It does 1% total HP (shield + armor + hull) capped at maximum 1000 Damage Per Second. But it ignore resists, so when you want to compare the damage to an existent weapon, you have to either look at the actual damage applied by the other weapon, or at the damage the pod in theory applies before resists (and avoidance*, but I am going to skip that). The effect last for 75 seconds (max skill stats).
This means that any ship with less than 100k HP (HP not EHP, big buffer for a battleship, normal for a capital), if hit by a pod loses 75% of its HP (HP not EHP - if its shield or armor tanked, it likely lose far more % of EHP).
This is pretty much incomparable to current weapons on a general basis, you have to pick out specific shooters and targets to see how they do in both cases.
For ships with 100k HP or more the cap is 1000 Raw DPS. Which will be compared below.
Keep in mind on top of the pod launcher, the new ships has 3 guns + 3 missiles. The 1 pod launcher, is capable of keeping applied damage to 7 targets - if it has that many in range.
So you can either look at earlier post for the Pod DPS adjusted to match what current weapons need to hit with (actually hit the ship after tracking range etc, but before resists). Or you can look at the raw damage dealt by current weapons.
To get some DPS to compare with can fx take another faction Battle Cruiser Khizriel | CaptainSarge | Killmail | zKillboard which seems to be a fairly high DPS fit. I picked one off zkillboard so you can judge the fit yourself. Don’t troll about my choice - if anyone wants another compare then make it yourself.
741 guns DPS if able to maintain a range of max 2.16km and able to track 100%. (726 + 1% crits of 300% damage). There is also drones, but remember pod ship has 3 guns + 3 missiles too.
Against 0% resists, that is 741 Raw DPS.
Against 50% resists, that is 371 Raw DPS.
Against 80% resists, that is 148 Raw DPS
Against 99% resist (short term modules like Assault Damage Control), 7 Raw DPS. While remaining within 2.16 km, and ships relatively movement low enough to track constantly.
Now weapons should not be the same. and adding a weapon that applies better on high resist targets rather than slow / large targets could be an interesting addition. The problem is just that the damage cap needs to be in the 5-50 Raw DPS range - not 1000, to match other ships of its class / size.
Fx
741 Khizriel 6 guns, - 3 guns to compare to Pod ship = 371 DPS.
And we will then let drones and missiles even out.
Lets say 400 DPS.
So if a pod is to match at fx hitting 3 targets out of the max 7 with 92% resist (capital link boosted resists), pod cap needs to be (400 * 0.08)/3 = ~3 Raw DPS.
If it is match at 99% emergency resist (400 * 0.01)/3 = ~1 Raw DPS.
If the pod is to match at 80% resist then its (400 * 0.2)/3 = ~27 Raw DPS.
Up to everyone to decide of they think the match should be at 1 or 7 targets and what resists etc. The only thing I can say is, a medium ship maintaining 12500 DPS on a single target for lengths of time, is nuts.
- Tracking / range / destructible ammo / explosion velocity / explosion radius / missile ships have to remain on grid etc.