Talk:Hollow Point/@comment-128.238.78.75-20131102234540/@comment-16155433-20131103020346

It works the same as regular damage modifiers. It is off the base damage, which affects elemental and crit damage. Say you have a 150 damage per shot base weapon. Max hornet stike adds 220%. (220% + 100% base damage = 320%) 3.2 x 150 = 480 base damage per shot.

Now from that base damage say you have 300% elemental damage, 15% crit, and 150% crit damage (50% increase). 480 x (3 + 1) = 1920 x (1+(0.15 x 0.5)) = 2064

Now factor rank 5 of this mod in and you get: 1.5 x 1.6 = 2.4 (240% crit damage, 140% increase) 2.2 - 0.15 = 2.05 (205% base damage) 3.05 x 150 = 457.5 base damage per shot.

The rest you solve the same way plugging in the new base/crit damage. 457.5 x (3 + 1) = 1830 x (1+(0.15 x 1.4)) = 2214.3

So based on those stats you lose 90 damage per shot before crit is factored in, but gain 150.3 overall damage per shot. (Full 150.3, no need to subtract the 90.)  However, you need to keep in mind that this does not factor in the less consistent damage or mods you could use in it's place. For example 90% ele damage instead would result in 2528.4 extra damage per shot, and be much more consistent. Even 60% ele damage would be a higher gain at 2373.6 damage per shot.