Talk:Damage 2.0/@comment-71.196.197.23-20140510080937/@comment-24557530-20140510095724

Close, except that physical multipliers (like +90% Slash) are added like elemental mods, thus rendering them pretty useless, as they DO NOT increase the elemental damages and are only based on a protion of the physical damage (namely the portion of the physical damage with the same damage type, so the 90% bonus slash are based on the base slash damage but do not increase the basedamage itself.) The Bane mods (faction damage) are pretty awesome btw as they amplify ANY damage dealt by 30%

To put it in a formula (ignoring elemental weaknesses and armor):

baseDPS = basedamage * rate of fire * (1+[rof mod]) * (1+[Serration]+[Heavy Cal.]) * (critportion[see below]) * ([Bane]) elementalDPS = baseDPS * (1+ sum [elemental mods]) physicalDPS = slash portion of baseDPS * (1+ [slashmod]) + impact portion of baseDPS * (1+ [impactmod]) + puncture portion of baseDPS * (1+ [puncturemod])

totalDPS = elementalDPS + physicalDPS

critportion = (1* (1- (critchance*[critchancemod])) + basecritmultiplier*[critmultipliermod] * (critchance*[critchancemod]) ) first part is damage if no crit, second part is damage if a crit occured.