Run a symmetric setup with both weapons (2x beams or 2x cannons for example), then halve each damage/power or dpe setting, then add the two disparate halve to give a total for a hybrid weapon setup (like a beam and a cannon).
Note the time at WEP depletion - noting the differences between beam and cannon should show you which weapon will actually 'drain' the WEP capacitor first (thereby switching to the lower power recharge-only damage regime).
(Just using beam and cannon here as an example).
I think you're oversimplifying things when it comes to disparate weapon setups. I've put a lot of thought into trying to calculate more complex weapon setups and it's really tricky to do.
When you have a full WEP cap, there's no problem. The problem comes once the WEP cap is drained.
This is partly due to a lack of knowledge of the mechanics behind the scenes and partly because we only have averaged ("per unit of time") figures for the weapons, not "per shot". If we had "per shot" figures (i.e. someone counted precisely how many pulse laser shots it took to drain the cap) then we could get closer, but that's a HELL of a lot of counting... and it still doesn't answer many important details of mechanics of drained-cap firing.
If you're running two weapons of the same type, you know how much energy per second they're using, you know how much damage per energy they're using, and you can multiply up the amount of energy available from the weapon system for a given interval. Calculating the theoretical damage for that total available power at that point is relatively simple as you just divide it down.
Even when the capacitor is drained, because the two weapons are the same you can assume that at least ONE of them will be taking the available energy, and it's just a pool of energy at the end of the day so the same maths works.
Now let's say you've got different weapons - one pulse laser and one beam laser. Whilst there's capacitor power to run both, it's an easy win to calculate what's going on as we know how much damage they do per-second.
Unfortunately, once the cap is drained, you need to know lots of things that we really can't establish in order to work out what will happen because you can't ignore the fact that one of the weapons does different damage levels to the other one - so you have to know which one will actually fire at any given point - the duty cycle (as a ratio) for the two weapons.
To know what that duty cycle is you have to know stuff that I don't think we can work out.
What's the charging interval for the capacitor? Seconds? Milliseconds? What's the step charge per interval? What's the minimum cap charge level for a beam laser to turn on and fire a single "pulse"? How long does a single beam-laser "pulse" at drained-capacitor-level last (i.e. how much damage does it do)? Presumably the pulse laser might trigger at a lower level, stealing all the power and the beam laser might never turn on.
You basically have to build a complete firing simulator. And to build that you'd need FDev input. With the figures, it's not tricky. Without them, it's nigh-on impossible.
In my opinion anyway.
I'm happy to be convinced otherwise
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