So I decided to do something actually useful with this thread, rather than just having it sit here being unreadable, so here we go.
There’s nothing really new here, it’s just consolidated and actually legible
But first some background:
The results from some testing:
This spreadsheet is kinda hard to read, but the long and short of it is that the on-fire bonus is added to the base bonus (meaning, both the gun damage and the crit penalty get the on fire bonus).
and
@Chuck80’s crit damage formula:
To look at it from a multiplier standpoint rather than numerical:
Assuming we have 5 points in PiP:
+25% gun damage
-25% crit damage
+50% on fire bonusDamage formulas and net multipliers:
non-crit, no fire:
(1+0.25)
1.25Crit, no fire:
(1+0.25)*2/(1+0.25)
2non-crit, fire
(1+0.25+0.50)
1.75Crit, fire:
(1+0.25+0.50)*2/(1+0.25+0.50)
2
An important point to remember is that because the gun damage stacks additively with other sources of gun damage (notably Blood Bath) while the crit penalty is multiplicative. So PiP will decrease your crit damage, on a reletive basis, when you have gun damage from a source other than PiP (BB or BAR) additionaly, the type C crit from ARs will add with the crit penalty. However, PiP does not effect the way Type A or B crit damage modify your damage because all 4 of the bonuses involved multiply with each other.
This chart demonstrates the relationship between PiP and BB on critical hits (values in the chart are the net multipliers assuming nothing else is effecting the damage):
While most of this post has been about the Gun part of PiP, as @Maveco pointed out, the Crit penalty also applies to melee, so the same math also applies there. Yet another reason to not take PiP in melee builds…