Defense Up

Defense Up is an ability that reduces damage taken from all attacks by up to 30%. Inkline gear has a 5x chance of rolling this ability.

Use
Unlike Damage Up, Defense Up can lower thresholds on certain enemy weapons. For example, the .52 Gal does 52 base damage, which is a two-shot splat on normal Inklings. Defense Up can drop the weapon's damage to below 50, making it a three-shot splat with the .52 Gal. This allows players to take extra hits from certain weapons. However, if an opponent has Damage Up, then the effect is canceled out, as the damage boost will again bring the weapons' "shots-to-splat" back up to normal.

.52 Gal and .96 Gal become 3-hit splats at 3 subs. Sploosh-o-matic becomes a 4-hit splat at 3 mains. Splattershot and Hydra Splatling become 4-hit splats at 1 main. L-3 Nozzlenose becomes a 5-hit splat at 3 mains and 2 subs. Dual Squelcher, Splash-o-matic, N-ZAP '85, Splattershot Jr., Mini Splatling, and Heavy Splatling become a 5-hit splat at four subs. Jet Squelcher becomes a 5 hit splat at 1 main and 5 subs. Aerospray MG becomes a 6-hit splat at eight subs. Inkbrush becomes a 6-hit splat at one sub, a 7-hit splat at seven subs, and and 8-hit splat at 3 mains and 7 subs. Tri-Slosher becomes a 3-hit splat at 1 main and 5 subs.

Gear
Defense Up is the main ability of:

Calculating damage
a = Ability Points of Damage Up = 10 × [Number of Damage Up Main Slots] + 3 × [Number of Damage Up Sub Slots] d = Ability Points of Defense Up = 10 × [Number of Defense Up Main Slots] + 3 × [Number of Defense Up Sub Slots] A = (0.99 × a - (0.09 × a) ^ 2) / 100 D = (0.99 × d - (0.09 × d) ^ 2) / 100 When Damage Up ≥ Defense Up Damage = [base damage] × [1 + (A - D)] When Damage Up < Defense Up Damage = [base damage] × [1 + (A - D) / 1.8]