Hi,
For completeness, there are several important values. The first value is \"burst DPS\"; which is calculated as above. This represents the amount of damage you\'d do per second if you had an infinite supply of power.
The second important value is how long you can do \"burst DPS\" for. I\'ll call this \"burst length\". To determine \"burst length\", start with full power and (without moving the ship) fire your weapons and measure how long it takes to run out of power.
The third important value is how much damage you can do continuously, called \"continuous DPS\". Often this is limited by power regeneration. If your \"burst length\" is infinite (you don\'t run out of power at all) then \"continuous DPS\" is equal to your \"burst DPS\". Otherwise; start by calculating how much power your weapons consume each second by using \"power_consumed_per_second = (burst_length * power_regen + power_storage) / burst length\". Once you\'ve calculated how much power your weapons consume each second you can scale your \"burst DPS\" down. Basically; \"continuous_DPS = burst_DPS * power_regen/ power_consumed_per_second\".
For an example; let\'s say there\'s a ship that has can do 800 K damage per second for 2 seconds before it runs out of power; that has 200 million power storage and 5 million e/second power regeneration. Power consumed by weapons per second would be \"(2 * 5000000 + 200000000) / 2 = 210000000 / 2 = 105000000 e/second consumed\". In that case, continuous DPS is \"800000 * 5000000 / 105000000 = 38095 damage per second\".
When you\'re fighting against weak ships (e.g. ships that die before you run out of power) \"burst DPS\" is what matters. When you\'d not just picking on weaklings \"continuous DPS\" is what matters.
For example, if a ship does 800 K damage for 2 seconds before it runs out of power and then does 38 K damage per second after that, and its target is a ship with 5 million shields; then for the first 2 seconds it\'d do 1.6 million damage (bringing the target\'s shields down 3.4 million) and then it\'s going to take about 90 seconds more to get the target\'s shields down to zero.
This brings me to a final rating I\'ll call \"self kill time\". This is how long it would take a ship to kill an identical ship\'s shields. For example; if a ship does 800 K damage for 2 seconds then 38 K damage after that and has 5 million shields; then its \"self kill time\" is 92 seconds. The \"self kill time\" is a good indicator of what sort of role a ship would be good for - if the \"self kill time\" is low then it\'s designed for defense (fleet support, carrier, mothership) and if the \"self kill time\" is high then it\'s designed for offense (fighter, destroyer).
Note: The main reason I\'m mentioning all of this is that help people assess their own ship designs. When you\'re building a ship it\'s tempting to go for high \"burst DPS\" and end up with a very badly designed ship (poor \"continuous DPS\" and very low \"self kill time\") because power generators and shields were sacrificed for more AMCs. These ships are only really good for taking out ships that are a lot smaller, and tend to get killed very quickly in any sort of fair fight.