wait wut. ever increasing returns?
vers components are multiplied assuming you are taking damage most of the time. (note that this formula is assuming the damage reduction is linear gain, which it probably isnt)
if you have 1 vers, combine 0.15% damage/heal + 0.075% damage reduction into a single gain %, you get (100% + 0.15%)*(100% + 0.075%) = 100.2251125% = 0.2251125% gain.
that is 0.0001125% more than if it was linear 0.15% + 0.075%, not much for 1 stat
but if you have 70 vers you get (100% + 10.5%)*(100% + 5.25%) = 116.30125% = 16.30125% gain.
compared to linear 10.5% + 5.25% = 15.75%, multiplicative is 0.55125% higher.
ill admit its also not that much but if you want to maximise everything it makes a difference
just for comparison if you have an unrealistic amount of 1000 vers you get (100% + 150%)*(100% +75%) = 437.5% = 337.5% gain.
compared to linear 150% + 75% = 225%, multiplicative is 112.5% higher.
now this is where it makes a high difference but the amount of vers needed is unrealistic.
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now back to where i was saying assuming damage reduction of vers is linear (in the above example where 75% damage reduction equals to 75% gain) but it is probably not (cos if you have 75% damage reduction, you only receive 25% damage, you can receive 400% damage before you die, so in actual fact 1000 vers gets you 300% increase) which makes it even more non linear