Now i wish one of the developers would jump into this thread, and explain it all yet again. We were told BY THE DEV"S that the damage was PER NULL. The burst counts control the number of effects. So if the burst count was 3 you would get 3 laser, or missile effects, but the damage remained constant whether it was 1 effect, or, 3, or 6 effects.
Experiment by using only one null. Then compare it using the same damage, but with 10 nulls, and divide the damage by 10 for the same arc. I bet you will notice a huge difference. It does the same damage as with one null undivided, but it is spread out between the 10 nulls.
There were discussions about this in other topics dating back to original sins. I'll be a monkeys uncle if i am proven wrong on this. ALL of the weapon damage in SoA 2 is done divided PER NULL.
So for example a Sovereign had 18 phaser nulls, and the total damage for ALL phaser's was 1000. The 18 nulls were divided to 6 Front, 5 Left, 5 Right, and 2 Back. 18/1000 = 55.5. So each null would do 55.5 damage. 55.5x6 = 333.3 damage for the Front arc. 55.5x5 = 277.5 damage for the Left, and Right arcs. 55.5x2 = 111 damage for the Back arc. 333.3+277.5+277.5+111 = 1000 total damage for that weapon type. It doesn't matter how many bursts. It can fire 1, or 6 bursts, and do the same damage. Burst counts are for the particle effects only. Now you guys are coming in here, and saying that we have been doing it wrong for the last 5 years. When this way worked for us from day one once we figured out for ourselves, and then the developers confirmed that the damage was PER NULL.
Why would the developers of Sins tell us this if it was not true?
EDIT: Glad you got your problem fixed 