WARNING: THE INFO BELOW DISCUSSES ONE OF THE NEW GUARDIAN MODULES. IF YOU DO NOT WANT TO SPOIL IT FOR YOURSELF, DO NOT READ!
With that out of the way, I have been playing around with the Guardian Plasma Charger as of late. Very fun and satisfying to use, stats seem very good; below is a picture from the Modules tab (same stats as in Outfitting - this outpost didn't have it).
I'd like to draw your attention to the bit about the "Damage Multiplier at Full Charge" field. Base uncharged damage is 5 MJs; fully charged the damage is 5x17 = 85 MJs. That's slightly more damage than a large PA - which is awesome!
... But during live-fire testing in both a HighRes and a High-CZ, something felt off - as if the fully charged shot was doing less damage than it should be (after accounting for pips and resistances). So I set up a test with a friend in a Viper using an unmodified shield. The test was simple: I charge up a full shot from the Plasma Charger and shot it at him, while he would have no pips in Systems. His shield stats are listed in the following image:
Note: He does have 4 pips in systems here, but he confirmed his pip configuration was 4 to Weapons and 2 to engines.
So, running the numbers using Truesilver's Plasma Damage calculations found here: https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon ,
85 MJs * 96% damage against shields = 81.6 MJs
147 MJs - 81.6 MJs = 65.4 MJs remaining
65.4 MJs remaining / 147 MJs * 100% = 44.5% expected to remain.
After the test?
His shield went down to 69%.
Now, on the assumption that my friend had no pips into Systems, there appears to be an issue with the damage of the fully charged up shot - it's not hitting that 85 MJs (raw damage). Running the numbers again (yay more math!),
100% - 69% = 31% removed from shields
147 MJs * 31% = 45.57 MJs of damage from the Plasma Charger
which is nowhere near the expected damage of a fully charged shot for a shield with no pips in systems. It would appear as though some pips were accidentally left in Systems, but my friend stated that he had none there; in addition, my gut feeling from the HighRes and CZ tests is that something is off here... 81.6 MJs worth of damage is a ton, even with pips into Systems (4 Pips is somewhere around 40% weapon effectiveness, which would put the damage around 32 MJs - can't find the most recent curve for the pip damage resistances at the moment).
I'd run additional and more comprehensive tests to really see what's up but I'm a tad short on time at the moment - can someone try to replicate this test and see if I ran the numbers right?
With that out of the way, I have been playing around with the Guardian Plasma Charger as of late. Very fun and satisfying to use, stats seem very good; below is a picture from the Modules tab (same stats as in Outfitting - this outpost didn't have it).

I'd like to draw your attention to the bit about the "Damage Multiplier at Full Charge" field. Base uncharged damage is 5 MJs; fully charged the damage is 5x17 = 85 MJs. That's slightly more damage than a large PA - which is awesome!
... But during live-fire testing in both a HighRes and a High-CZ, something felt off - as if the fully charged shot was doing less damage than it should be (after accounting for pips and resistances). So I set up a test with a friend in a Viper using an unmodified shield. The test was simple: I charge up a full shot from the Plasma Charger and shot it at him, while he would have no pips in Systems. His shield stats are listed in the following image:

Note: He does have 4 pips in systems here, but he confirmed his pip configuration was 4 to Weapons and 2 to engines.
So, running the numbers using Truesilver's Plasma Damage calculations found here: https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon ,
85 MJs * 96% damage against shields = 81.6 MJs
147 MJs - 81.6 MJs = 65.4 MJs remaining
65.4 MJs remaining / 147 MJs * 100% = 44.5% expected to remain.
After the test?

His shield went down to 69%.
Now, on the assumption that my friend had no pips into Systems, there appears to be an issue with the damage of the fully charged up shot - it's not hitting that 85 MJs (raw damage). Running the numbers again (yay more math!),
100% - 69% = 31% removed from shields
147 MJs * 31% = 45.57 MJs of damage from the Plasma Charger
which is nowhere near the expected damage of a fully charged shot for a shield with no pips in systems. It would appear as though some pips were accidentally left in Systems, but my friend stated that he had none there; in addition, my gut feeling from the HighRes and CZ tests is that something is off here... 81.6 MJs worth of damage is a ton, even with pips into Systems (4 Pips is somewhere around 40% weapon effectiveness, which would put the damage around 32 MJs - can't find the most recent curve for the pip damage resistances at the moment).
I'd run additional and more comprehensive tests to really see what's up but I'm a tad short on time at the moment - can someone try to replicate this test and see if I ran the numbers right?