I am frequently frustrated by how unclear, ambiguous, confusing, or unintuitive effects, interactions, and their applications are in Grounded 2.
Fortunately I am a data miner with AUDHD and a passion for data processing lol.
So. I've decided whenever I run into one of these questions, I'm just going to get an objective, data sourced answer, turn it into a digestible explanation and then post it here.
If you have any questions related to this particular topic and that is not already answered by inference please feel free to ask. I'm sure there are likely to be one or two outlier niche instances this doesn't cover.
Today we're starting with Weapon Upgrades, Damage Classes, and Damage Flags and how they effect Damage Bonuses.
Weapon Damage
Weapons have a damage Class and that damage Class has damage Flags that determine what type of damage is actually done. As far as I can tell Weapons do not have multiple classes. Any time it seems like a weapon might have multiple classes what it actually has is a combined class, or a secondary effect that causes it to do a separate distinct instance of damage that comes from another source that has a different class.
Damage Classes
Damage Class is a container for various damage Flags.
Damage Class generally includes the "type" a weapon is. Smashing, Stabbing, Spicy, etc...
Damage Flags
Damage Flags are the explicit type of damage that is done by an effect or attack.
Damage Flags can include things like Slashing, Spicy, Venom, and Tang.
Weapon Upgrade Paths
What happens when you upgrade a weapon down an elemental path is the damage Class of the original weapon is replaced with a preconfigured combined damage Class. One Class of each combined type exists in the game data. I checked every single one, each one is complete and accurate.
Combined Class examples:
SpicyStabbing
SmashingSlashing
ShockSmashing
Spicy Weapon Upgrade Example:
Mosquito Needle
Base Damage Flag: Stabbing
Post "Spicy" upgrade Damage Class: SpicyStabbing
SpicyStabbing damage Flags: Spicy & Stabbing
The result of this is that the outgoing damage packet of each attack has both damage Flags. It only does one instance of damage but that damage counts as both Stabbing and Spicy for the consideration of effects and triggers.
This means that a Spicy upgraded Mosquito Needle will trigger effects that trigger on either Stabbing and/or Spicy damage and will benefit from effects that impact either Stabbing and/or Spicy damage.
Damage Bonuses
When a damage instance applies to multiple damage bonus qualifiers the damage bonuses are multiplied together and the result is what is actually applied during the weakness/resistance calculation. Resistances and interactions between Weaknesses and Resistance are calculated the exact same way.
Damage Weakness Example
Spicy Mosquito Needle
Base Damage = 100 (this isn't accurate, just for the sake of this example)
Creature Weakness = 15% Stabbing + 30% Spicy
15% Stabbing Weakness = 1.15x multiplier
30% Spicy Weakness = 1.30x multiplier
Final Weakness Calculation: 1.15 x 1.30 = 1.495
Final Weakness value = 49.5% Weakness
Final Damage from Spicy Mosquito Needle = 149.5 damage
Damage Resistance & Weakness Example
Spicy Mosquito Needle
Base Damage = 100 (this isn't accurate, just for the sake of this example)
Creature Weakness = 30% Spicy
Creature Resistance = 25% Stabbing
30% Spicy Weakness = 1.30x multiplier
25% Stabbing Resistance = 0.75x multiplier
Final Weakness Calculation: 1.30 x 0.75 = 0.975
Final Weakness/Resistance value = 0.975 or 2.5% Resistance
Final Damage from Spicy Mosquito Needle = 97.5 damage
I know that "30% Weakness" + "25% Resistance" resulting in an overall positive Resistance seems... counter-intuitive but hey, that's multiplicative math for ya.
Including a good question from u/Sabeth-Drake:
"What about triple damage types"
Intuitively it seems like some weapons would have a triple damage class. Weapons like AXL's Talon, the Spicy Coaltana, the Sour Katanga, etc... however each of these weapons either has a single damage type (Stabbing in the case of AXL's Talon) or a combined damage type (Spicy/Slashing in the case of the Spicy Coaltana). Since there are no weapons with a combined damage type that are also eligible for an elemental upgrade path it is not possible to have a weapon with three or more primary damage flags in a single damage packet resulting from a combined damage class.
There is a slight outlier here in the form of certain damage augments like Burning and Venom which in and of themselves don't actually directly cause damage but instead cause a status effect build up that then causes damage over time. As such they don't actually impact the weakness or resistance calculations of the primary damage event.
Exceptions
There are some effects that check the damage Class, not Flag of an item or effect directly. In these cases a modified damage Class would cause the effect to not trigger. As far as I know there are only 4 instances of this in the game:
- Shock Therapy from the Tin Foil Hat armor piece
- Gag Resistance from the Gas Mask armor piece
- Burn Resistance from the Fresh Defense Mutation
- Freeze Resistance from the Fuzzy Armor Set Bonus