Talk:Hollow Point/@comment-6533676-20140127083126

+60% crit damage with -15% damage results in a total of +51% crit damage.

So when is this mod useful? When we calculate with 50% (it's quite equal), we see the following:

We need at least 35% crit chance to see any profit. This comes from: 1/85% = 117.6%. So 17.6% bonus damage is needed to compensate the damage reduction. With a 50% bonus we need 17.6%/50% ~ 35% crit.

So this is the minimum amount of crit we need without any other crit damage mod to see any effect in avarage. This is also the partial rate this mod need to have effect at 100% crit chance.

When can say it's around a third. Meaning we can add two more thirds. This is 2*50% = 100%. So the conclusion is:

Even if we have a 100% crit chance, this mod is useless when more than 100% crit bonus damage comes from other mods. It's less due we rounded a little. But even at this point we know, we can get more crit bonus damage easily from other mods.

The funny thing is, due to how damage is caluculated, each level of this mod adds less bonus damage at total. We see that +60% is only +50% for real, but +10% is 9.75% bonus damage. (The loss is sightly less)

The fact we get a lot crit damage bonus from the very first crit damage mod meads: this mod is totally useless at max rank.

But can it be useful on low level? The problem is, low ranked mods are very unefficient in space and points usage. So... this mod is no use at all.

So there is only one option: use any dublicate for transmute. Save one, because you never know when DE do some math and changes... :)