Raisinbat is absolutely correct. DPS is something to consider only academically when comparing the damage output of your ship versus the shield regeneration of a potential opponent. Of far greater concern is meeting certain crucial thresholds necessary to break blocks. The blocks most important to plan to break of course are armor blocks. Any weapon capable of breaking armor blocks will mess up a decent number of system blocks.
Damage thresholds that are useful to keep in mind:
One point of damage is all you need to destroy a missile. Anti-missile turrets are best as 1 cannon slaved to 1 cannon, which will result in 1 damage per hit, ten times a second. (Do not use anything but such cannon for anti-missile defense. Nothing else harms missiles.)
After that, do not build a weapon that doesn't hit for at least 200 damage per shot. 200 is enough to break a couple of system blocks or a single unenhanced (no pierce, punch defensive effect) standard armor block. However 200 is only sufficient to break a standard armor block 'after' it has run out of armor hit point reserves. Prior to that, it will do some block damage to the standard armor block, but insufficient to actually break it. I would consider this to be woefully insufficient.
400 damage is enough to break an unenhanced standard armor block even though it still has armor hit point reserves. This might be sufficient if going up against standard trash NPC ships. They do not typically use advanced armor, nor do they currently use defensive effects like punch or pierce defense. This could conceivably be sufficient per round damage for turrets intended to engage torpedoes and maybe light drones.
1000 damage is sufficient to break an advanced armor block with no armor hit point reserves and no defensive passive effects.
2000 damage is sufficient to break an advanced armor block with no defensive passive effects but that does have armor hit point reserves.
4000 damage is sufficient to break an advanced armor block with both full defensive passive effects working and armor hit point reserves. This is what you should expect a player's ship to be protected by.
If building a small weapon, one might boost this damage to maybe 6000 to give it some carryover damage effect to system blocks beneath the advanced armor block. However if building much larger, one should seriously consider staggering multiple rounds doing 4000 damage each.
My own offensive cannon weapons tend to be staggered arrays of cannon/beam, with each bullet doing 4000 damage. These will punch large and deep holes in heavily armored ships. Versus unarmored ships, these will punch large holes clean through the ship.
I have smaller cannon/cannon turrets which fire 2000 damage bullets 10 times a second for anti-drone defense, given that such drones cannot use defensive passive effects. I work on the assumption that such drones will have a frontal plate of advanced armor. If they don't, I loose a bit of system block penetration by having rounds that large, but if they do have such a frontal plate and I have 'not' gone for 2000 damage, my anti-drone cannon will be quite ineffective.
I never build any cannon smaller.
Missiles are a bit of a grey zone for me. I am far less certain what the optimum warhead strengths are for missiles. I generally make offensive warheads of at least 100K damage, and sometimes will go to as much as 250K, depending upon the size of their explosion radius. You do not want to make missiles too powerful as they can only break blocks within their damage radius. Once all those blocks are gone, doing more damage is completely wasted. It would still hurt shields, but the shields would take the same damage if you split the damage between more warheads, and also punch more holes. Do NOT build 10 million damage missiles. Build more missiles with smaller warheads.
... Ninja'd by
Dr. Whammy.