Ok i did some research:
I bought a claymore with 10 base dmg (strength bonus is 19 → total dmg 29) The enemies are different.
This got enchanted with +21% lightning
physic.: 21,22,25,27,29,25,23,22,24,27,25,19,20,22,19,21,22,19
lightn. : 6 , 6 , 6 , 6 , 7 , 6 , 6 , 6 , 6 , 6 , 6 , 6, 6 , 7 , 6 , 6 , 7 , 6
note that the “7” only came with the 3rd (swing) attack, always.
Then I gemmed it with a spike with 6% physical dmg → it now displays 11 as “basis” and a strength bonus of 19 and “other” of 2
(total dmg 31)
physic.: 29,31,26,19,24,27,23
lightn. : 7 , 7 , 6 , 6 , 6 , 7 , 6
Things I noted:
- the elemental component is always the same for the same hit type. For the claymore, the 3rd attack (swing) does 7 elemental, the others 6.
- it also appears that if multiple enemies are hit by the same hit, the dmg roll is identical. (unless different enemy types … maybe by armor) (see picture)
- the elemental component appears to not be bound to the “inflicted” damage, but the base damage apparently.
- some enemies have higher elemental resistance. That is the fireball wraths for example (see picture)
To sum up… i dont think that the spike had an effect on the lightning dmg.
21% * 29 = 6.09 → round 6, while 21% * 31 = 6.51 → round 7. Also the “more” damage from the spike was counted as “other” in the character overview, so i think this is separate.
Addon:
I also enchanted a second claymore (again base 10) and it got 11% shock dmg. Then I gemmed it with a fire gem (12%) and that apparently overwrote the 11% lightning entirely.
And I enchanted a third claymore (again base 10) and it got 15% fire dmg. Then I gemmed it with a fire gem (7%), so the fire would be 22% total and that increased the fire dmg from 4-5 (before) to 6-7 (after).
So this works.
→ If you have elemental damage on your weapon, put only a gem of the same element to it!!!