Well for simple terms it means something getting the damage formula twice. The formula on the impact and then the formula of the effect.
An easy way to spot potential double dipping is for things that say "of damage dealt" but you should test every bonus element for double dipping just in case.
Multiplicative Double DIpping
This is when you multiply the formula so it would be Base x Formula 1 x Formula 2.
So lets have an example formula.
Amon has the
Tail of the Comet skill. This is a double dipping Status Effect skill procced by Ordnance Damage.
The formula would be Base x Ordnance Damage Formula x Status Damage Formula
Let's get more specific with that. So first you will take the formula of the Ordnance that procced
Tail of the Comet. This could also be known as Impact. Some Ordnance damage sources have additional formula but I will just do something basic. The formula example is just general and not the whole thing. To know the full damage formula there will be guides on that when they come out and I will link them.
Base x [(1 + ordnance + elemental + damage skills + splash) + {1 + card crit + (2 x crit skills)}] x element match
This is based off of Prismatic's damage formula testing of guns but replacing gun damage w/ ordnance damage. Full ordnance damage formula has not been tested yet. There may be some Ordnance that do not benefit from crit and/or splash.
Then we take the impact and make it the Base for the Status Damage Formula. And we cannot forget to add the damage penalty or boost given with
Tail of the Comet. At 5/5 it is 60% of the Impact. At 10/5 it is 120% of the Impact. For this we will go with the 5/5.
Ordnance Impact Damage (Base) x .60 x [(1 + status effect + elemental + damage skills + splash) + {1 + card crit + (2 x crit skills)}] x element match
This is also just basing it on the gun damage formula. I do not know if
Tail of the Comet is splash but it can definitely crit with crit chance.
So this makes the whole formula
Base x ([(1 + ordnance + elemental + damage skills + splash) + {1 + card crit + (2 x crit skills)}] x element match) x (.60 x [(1 + status effect + elemental + damage skills + splash) + {1 + card crit + (2 x crit skills)}] x element match).
Yes I know that looks very overwhelming. BUT what you will see is some repeat damage boosts like Elemental, Damage, Splash, Crit, and Element Match. That is those bonuses being Double Dipped. So
Tail of the Comet is Double Dipping those bonuses. Ordnance and Status Effect are NOT being Double Dipped.
Additive Double Dipping
So of course every new Borderlands game has to have something cursed so this game we have Additive Double Dipping which is instead of formula x formula its formula + formula.
For example we have Vex w/
Blood Shot and
Prismatic Weaponry. Credit to Prismatic, Ratore, and Iserrot99 for testing this and Ratore for writing this for me
BLOOD SHOT
- Is a powerful post-add damage to
Card x Amp based on Vex's current health., - Transforms your base shot into Kinetic Damage, therefore Elemental Match is
x1., - Gives you access to Action Skill Damage and Skill Damage on any shot fired with Bloodshot active.
- This needs further testing with Action Skill/Skill Damage from different sources.,
- In cases where the base shot is being tagged by Skill Damage/Action Skill Damage (in this case by bloodshot), specific bonus elements that were already boosted by Action Skill/Skill Damage like Prismatic Weaponry will further inherit this Bloodshot tag and result in further application of the same boosts. See below.
BLOOD SHOT AND PRISMATIC WEAPONRY
and possibly any bonus element that benefits from action skill/skill damage
- Think of the damage types of our damage instances:,
Normal gun shot:
Gun: (gun)
Prismatic Weaponry: (gun + skill + action skill + other bonuses)
If you add bloodshot:
Gun + Bloodshot: (gun + skill + action skill)
Bonus element + Bloodshot: (gun + skill + action skill + other bonuses) + (skill + action skill)
This shows how a Prismatic Weaponry damage instance that was applied from Blood Shot can receive an additive double dip of the skill/action skill damage modifiers