So many of these mods are fairly obvious as to why they are here. Action & Reaction, Better Concentration, Rifling Reinforcement and Recycling Genius. Damage, Crit Damage, and Getting the most out of the Unique Ability. There is also no boosts to Crit Hit for obvious reasons. For those not familiar with this guns Unique ability. Upon reloading your gun you get a 2s duration of 100% fixed Crit Hit. So adding crit hit to this gun almost becomes useless if you are using the guns Unique Ability.
However, I posted this with Dopaminergic Activation and Expanded Impact Magazine, to show at least a baseline as to how high we can get this without making it a one trick pony.
So with Expand Impact Magazine, you can swap this for any element you want to do extra damage in. I personally will be adding the extra cats just so I can freely swap as needed.
With Dopaminergic Activation, I will more than likely switch to Payout, only cause it would help with moments where ammo is scarce. Which seems to be the case I run into a lot. However, you do loose out on 100k in crit damage by going this route so trading these two mods out does have its ups and downs. I would also like to note, that you won't need an extra cat to fit in Payout if you switch it.
I also opted out of rolling bonus Colossi damage and took recoil so we can counter balance any -recoil we may have gotten from the mods. I know a lot of people down always run into this issue but some might. So if you feel comfortable enough with your recoil control, feel free to reroll that stat into your personal preference.
So the numbers, in a perfect world where everything goes just right.
With Payout: One crit shot = 291,851
With DA: One crit shot = 394,857 (DA only activates if your shot is a weak point hit though, so make 'em count)
Side Note: You may see varying numbers depending on conditions, some enemies may have higher defenses, certain resistances may play a factor so while yes the numbers should be higher that isn't always the case.