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[value1] / [value2]
value2 is a percentage in damage mitigation. If it says 20.50, it means you'll remove 20.50% of damage from the attack you take. This is increased by having strong armours and can be affected by talismans, spells, consumable, buff, etc.
value1, from what I noticed, is increased from leveling up some of your stats; mostly Strength I think but all stats can affect it. And this is where people say it's complicated, because normally it's substracted after applying the percentage of damage mitigation from value2, except it can be affected by the momentum of the enemy or something. Like, when Margit swings his stick at full speed, value1 will have less of an effected than if you took a small swing from a Godrick soldier with a hammer.
Edit: Here's a screenshot for illustration
https://steamcommunity.com/sharedfiles/filedetails/?id=3282722078
For physical, I have: 142 / 47.796
It means my armour and talisman combined will negate nearly 48% of damages from physical attacks. And after that, depending on how much momentum the enemy put into the attack, the game may substract up to 142 damages from the remaining amount of damage
I don't know the actual formula. I think some people online do.
So if you have a greatsword with 200 damage, motion value 1.2x then it's just 240 damage.
First reduced by percentage and then flat damage reduction. So if you had 50% reduction and 50 flat damage reduction it would be: (240)(0.5) - 50 = 70
I could be wrong, but that's how I thought it works