Talk:Castanas/@comment-83.99.195.68-20140225105754/@comment-50.113.40.245-20140226055752

It's particularly complex, and DE doesn't tell us the math.

First off, the host/client relationship is broken, no matter how many bullets or pellets you fire per shot, a client can only proc a max of one time per shot, whereas a host can proc on every pellet and bullet fired if they are lucky enough.

Second, instead of the game checking each element and physical damage type to see if it would proc on each shot, it checks for a proc first, then gives the procs a chance of being of a particular type depending on how much of the total damage percentage of the shot was composed of that element, weighted towards physical damage types. This makes sense with debuffs and CC effects, keeping them from procing stupidly huge numbers of times, but makes NO sense for damaging effects that ALREADY scale with the damage of that type being done.