Talk:Damage 2.0/@comment-218.186.14.10-20131207140641/@comment-1973031-20131208022653

TL:DR 90%*1.75 < 180%*1.25 [but requires extra mod slot]

You can gain an additional 90% damage from a maxHeat which would give you

150base+135fire

285 damage for no weakness/resistance targets

150+(135*1.75) = 150+236.25 = 386.25 damage to targets with a 75% weakness to fire

(150*1.5)+(135*1.75) = 225 + 236.25 = 461.25 to infested with a weapon that has 0 Impact,0 Puncture,150 Slash bringing its total to 150 for elemental calculations

--- or -

gain 180% (90% + 90%) damage from maxHeat+maxCold which would give you

150 base + 135fire + 135cold

cold and heat combine to make blast, 135+135 = 270 blast

150+270 = 420 damage for no weakness/resistance targets

150+(270*1.25) = 150 + 337.5 = 487.5 damage to targets with a 25% weakness to blast

(150*1.5)+(270*1.25) = 225 + 337.5 = 562.5 damage to infested (assuming the weapon stats are 0 Impact,0 Puncture,150 Slash)

In place of 1.75x to 135 fire you add 135cold to 135fire which is a x2 modifier [i.e. 2 mods) you then   also  multiply that by 1.25

If the weapon had 50 I, 50 P, 50 S the damage would calculated ((150*1.8)*1.25) + (50*1.5) = 412.5 to infested before status effects.