This might interest @Pibrac and @mrfedia3000 . Special thanks to @mrfedia3000 for starting the thought train and providing a template I could follow.
Anyway, here’s a link for a spreadsheet that tells you how much difference Infusion makes when shooting different types of enemies:
LINK (hope the link works)
How to read it:
Each outlined section is for different types of enemies (flesh, shield, armored). The left-hand column is what type of gun you are shooting with, and the row above is what element you are infusing it with. Damage required is self-explanatory: higher percentage means you need to shoot more.
Example:
Shooting a fleshy enemy in NVHM with a kinetic weapon, with no infusion, requires “100%” damage. If you want to find out what happens if you shoot it with a fire weapon infused with shock, find “gun element - fire” on the left, and “infused with shock” at the top. You’ll see that you only need to do 60.61% damage.
The interesting bit is the “Comparisons” section on the right. This divides the damage required from a non-infused gun with the damage required from the infused gun, and subtracts one from the result - i.e. how much more (or less) damage you are doing by infusing with X element. A positive number is good, a negative number is bad.
For example: if you shoot a shield enemy with a fire gun without any infusion (in TVHM), you need 153.85% damage, but if you infuse it with shock, you only need to do 52.91%. (153.85 / 52.91) - 1 = 190,77%, i.e. you are doing almost triple damage. (still not as good as a full shock weapon but hey)
At the bottom you’ll see similar tables for enemies with mixed health types.
TVHM is on a separate worksheet.
Things you can do if you make a copy to edit for yourself:
- You can change the value of the Infusion and Tempest skill at the top, the table will update accordingly
- You can play around with the mixed health-type enemies, and change how much armor they have compared to shields, etc. Remember, it’s the comparisons section that really matters.
- (You can also change the elemental multipliers, if it becomes necessary at some point)
What this spreadsheet doesn’t do:
- It doesn’t take into account the radiation status effect, which increases further damage. I haven’t seen definite info on how much this effect is, some enemies might be immune to it, and I don’t know if it multiplies other radiation damage
- It doesn’t take into account Forceful Expression, which adds Amara’s attuned element on top of regular damage
Impressions I got:
- Amara will be doing some pretty bonkers elemental damage.
- We’re probably still better off switching weapons to match elements, except maybe in the case of very trash mobs (where their time-to-kill is comparable to weapon switch speed - probably comes into play with mixed health types most). The benefit of Infusion seems like being able to apply two status effects at once (which you can do with just one point); and infusing kinetic, cryo, and especially radiation weapons.
- If you have Forceful Expression, it’s probably worth leaving Infusion empty and just switching weapons accordingly, unless you really want to rock some Jakobs or radiation goodness.