Talk:Latron Prime/@comment-50.113.40.245-20140330042215

The interesting thing about status procs... they do double the damage of whatever damage type proc'd, making them behave somewhat like a crit multiplier.

Interestingly, because  proc/not proc is determined first, and THEN the damage type of the proc is decided in the game's programming, you do not actually have, say, a 25% chance of status proc on each of the damage types on a weapon (as would be logical[or rather, a seperate status chance for each element on a weapon]), but rather, a 25% chance to proc a single status effect, which is then "rolled for" among the damage types, weighted for damage quantity.

Effectively, this means that if you want to get more damage out of procs, like, for instance, on the Tysis and Latron Prime, you would have to try to have as few damage types as possible on them, because the procs of larger, less-divided amounts of damage will cause more damage.

Conversely, you won't be getting nearly as much damage if you try to get lots of different procs in even amounts by trying to even out the amounts of different damage types you do through modding, or trying to do a "rainbow" of different damage types.

Finally, due to all of this ridiculous and unrealistic complexity, weapons that focus on a singe damage type, such as the Latron Prime or elemental weapons, will benefit more in damage from procs, whereas the weapons with more evenly divided damage such as the Burston Prime, will benefit more in more varied status effects being afflicted on targets, but have less damage due to procs.

(If I am mistaken and status proc damage is based off of the total damage imparted by a projectile, please do correct me, as this would have very interesting and potentially abusable implications for min-maxing).