Even with pulse specialization at 5 which would give tech 2 weapons a 10% dmg modifier, how is pulse specialization 3(which is what I have) making tech 2 superior with only a 6% modifier? The navy guns have a 15% higher base dmg modifier which aside from their cap efficiency should make them really desirable, but they aren’t because they are doing less dmg. Shouldn’t they still be dealing 5% more dmg even with pulse special at 5? I just cant understand what I’m missing. Its kinda lame that it works this way. For example Caldari Navy launchers are superior to their tech 2 variants because it seems like the numbers are adding up correctly since the Navy launchers shoot about 15% faster base.
T2 is cheaper which is why you would use it. But that’s irrelevant to the point I’m making. I want to know why Amarr faction weapons don’t seem to benefit from their base modifier like Caldari launchers do.
Even with say HAM specialization at 5, Caldari HAMs would still shoot faster, because their base fire rate is 15% faster.