eenbal: @kirithkodachi what you mean dcu or mag stab? DPS DPS DPS! Killing him first is better then taking longer to die :)Hmmm, is that always true? I decided to do some rough back of the napkin math and see what's up. Let's assume I'm facing another frigate doing 200 DPS and let's ignore resistance levels to simplify things. The estimated effective hit point tank of the DCII Merlin is about 7440 points, meaning I would survive roughly 37 seconds. In that time I would do around 5950 points of damage (160 DPS) in return.
On the second Merlin with more damage and less tank, my 5900 EHP tank would last 29.5 seconds allowing me to deliver 5660 points of damage (192 DPS) in return.
In other words, I end up doing more damage in the long run.
Now this ignores a lot of factors such as an enemy with a repper that needs to be overcome with sheer volley damage, optimal range, energy attacks, etc. My point is that it is not always clear cut the best route to take when dealing with how much improvement to the tank the damage control module can give a ship.
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In response to Unknown commenter who suggested using ion blasters instead of neutrons and going with a tech II shield extender and two mag stabs, the result is an effective hit point tank of ~6400 points and estimated DPS of 180. Using my 200 DPS opponent, I get to live for 32 seconds doing 5760 points of damage in return. If I switch the second mag stab for a Damage Control II, an 8000 EHP tank lives for 40 seconds and the DPS of 150 does ~6000 points of damage.
Usual disclaimers of napkin math piloting apply. The longer the fight goes on, the greater the chance something bad happens :)