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The elementalist mod will ONLY improve the dps from the slash status, while a faction mod will increase both the direct and status damage. I'm pretty sure the double-dipping of a maxed prime faction mod will still out damage the elementalist mod (1.55x to both base AND applied status, so if I understand that comes out to about 2.4x to status vs the 1.9x of elementalist). They're comparable for general use or avoiding having to switch loadouts per faction if you're relying only on slash.
(the non prime mods are 1.3x applied twice for a total of 1.69x compared to the 1.9x of elementalist).
Primary Merc - Galv Chamber - Crit Delay - Vital Sense - Hunter Munitions - Rime Rounds = arcane and 5 mods for the core crit viral slash of the build with three more flex slots available. (Galv ap is additive with the arcane, doesn't apply to the bonus flat damage of the incarnon upgrades, and doesn't apply to any of the AoE portions of the weapon, so is far weaker than it seems)
Having checked the wiki, it looks like elementalist is actually multiplicative with faction mods (rather than being additive), so you could totally use both for even higher multipliers. That leaves one more flex slot for fire rate (suggested) or Serration (base damage for when your arcane isn't stacked up)
Or you go for other elemental combos rather than rely on the slash. (slash is still reliable, but other options are now more competitive). For example, the highest rated Torid build on Overframe is corrosive blast rather than viral slash
Corrosive to strip armor + Blast's new AoE explosion (which is FAR more powerful if you kill the enemy before the blast triggers on its own) + any amount of other status priming you have through abilities, pets, or other weapons (like viral)
Status builds are "meta" partly because of how they receive double damage from faction mods, allowing those builds to be MUCH more effective by essentially giving you a "bonus mod" worth of power. This is partly why DE has made so many bosses or special enemies either directly immune to status effects, capped the number we can apply, or weakened their duration/effect on those enemies. Another reason for them being meta is the "Condition overload" and equivalent galvanized mods that give us large quantities of base damage per unique status effect we're applying. If we're already applying so many, why not lean into making them do more damage?