mania3c, on 30 December 2013 - 08:14 AM, said:
Well, we all are in "direct damage weapons are flawed" thread... so I assume his reaction on my post was "you are wrong and I can prove it"..
Of course ACs perform better damage wise..it's not too hard to find out why.. ACs have better DPS..just check smurfy..
That's why I said comparing with the "Potential Damage" of the weapon. It's a question of how much percentage of the damage the weapon can possibly deal you actually inflict.
Example from my own personal statistics:
AC/20: 6143 shots fired, 3890 hits, 63.32 % accuracy, 77,146 damage
Medium Laser: 6,651 shots fired, 5,814 hits, 87.42 % accuracy, 16,822 damage.
A Medium Laser deals 5 damage per shot, so each hit should contribute 5 damage to the total damage value. But it does not, because a laser is counted as "hit" when you just touch with a single damage tick on a target, and you can also fire beyond normal range, losing damage. The damage per hit of a ML for me lies by around 2.9 damage (total damage divided by hits.). That is only 58 % of the possible damage.
An AC/20 (using the same math) turns out to deal 19.83 damage per hit. An AC/20 hit is always a real hit, so the only damage drop off that is possible here is the one from range. It's not much, as you see. (Some people also report of seeing damage figures above 20. The theory is that this is the result of the game also counting ammo explosions as damage you inflicted to a target.)
We can continue the math and also test out how much damage per shot fired each weapon inflicts. (In case you want to claim that hits with an AC/20 are harder to achieve and therefore I will have more misses.)
The ML sits around 50.6 %, the AC/20 at 62.8 %. I call this "damage utilization", how much of a weapons potential damage by shots fired you actually inflicted.
From everything I've seen shared in statistics between players, the trend is the same (though many are better shots than me.) And it's not just AC/20 to ML, it is more general trend.
There are other factors influencing damage utilziation. For example, weapons with a faster rate of fire often perform worse than weapons with a slower rate of fire, probably because people have (or at least take) less time to take aim.