I’d like to understand this better.
Let’s say I have 5 rifles, each otherwise identical in 1000 damage bullet output, but with the following differences each:
1 also does bonus fire damage (25% for 250/ sec).
1 also does bonus shock damage (25% for 250/ sec).
1 also does bonus corrosion damage ((25% for 250/ sec).
1 also does bonus slag (25%)
1 has no bonus damage
I realize I am supposed to “match” elemental weapons with the respective targets. And I realize that some targets resist some types of damage. I am not sure how.
If I were to shoot a bandit who was not wearing a shield, with these guns, would they still each do exactly 1000 damage to the bandit – or does the bandit take more or less from fire or one of the others? Does the bandit have an equal chance to have status effects done to it, or is the chance to ignite or do any other type of status effect (base 25%) affected by the bandit being made out of flesh?
If I were to shoot a Hyperion Bot, would it take less than 1000 damage from all the weapons but the corrosion weapon? Or would it take 1000, and additional damage from the corrosion weapon?
I suppose my question is also this: What exactly do the enemies resist – the DoT, or the base type itself?
Also, if a weapon shoots many projectiles, such as a shotgun, does each pellet have the chance for giving status effects?
I haven’t crunched the numbers like others have (there might be links to this subject on this site somewhere) but here’s my understanding of how this works:
each weapon should do its base damage of 1000. A flesh enemy would take 100% of the fire damage, 75% of the shock and 25% of the corrosive (my numbers may be off on the percentages though). Slag is a damage multiplier- in UVHM it allows all other damage types to do triple damage (whether it triples both the base and bonus damage is something I’m not sure about but I believe it does). The reverse would be true for an armored enemy- they’d take 100% of the corrsive damage, 75% of the shock and 25% of the fire. There are the rare enemies that are immune to some damage types like shock nomads and Ion loaders resist shock for example. If you don’t have the matching element the best choice seems to be shock as it has a better chance of at least doing a greater degree of its elemental damage or explosive, another damage type that is rarely resisted (the second Assassin in Southpaw Steam & Power and certain enemy types- constructors?- resist explosive)…
Using fire on flesh that 1000 would do 1750 damage and have a 25% to ignite them which deals 250 damage per second for 5 seconds. However using fire on a yellow health bar (robots) that 1000 damage rifle would only do 400 and have a 25% chance to ignite the loader for a damage of only 100 per second. Fire on shields will also deal less than 1000 damage per bullet. Now corrosive is the opposite of fire great against loaders but bad against flesh and shields. Shock is great against shields and it is neutral against flesh and armour.
Now slag just increases all damage. Non elemental and explosive are good against everything. Certain enemies are resistant to extra elements these are exceptions and not the rule. Examples include nomad pyros, fire spiderants, ion loaders.
If you search elemetal multipliers you should get more info.
And yes every pellet could apply the dot.
VaultHunter101
(So long, and thanks for all the fish)
#4
If you really want to get into it, check out the splash damage guide.
That helps very much indeed – thank you!
It surprises me as well. May I ask…
are these rules for UVHM only? (I’m at the end of NVHM with Krieg now, and end of TVHM with Gaige, and things just feel different…)
So what you’re saying: a “normal” gun, let’s say from Jakob’s, which has no elemental damage whatsoever, would actually never do its listing on the card, but rather either more (if flesh) or less (anything else)? Right?