This is primarily a concept from the MOBA genre of videogames (most popular example: League of Legends), but I find it a useful concept to attach here as well.
Mitigation is anything that reduces incoming damage, rather than increasing your health. It may be called protections, agility dice, et c., but the point is that it supplies a threshold that damage must pass through to be effective.
In this game, we have two different forms of mitigation: Constant, and Chosen.
Constant mitigation can be variable (agility dice) or non-variable (reinforce). The only stipulation that it requires is that it applies to every attack.
Chosen mitigation can be variable (focus token) or non-variable (evade token). The only stipulation that it requires is that it cannot be used against an arbitrary number of attacks in a round.
Notably, the mathematics I shall be using from here on out are going to be Discrete, rather than Statistics.
The difference is that Discrete math deals with indivisible units (e.g. damage, health, et cetera), whereas Statistics project the likelihood of those events with indiscrete divisions.
E.G.: When dealing with C3P0, a Statistician might say that he adds 5/8 of an evade result to your roll of a single die, while a Discrete Mathematician says that it increases the odds of achieving an Evade result on that single die to 100%.
That being said, let's look at a very frustrating example of the mitigatory arts: Baron Soontir Fel, with Push the Limit, Stealth Device, and Autothrusters, as it both common and uses both forms of mitigation very well.
Fel, in this configuration, rolls 4 agility dice, or 5 or 6 with Range Bonuses and/or Obstruction involved. However, we're going to keep it at an easy to digest 4, assuming he's attacked at Range 3 by a secondary weapon, or out of arc at Range 2 or 1 by a primary.
Fel, with Autothrusters active, mitigates 2 or more damage appx 82.3% of the time.
That means that a ship that rolls 3 attack dice must find that failure point (appx 17.5%), or roll perfect damage against an appx 42% full negation rate.
Even when that happens, Fel has at least one focus token, and often multiple.
Fel, with Autothrusters and a Focus token, mitigates 3 or more damage appx 84% of the time.
Again, that completely shuts-down someone that has rolled perfectly with 3 dice.
Heck, with Autothrusters and a Focus token, rolling perfectly with 4 dice is still likelier than not to deal 0 damage (54% cancellation rate of 4 with both modifiers active).
Couple this with Fel's mobility and Pilot Skill allowing him to either dodge arcs entirely or ensure that Autothrusters are working properly, and it's a wonder that he's ever damaged at all.
Now that I've explained about mitigation, how do we counter-play ships with high mitigation?
This answer also comes from MOBA terminology: Penetration and True Damage.
Penetration is a stat that lowers enemy mitigation, rather than increasing one's damage directly.
Fel's mitigation comes in 3 parts: Positioning (for Autothrusters), Actions (for PtL Focus and added Positioning), and not being Hit (for +1 Die from Stealth Device).
If you can stress him, he loses his ability to perform actions until he's cleared the stress you've dealt, which also hurts his positioning. You've removed the Focus for the following turn, and given yourself a wonderful opportunity to remove his Autothruster bonus as well.
Once you've hit him, you've cleared his Stealth Device, cutting his numbers fairly strongly across the board. You'll also typically break his morale upon achieving this, leading to a play difference that can be more profound than the sheer change in the mitigation of your dice.
Some upgrades and abilities are designed as Penetration as well. Wedge Antilles, Intimidation, and Outmaneuver, to name the obvious.
Autoblasters, Autoblaster Turrets, Darth Vader, Ten Nunb's ability, and non-combat damage, however, are examples of True Damage. It doesn't matter how much damage your opponent is capable of mitigating, these upgrades deal the same amount of damage regardless.
Similarly, having an absurdly high damage expectation can create a true-damage effect ; If your opponent negates 2 of the damage from your attacks with regularity, but they can only negate 2 damage per turn (lookin' at you, Han), while you're throwing 4 hits on most turns, then you've basically got 2 dice of true damage sitting pretty on top of what your opponent can reasonably cancel out.
Notably, this is why fleets with high amounts of damage concentrated on a few attacks still do well: they are threatened less by mitigation.
