If you see the power statistics for a ship you can figure out the approximate maximum damage and dps the ship can sustain roughly. Turrets count as separate ships, so they throw this guestimate out, as they have their own power and storage capacity. Though the same rules would work for each turret its harder to figure out.
Weapons at best effectiveness is 10 power per 1 point of damage at current build. And shields draw 1 power per point of shields per second. You might be able to double this with the ion effect if it doesn't increase power usage.
So the maximum sustained damage a ship can do without including turrets is: power generation - shield regen then divided by 10:
max dps = [power gen - shield regen]/10
But the biggest initial hit in can do is from stored energy which is just total energy stored divided by 10:
initial volley max damage = energy storage / 10
If the weapons have a higher dps then maxed they will run out of power after a while, but it will convert the extra stored energy over time so eventually they will hand all all of the initial volley max damage. Any weapon that would draw more than the energy capacity of the ship fails to fire.
So if you can't break the initial shields you need 10 times the power generation that the target ship has in shield regen. So if its regenerating 1mil shields you will need 10mil+ power regen and the weapons to use it to break it, approximately.
Weapons at best effectiveness is 10 power per 1 point of damage at current build. And shields draw 1 power per point of shields per second. You might be able to double this with the ion effect if it doesn't increase power usage.
So the maximum sustained damage a ship can do without including turrets is: power generation - shield regen then divided by 10:
max dps = [power gen - shield regen]/10
But the biggest initial hit in can do is from stored energy which is just total energy stored divided by 10:
initial volley max damage = energy storage / 10
If the weapons have a higher dps then maxed they will run out of power after a while, but it will convert the extra stored energy over time so eventually they will hand all all of the initial volley max damage. Any weapon that would draw more than the energy capacity of the ship fails to fire.
So if you can't break the initial shields you need 10 times the power generation that the target ship has in shield regen. So if its regenerating 1mil shields you will need 10mil+ power regen and the weapons to use it to break it, approximately.