Ok (clears throat for a heck of a Scooter impersonation)
Let me throw some numbers at you! 5! 26! 812!
Seriously though, this should be easy to approximate? The variable to account for will be the difference in elemental damage against a fleshy target (since we’re all going to be lighting up the target dummy, I imagine) between fire and shock.
Assuming (grain of salt here, but I think the numbers for this are correct) the wiki is corect, shock has a multiplier of 1 against flesh (no alteration), where fire has a 1.75 multiplier against flesh. If I hit the target dummy for 100 shock damage, and the fire from Electrical Burn is hitting for 175, we would know that the fire is hitting for 100% of the value of the shock damage (and getting the buff due to the target’s health type). We could confirm against the stationary turret in Opportunity to observe a burn damage of 40 against the armored target.
Let me re-run some tests here.
edit - short version, I think the fire damage is one third of the shock damage that spawned it. If I go to Normal mode, burn damage is about half the electrocute damage that triggers it. Because the target is flesh, the fire damage gets a “free” 1.5 multiplier; if I back that out to derive the value of the original fire damage value, I get a value that’s about a third of the electrocute damage.
If I bring this to Ultimate mode, the fire damage is lower at like 26% of the electrocute damage, which I’m guessing is from the damage scaling (I’m at OP3). I’m not sure how to factor that in. Also, in UVHM, Electrical Burn against armored targets is super low… I was hoping to use this to check my method here, but 51103 electrocute damage was triggering 330 fire damage. Anyway, does that seem like a sound way to calculate this?