Talk:Corinth/@comment-182.19.133.134-20180120002859/@comment-23965777-20180131195846

Uh. Laser Sight and Shrapnel are an even smaller boost after you apply Blunderbuss and Primed Ravage.

Assuming the Corinth does 1x damage, without crits, if you factor in base crit (30% and 2.8x) you get 1.54x damage.

Base Corinth (Assuming no crit, so this is not important.) = 1x Damage (Obviously)

Base Corinth accounting for Crit (0 mods) = 1.54x (Important, this is the baseline)

Corinth w/ 2 90% Elementals (Ignoring Blaze): 1.54 * 2.8 = 4.312 (Obviously 2.8x over base)

Corinth w/ Blunderbuss and Primed Ravage: 57%*4.88+1= 3.7816 (2.456x over base)

Corinth w/ Crit and Acolyte Crit Mods (4 mods): 93%*7.652+1 = 8.11636 (5.27x over base)

Corinth w/ Crit and Elemental Mods (4 mods): 3.7816*2.8 = 10.58848 (6.876x over base)

While the Acolyte mods put up a decent fight, it's always better to scale two separate stats together than to stack one stat and suffer diminishing returns, the strength of crit is its ability to synergize (but that's true of any stat). Damage*Crit*Multshot*Elemental will give absurd multiplicity instead of just stacking one stat Crit+Crit+Crit+Crit.

Other Factors: Crits have a nice headshot multiplier, but with shotguns it's less favored, especially because, as you said, you want to be able to have effectiveness across rooms, not just at point blank where melee supercedes.

Elementals have status and damage multipliers vs type, which I'd say counters out headshot multipliers.

Acolyte Mods of course, have to be aimed, which is a pain and mobility reducer that tips these other factors towards elementals for me.

Blaze is an insane mod, even when stacked diminishingly with Primed Point Blank. At least this elemental will give more damage than most other mods.