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Now, I decided to upgrade an Old Knight Halberd to test this, keeping in mind that I am getting 209 damage from scaling, with a total of 569, a difference of 53 damage.
Keeping in mind my stats are 76 strength, 70 dexterity, 29 intelligence, and 29 faith. The numbers WILL vary depending on your stats.
So...
Uninfused = 569 AR (attack rating, the number in the menu): 360 + 209 physical, no elemental
Magic = 618 AR: 252 + 82 physical, 252 + 32 magic
Fire = 629 AR: 252 + 82 physical, 252 + 43 fire
Lightning = 616 AR: 252 + 82 physical, 252 + 30 lightning
Dark = 633 AR: 252 + 82 physical, 252 + 47 dark
Now, those are all the elements covered. I will cover poison and bleed, though I would not recommend them on a halberd. That said, the spinning attacks would be reasonably effective, so it could work.
Anyway, I presesnt...
Poison = 334 AR: 252 + 82 physical, as well as applying 223 (140 + 83) poison.
Bleed = 334 AR: 252 + 82 physical, as well as applying 224 (140 + 84) bleed.
Now, the next few work a bit different, so I will give each one it's own explanantion.
Raw = 492 AR: 414 + 78, no elemental.
With raw, the damage is considerably lower for me, but for someone with the minimum stats required for the weapon, it could easily increase the damage.
Note that the scaling has gone from C/A to E/E.
Enchanted = 477 AR: 360 + 117 physical, no elemental.
Enchanted reduces the weapons existing scaling while giving it generally quite low intelligence scaling.
Note that the scaling goes from C/A to E/D/C.
Mundane = 295 AR: 180 + 115 physical, no elemental.
Mundane basically kill the weapons existing scaling and gives it (high) scaling from your lowest stat, meaning you have to level all stats equally. It also halves the weapons bas damage, making raw generally a better weapon for low scaling weapons.
Soooooo... The highest possible damage is a Dark infusion?
Not neccessarily, because elemental damage resistance is percentage based, unlike physical resistance, which is a flat value.
Making the assumption that all players have a 25% resist (which nearly evryone does - everyone has at least 20%), the damages would be as follows.
Magic = 547 AR: 334 physical + 213 magic
Fire = 555 AR: 334 physical + 221 fire
Lightning = 546 AR: 334 physical + 212 lightning
Dark = 557 AR: 334 physical + 223 dark
Note: this does not include physical resistance, an important factor. However, as it applies equally to elemental and non-elemental weapons, I did not include it.
Therefore, it would seem that uninfused is the most effective, with a damage of 569, followed by Dark (f*ck dark), followed by fire.
Also note that infusing a weapon prevents you from being able to use resins on it, and this list does not factor in buff spells, a significant factor to take into consideration, and one that can make infused superior to uninfused.
It also doesn't include GMB calculations, with would raise the resistance to about 50% resist.
TL;DR Don't infuse unless you have very high stats or use buff spells.