The way they describe it in the notes, it sounds like the Absolute damage is a bit of a nerf. Perhaps the Abs dmg is calculated differently from thermal/kinetic/explosive ? Idk, but according to my understanding having Abs dmg vs 50/50 thermal/kinetic would be a damage buff in most cases. They are saying it's a roughly 20% nerf at the base end with unmodded shields, so apparently it is calculated differently from my understanding of resistance modifiers.
It means that the thermal:kinetic ratio in plasma is more thermal than previously thought.
I have previously tested rails at 2:1 and my all weapons damage tables set that out and then said that pending testing of plasma I would assume 2:1 also. 2:1 is the tipping point at which absolute damage and damage against an unmodded shield are equal, see my tables at:
https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon
As Mark has said that absolute damage will do less damage to a shield than application of the existing split, we now know that plasma must have a higher thermal component than 66.6%.
Indeed, the 20% damage reduction mentioned is consistent with being all thermal - odd but consistent also with something else FDev have said about an error concerning plasma split.
[EDIT:- Since posting above just noted that actually Mark didn't say 'against shields' ... which complicates matters further!]
Anyway, about the rest of the thread: I don't think that a big ship or FdL loaded with heavy duty boosters providing preposterous Mj undreamt of before 2.1 needs to be too worried about being fired at by the most distributor wep-cap demanding weapon in the game.
Remember that the rail meta depended on DPE, which plasma lacks.
TTK by full plasma FdL on shield hack Cutter or Corvette will still be like waiting for Christmas 1v1 and in wings still far slower than in 2.0.
The original reasons for my Beta 2.2 proposals concerning beams and/or plasma being given a special that enabled them to de-buff, ignore or directly attack resistant shield boosters was so as to:-
1. Give PvP-ers a rational reason to use these wep-cap hungry weapons in the post-2.1 Galaxy, which is all about DPE;
2. Reduce TTK and the titanic base shield meta, whereby DPS has gone up 70% yet hit points up 400%.