I know that the incendiary round special effect is supposed to increase damage and convert a large portion of damage to thermal, according to its description. However, when I was engineering my class 4 gimbaled multi-cannon for my almost all laser Anaconda, which originally rolled with the thermal shock modifier, I noticed that paying for the switch to incendiary rounds before finalizing did not change the +4% damage stat shown despite what special effect was applied. Additionally, after finalizing the mod and looking in outfitting at the detail description, the damage stat compared to an un-engineered version was still +4%. So is the increase in damage from the special effect hidden from the stats page? I also noticed in outfitting the damage type changed from kinetic only to thermal only, so does the incendiary round special effect make the whole thing less effective against hull? I ask if the effect makes it weaker versus hull as I was using the multi-cannon for hull damage after my lasers took out enemy shields and would prefer to use the multi-cannon mostly for hull damage. Or does the possibly hidden increase in damage make up for the damage lost due to hull's typical resistance to thermal damage?
TLDR:
Question 1: Is the damage increase from the incendiary round special effect hidden from the outfitting stats?
Question 2: Does the incendiary rounds special effect make a multi-cannon less useful for hull damage?
Question 3: If the answer to questions 2 and 3 are yes, does the increased damage offset the damage lost from hull's resistance to thermal damage?
TLDR:
Question 1: Is the damage increase from the incendiary round special effect hidden from the outfitting stats?
Question 2: Does the incendiary rounds special effect make a multi-cannon less useful for hull damage?
Question 3: If the answer to questions 2 and 3 are yes, does the increased damage offset the damage lost from hull's resistance to thermal damage?