So ive used ds yoda multiple times and while I think he's a very reliable toon i don't fully understand how his defense siphoning works. I've read his abilities over numerous times but I don't see where how much he siphoning or if there is an indication that it's working like a buff icon. Can anyone tell me how this works?
Armor and resistance aren't quite as straightforward as offense stats, especially from a stat scaling perspective. The game expresses these stats in the form of percentages, but that doesn't really paint a clear picture.
Armor and Resistance both work the exact same way and with the same formulas.
There is an underlying value for each. Let's call them "DefenseA" and "DefenseR" in order to avoid confusion. What the game calls defense is basically just (DefenseA AND DefenseR).
So to stay with your example, a character starts with 51.06% Armor and 36.22% Resistance.
DefenseA = (Armor x CharacterLevel x 7.5)/(100-Armor)
DefenseR = (Resistance x CharacterLevel x 7.5))/(100-Resistance)
Thus, in your example DefenseA = 665 and DefenseR = 362
Now, the alterations from mods comes on top. Percentages are calculated form the base stat and flat gets simply added. Let's say your mods give +50 flat and +44% percentage defense. You would now have DefenseA = 665 x 1.44 + 50 = 958 and DefenseR = 362 x 1.44 +50 = 571. An easy way to confirm this is to calculate the Defense Values without any mods and then add a mod with defense and recalculate the values. You will get the same as the char screen shows you (bar some minor rounding).
To get the new Armor and Resistance values you use the formula the other way around
Armor = (DefenseA x 100)/(DefenseA+(CharacterLevel x7.5))
Resistance= (DefenseR x 100)/(DefenseR+(CharacterLevel x7.5))
Which would give you new values of Armor = 60.04% and Resistance = 47.24 %
These are what I call "Modded Values". They are what's shown on your stat screen and what you go into battle with. Any defense change from e.g. uniques, leaderships, buffs etc. that happens infight will be calculated off of these values. So a 75% Defense unique would e.g. mean DefenseA = 958 x 1.75 = 1677 -> 72.46% Armor and DefenseR = 571 x 1.75 = 1000 ->61.07% Resistance.
You sometimes need to be careful in what order stats get applied. Uniques get resolved in order of placement, then leaderships. Buffs and subtractions you have to do because of Armor/Resistance penetration etc.
Bonuses can be additive (e.g. two 75% bonuses combine for a 150% bonus) or multiplicative (1.75 x 1.75 = 3.06 -> 206% bonus). You can find the exacts which ability works which way on the swgoh.gg ability mechanic pages by clicking on the ability in question. Be aware that some of them can be inaccurate at times though.
Take for example my Sith Empire Trooper:
He has an armor value of 75.8%. Using the first formula above, this comes out to a DefenseA stat of 1,997. His unique grants him +100% defense, so we would double this final value to get 3,994. If we plug this final value into the second formula, we wind up with a final armor value of 86.2%.
When siphoning defense, you're just siphoning a percentage of that raw numeric value we got from the first formula above, adding it to your current raw numeric value, then it is converted back into a percentage to calculate how much damage is mitigated. Unfortunately none of these values are shown in-game (besides the siphon stacks), but it's neat info to have.
My DS Yoda has 63.7% armor, which comes out to a DefenseA value of 1118.7. He gains +30% defense from his unique, bringing this up to 1454.31 (69.5%). Let's say he uses special 2 to grant an ally Dark Master's Training, raising his siphon stacks to 10. Then he uses special 1 on my SET to siphon 10% of SET's defense. 1454.31 + (3994*0.1) = 1853.7.
His armor would come out to: (1853.7 x 100)/(1853.7+(85 x7.5)) = 74.4% after siphoning once, with diminishing returns on additional uses