You're trusting a function you don't understand that gives obviously wrong values for balance? That's probably not a good idea. That's obviously not expected DPS. Nor is it 10x expected DPS either base or counting passthrough as an infinite summation. Whatever that property measures it's not actually damage. That's easy enough to do with a pocket calculator.AssumedPseudonym wrote: Regarding the Katana, one of my usual ways to check balance on a weapon is (typGetProperty weaponUNID 'damage). I have no idea exactly how the game calculates this value, but it seems to be a fairly reliable gauge for most weapons (as long as you don’t do anything particularly exotic in <Events> or something). I routinely use that value to help balance my weapons in TBR. The 'damage value for the Katana is 1170. There is not another ion weapon in vanilla, CC, or EP that reaches this value. The Dvalin Ion9 is the only one that even gets close (1125). Even looking at thermo weapons, with the exception of the ammo-based thermo cannon, the first weapons in V/CC/EP that can match or surpass that 'damage rating are two levels higher than the Katana, and one of those is a capacitor weapon. (I tend not to be impressed when people say they’ve beaten the ICS with the Katana. I know what a Katana is capable of, and then there’s the fact that you can take the ICS out without it even being on the LRS display.)
With the enormous importance of WMD against anything that can get reliably multi-hit by the katana is inferior to the equal level, equal range, and equal tier mark V. It's the other ion weapons that are below par.