Originally posted by ^Graff
I did the math, and according to Zylon's stats, it's .18181818 seconds. So you have 5.5 ticks per second.
Uhm, or you could have just read the line where it says,
"The total damage dealt by a beam cycle is actually the value in the Damage column, multiplied by the Life value, multiplied by 5.5"The reason I haven't responded to this thread before now is that I didn't see it. Sorry! I guess I should have put my email address in the Beam FAQ. Oh wait, I did.

Anyway, to answer Petrarch's original question-- I determined the beam damage interval by blasting a pristine ship with a beam. From the percent hull left, I estimated the number of hitpoints of damage that had been done. From this point, there are several ways to arrive at the 5.5 value, but the simplest (which I don't think I used at the time) is to do:
total damage / (damage per tick * beam duration) = ticks per second
So if a BFRed does 80850 (estimated) in one fire cycle, and the tables say one cycle lasts for 7 seconds and it does 2100 damage per tick, you get:
80850 / (7 * 2100) = 5.5
Moving on to the next question... "I tried to reverse engineer your tables to work out the damage per second for each beam". Okay, and what was hard about this? If you want to find out how much damage a 7-second beam does in one second, wouldn't you just... umm... divide the full damage by 7?
And CP5670... the 5.5 value isn't exact. As I also say in the Beam FAQ, the amount of damage a beam dishes out varies randomly by 1-2% in identical trials.
So here's a little something for those of you who haven't bookmarked it yet...
http://home.att.net/~clay.h/fs2/beamfaq.htm