverse using the spreadsheet provided or other calculation in reverse from the percentages.
Rows which are partially red occurred as a result of a critical hit. Orange fields are ones which are negative.
Rows 7-14 are the values I got with disruptor breach. Row 7 used 4 tactical consoles, while rows 9-14 used none.
For now I've decided not to worry about the exact relationship between disruptor resistance and the other resistances that occur on a disruptor breach.
What I'm trying to figure out right now is how the negative damage resistance works for attack pattern beta 2/3. The odd thing I've found is that the difference between resistances before and after the debuff aren't what is advertised in the tooltip. APB2 seems to do -49.6, and APB3 seems to do something like -58.5.
The problem with this is if I extrapolate this into the negative range, I get a plot that looks like this: (with an additional point from the disruptor debuff which is probably -14.3)
http://img827.imageshack.us/img827/2434/capturecle.png
There's obviously a problem with this approach since the function would have to change concavity between the 3rd and 4th point going left from zero. What this seems to mean to me, combined with the fact that APB3/2 don't seem to do what they say they do, is that there's something going on with damage resistance reductions (esp. in the negative range) that we can't be aware of with the tools provided.
Does anyone else have any information about how negative damage resistance works? I'd especially love to see another spreadsheet from the devs like the one we got for accuracy/crit spillover and the diminishing returns for positive damage resistance.