[DPS]: An abbreviation for Damage Per Second.
[DPT]: An abbreviation for Damage Per Tick, not to be confused with DPS.
[Emitter]: Short for "Ion Beam Emitter", the part that actually generates and fires ion beams.
[Prism]: Short for "Ion Beam Prism", the focus of this guide. Honestly not sure why I'm even writing this.
[Beam]: Refers to the actual projectile that emitters and prisms fire.
[Ions]: Ions are a sort of generic "wildcard" term. Depending on context it can describe ion emitters specifically, ion beams, or the weapon system as a whole.
[Prism Core]: A collection of prisms arranged to redirect and combine ion beams to focus a large number of input ions into a single or small number of output beams.
[Fixed Weapon/Spinal Weapon]: A weapon with a 0 degree firing arc; one that can't turn. Currently the only spinal weapons are ion emitters (not prisms) and railguns, distinguished ingame by a solid targeting line instead of a normal firing arc.
[Turreted Weapon]: A weapon with a moving turret component that turns to aims at opponents. Note that missile launchers have a 360d firing arc, but don't have an actual turret component.
[Hitscan]: A type of projectile that fires and deals damage to its target at the exact same time, rather than having to fly through the air to hit its target.
[Tick]: Each time the game's physics engine updates. Cosmoteer runs at 30 TPS (Ticks Per Second), meaning the game's physics simulation will update once every 1/30th of a second on 1x speed. This is not to be confused with FPS (Frames Per Second), which is the speed at which the game refreshes what you see onscreen.
[x% Strength]: Refers to how much stronger a given ion beam is than the basic one fired from an ion emitter.
Part overkill is an effect in which doing too much damage to a part wastes potential DPS. This technically applies to all weapons, but it's by far the most noticeable with large ions because of their massive damage per hit and tight focus fire. During a single tick, Cosmoteer's physics engine will figure out which projectiles are about to hit which part(s); then it applies all of that damage; and only then it checks if the part should be destroyed or not. Since the physics engine only checks if the part should be destroyed after all of the damage has been applied, doing more damage to a part than it has hitpoints will waste a bit of damage. What makes this even worse for ions is that they don't actually register a hit every tick, but every third tick. This means that each "packet" of damage will do three times as much damage at once, compared to most other weapons. To give this effect some actual numbers, 32 emitters combined into one beam will do roughly 35,000 raw DPS at mid range, resulting in each hit doing roughly 3,500 damage. A normal piece of armor has 4,000 health; pointing this ion at a piece of armor will do 3,500 damage, lowering the armor's health to 500, then 3,500 a second time, bringing the armor's health to 0 (-3,000), destroying it. Even though the ion should theoretically be able to do 7,000 damage in two hits, those hits only applied 4,000 effective damage to the armor, wasting 3,000 potential damage, or about 43% of the ion's potential DPS. This becomes an even bigger deal when targeting weaker parts like corridors that only have 1000 health; with this same setup, the ion will apply 3,500 damage to each corridor, instantly destroying it but also wasting 2,500 damage (roughly 71% of its max DPS) in the process. At a certain point, adding more power to ions becomes completely meaningless since it can one-shot almost any part in the game. Smaller beams aren't immune to this effect either; So, how do you try to fix this?
The main solution to part overkill is using multiple output beams to help distribute damage over a wider area rather than doing all of its damage in the same spot. This gives the added bonus of actually doing more raw DPS anyway, due to combining beams fewer times. Note that having multiple ions hit the exact same part does not minimize part overkill (since each tick calculates all projectiles' damage before removing parts), so focusing lots of beams onto a single tile doesn't help. Having multiple output beams in parallel of each other is best for DPS, but at the same time having too many outputs in parallel requires a wide barrel, which is very hard to defend. A happy medium is to aim your outputs all at a single point very close or inside the front of your ship; this allows you to make the barrel very tight in some places, increasing defense, but also allows the beams to spread back out afterwards. It's a good solution, but unfortunately it still isn't perfect, since being too close to an opponent doesn't let the beams spread out, which can often cause them to hit the same few parts, wasting damage. On the other hand, being too far from an opponent often hurts focus fire significantly.
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