Talk:Harpak/@comment-71.184.101.149-20150801063026/@comment-76.173.107.158-20150812064010

^ Two guys up. I made the original crit calculation post just above yours. Must have been really tired or out of it :3

You're partially right. It's 15% base, meaning the base damage bonus. However, on the other hand, the bonus with Point Strike/Vital Sense is +127.5%, meaning that when you subtract the base bonus, you still have +112.5% bonus left over from the two mods, meaning that in conjunction, each mod adds +56.25% bonus damage.

If you want to calculate that a little bit more accurately, you can count the base crit bonus as part of the weapon's base damage, meaning an average damage of 57.5 damage per bullet unmodified. With both crit mods this goes up to an average of 113.75 damage per bullet. 113.75/57.5 = ~ 1.9783.  So, that's a total of ~48.915% bonus damage per mod, when used in conjunction.

'''This means that once you've added one +90% elemental mod, Point Strike/Vital Sense in conjunction will each be more damage-effective than a second +90% elemental mod. That being said, if you only have room on your weapon for Serration/Split Chamber and 2 mods (energy wise) you should still add 2 elementals over 1 elemental and 1 crit, because the crit mods do less when they aren't together. If you've got room for 5 mods, they should be Serration, Split Chamber, +90% elemental, Vital Sense, Point Strike. Obviously a Speed Trigger mod will be better for burst DPS than either a second +90% elemental, or a crit mod, but it will come out about the same as the second +90% elemental in sustained damage.'''