Why are faction weapons worse than tech 2 for the Amarr?
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.