Bhelogan, on 10 March 2014 - 06:03 AM, said:
2.8 -ML
3.7 -MPL
5.28 -LL
6.83 -LPL
Note, most ACs actually do higher than their rated damage per hit. The Pulse Lasers however in general are doing about a point more damage per hit (which we should expect from their raw damage number). I don't know if this is because I hit more often with them, or am more prone to use them in range, or if it is the crit issue I mentioned in the post above. But this is something to consider when choosing which weapon to equip as well.
Average damage per hit is a good place to start looking, but percentage out of total possible damage is really where the numbers get interesting. The 1 more damage per shot looks good on your mlas vs mplas shots, but it's 56% of max damage per hit for mlas vs 62% for the mplas- an increase of just 6% of on-target beam time at the cost of double the tonnage, more heat, and a shorter range. Again, the numbers for your large lasers are 59% vs 64%, just 5% better for the lplas for some pretty significant drawbacks.
Below I'll quote myself from the older thread, with my numbers there as well:
aniviron, on 25 February 2014 - 09:31 PM, said:
When I first found out that my damage percentages over hit shots were identical for pulse and normal lasers, I couldn't believe it. It felt like I should get much more damage per shot out of the pulse lasers! So I started to pay a lot of attention in game, and found that the advantage was really about as negligible as the numbers were suggesting, which means that, at least for me, pulse lasers are heavier, hotter, and shorter range, and confer exactly no advantage to make up for this. I switched everything that was using pulse lasers to normal lasers with more heatsinks and immediately saw a noticeable performance improvement; for everyone I have queried about this, they have also found that their pulse laser damage stats are within a percentage point or two of their normal lasers as well.
Still, more data is always good. If you want to find out if pulse lasers are doing anything for you, just take your total number of hits, and then multiply by the damage that the weapon does for a 100% hit. For normal medium lasers, that's 5, for MPL, it is 6. Then, take the total damage you've done with the weapon and divide by the number you just came up with in the previous operation; this will give you the percent of the damage you've done out of the total possible damage. Unless your pulse laser percent is significantly higher than your normal laser percent, you're not getting any benefit out of the shorter burn time.
Unless the data I've been getting gets a sudden and drastic turnaround, what I see is a 0-5% increase in total percent of damage dealt out of possible max damage from pulse lasers. Given that they sacrifice weight, heat, and range in exchange for being able to deal damage more efficiently and deliver a higher percentage of their damage per trigger pull than a normal laser, pulse lasers are absolutely not worth it right now.
As far as ways to make pulse lasers better go, my personal recommendation is to reduce cooldown significantly, by a third or more, to make them consistent DPS weapons. If you're dealing triple the DPS of a medium laser for double the weight and a frontloaded damage profile, that's a pretty good tradeoff. There's nothing wrong with high heat buildup if the damage is worthwhile; you get an overall weight savings by having to equip less weapons to frontload that damage, and can then equip more heatsinks to deal with that. That said, I would also be fine with a simple damage boost, or really any of the suggestions in the thread, including some of the more exotic ones like allowing continuous fire for continuous heat. Just about anything but what we have now would be good. The math shows that as a game mechanic, slightly reducing the burn time on pulse lasers has failed to do anything useful for them.