interspeed outburst skill adds 0.07 per rank * # Stacks to the F4 multiplier in the Chance to apply elemental effect formula.
5/5
So at 1 stack : F4 = 0.35 * 1
at 5 stacks : F4 = 0.35 * 5 = 1.75
11/5
at 1 stack: 0.07 * 11 * 1 = 0.77
at 5 stacks: 0.07 * 11 * 5 = 3.85
F2 for the chance to slag vs any defense type is 30
F9 is usually 1.1 at 5/5 More prep (10% extra slag chance)
So vs enemy not immune/resistant to slag application , at level parity the chance to apply slag effect per bullet is :
30 * (0.07 * IOrank * #stacks) * (1 + 0.02 * MorePrepRank)
As always, beware level difference has a massive impact on the chance to apply elemental effects.
Best you can get without COM:
30 * (0.07 * 5 * 5) * (1 + 0.02 * 5) = 57.75 %
// at IO rank 9 (COM) and 5 stacks GUARANTEED to slag vs enemy of equal or lower level
30 * (0.07 * 9 * 5) * (1 + 0.02 * 5) = 103.95 %
And looking at the damage inflicted it seems the # of stacks of IO also affects the damage inflicted .
A slag weapon can slag and the IO’s slag damage can get the * 1.5 slag vs slagged multiplier on UVHM. (and at 5 charges and high rank 10+/5 IO this is one hit kill territory for trash mobs) (this is about fist shot with a slag weapon vs UN-slagged target on UVHM) see post
and test numbers from game
// 5/5 IO 1 stack ; 5/5 More prep ; 11.55 % (target was slagged before the shot )
# Normal Hit = 22427.16406; using Diaub; Scaled Base Gun Damage (CARD) = 19767.56836 ; Sum of Additive Gun Damage Multiplier 0.13454 (beware AMP SHIELD)
# Damage Type = NON-ELEMENTAL ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B8C18
# vsHealthorArmorMul 1.00; Intermediary Damage Value 67281.49219
87625 1435829.000 Max 1255497.000 Cur 1322778.500 Prev 67281.500 Damage 57A77458 baseaddress Adult Bullymong vsHealthOrArmor
# Damage Type = SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B8C18
# vsHealthorArmorMul 0.50; Intermediary Damage Value 69233.03125
16 1435829.000 Max 1221054.500 Cur 1255671.000 Prev 34616.500 Damage 57A77458 baseaddress Adult Bullymong vsHealthOrArmor
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 0.3500 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.1000 * 1.0000 = 0.1155
// 5/5 IO 5 stacks; 5/5 More prep ; 57.75 % (target was not slagged before the shot)
# Normal Hit = 22427.16406; using Diaub; Scaled Base Gun Damage (CARD) = 19767.56836 ; Sum of Additive Gun Damage Multiplier 0.13454 (beware AMP SHIELD)
# Damage Type = NON-ELEMENTAL ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B8C18
# vsHealthorArmorMul 1.00; Intermediary Damage Value 22427.16406
434496093 1435829.000 Max 1413401.875 Cur 1435829.000 Prev 22427.125 Damage 57A77458 baseaddress Adult Bullymong vsHealthOrArmor
# Damage Type = SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B8C18
# vsHealthorArmorMul 1.00; Intermediary Damage Value 115388.37500
16 1435829.000 Max 1298200.500 Cur 1413588.875 Prev 115388.375 Damage 57A77458 baseaddress Adult Bullymong vsHealthOrArmor
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 1.7500 * 1.0000 * 1.0000 * 1.0000 * 1.0000 * 1.1000 * 1.0000 = 0.5775
// and the verification test 1/5 IO 5 stacks ; 5/5 more prep; f6 = 0.9 (lvl diff); 10.39%
# Normal Hit = 22427.16406; using Diaub; Scaled Base Gun Damage (CARD) = 19767.56836 ; Sum of Additive Gun Damage Multiplier 0.13454 (beware AMP SHIELD)
# Damage Type = NON-ELEMENTAL ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B0018
# vsHealthorArmorMul 1.00; Intermediary Damage Value 22427.16406
2463219 1870448.625 Max 1848021.500 Cur 1870448.625 Prev 22427.125 Damage 54E31CD8 baseaddress Adult Bullymong vsHealthOrArmor
# Damage Type = SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address = 1B5B0018
# vsHealthorArmorMul 1.00; Intermediary Damage Value 115388.37500
16 1870448.625 Max 1732854.875 Cur 1848243.250 Prev 115388.375 Damage 54E31CD8 baseaddress Adult Bullymong vsHealthOrArmor
# Chance to trigger effect 1.0000 * 30.0000 * 1.0000 * 0.3500 * 1.0000 * 0.9000 * 1.0000 * 1.0000 * 1.1000 * 1.0000 = 0.1039