No. If the flux efficiency of the weapon is worse than the inverse of the flux efficiency of the shield and you are over your standard dissipation then you pay 1 flux for >1 flux damage.
If your flux efficiency vs shields is 1.4 and their shield is .7(the inverse of which is 1.43) then you use 1 flux to do .98 damage. You only "win the flux war" here if you have more flux than what you're shooting at(and sometimes the sum of the things you're shooting at. This contributes to you losing the flux war.
Your flux increases at a rate of (flux generation - dissipation) which is less than flux generation. If you had no dissipation, then what you said would be true. But if you have dissipation, you're not generating the full flux amount in your own ship because some is being dissipated. So you're not paying 'full price' unless you have no spare dissipation.
Yes but what does dissipation have to do with firing over dissipation?
OK lets say you have 1000 flux dissipation. You can fill this in two ways, with heavy blasters or with pulse lasers.
Pulse lasers eat 999 flux dissipation for 909 DPS. Heavy Basters eat 1440 dissipation for 1000 DPS or 2160 dissipation for 1500 DPS.
Who wins the flux war? A: The pulse lasers. Not only are the heavy blasters shooting 440 OVER dissipation for 278 extra DPS(or 1160 over) -> .694 efficiency which makes this a loser against anything but 1.44 shields or higher but if they fired in time such that they did not fire over dissipation they would do 694 DPS. Which we might note is less than 909. So they lose the flux war either way.
Now you might be saying "DUH" but apparently not because this is the kind of thing that you have to ignore in order to come to the conclusion that you had. This is because these considerations happen when youre fit. And every ship can fill out its flux dissipation with weapons. There are no ships that have excess dissipation to fire all of their weapons and they just don't have enough slots. This means that you can always move to more efficient weapons in more slots in order to keep your flux rate tied to your dissipation rate.
And it means that the purpose of "flux inefficient" weapons like the heavy blaster is not because they're going to win you the flux war, they're not, they're going to make it harder to win. Its because they're going to kill armor faster, when the flux war is already won.
Yes, you've constructed a scenario where the ship with bad weapon efficiency loses, but it didn't lose because 1.44>1, it loses because of a combination of factors including the two ships dissipations, dps, flux generation etc. (all the things that go into the inequality). Comparing a weapon efficiency to a shield efficiency doesn't tell you if the weapon is contributing to winning the flux war by itself. I can construct scenarios easily where a ship with worse shield efficiency than 1.44 wins against a ship with a heavy blaster. All I'm saying is that comparing weapon efficiency to the enemies shield efficiency doesn't tell you if its helping to beat that ship, you have to consider all the other factors that go into the flux war as well.
Firing a heavy blaster will always make it harder to win than if you were firing a more efficient weapon with the same dps instead, but firing a heavy blaster will help more than not firing a lot of the time, and it also may help more than a lower dps weapon in some situations as well. Just looking at weapon efficiency and shield efficiency is not sufficient to figure out if its helping or not.
example 1:
ship 1: 10000 capacity, 100 dps, 150 wpn flux/sec (.66 weapon efficiency), 150 dissipation, 1 shields
ship 2: 10000 capacity, 175 dps, 100 wpn flux/sec, 100 dissipation, 1.6 shields (1.6 > 1/.66)
result: ship 2 overloads in 62.5 seconds, ship 1 overloads in 57.1 seconds so ship 2 wins. The weapon .66 efficiency weapon is not winning the flux war even though its efficiency is better than the inverse of shield efficiency.
Also notice that if I replace the 100dps/150fps weapon with a 500/750 weapon (that has the same efficiency), ship 1 overloads in 12.9 seconds and ship 2 overloads in 12.5 seconds meaning ship 1 wins by increasing dps without increasing efficiency.
example 2:
ship 1: 1400 capacity, wpn1: 100 dps 100 fps, wpn2: 100 dps 140 fps, dissipation 200, shields 1
ship 2: 1000 capacity, 200 dps, 200 fps, dissipation 200, shields 1
results:
case 1: ship 1 only fires weapon 1 --> ship 1 overloads in 7 seconds, ship 2 overloads in 10 seconds so ship 2 wins
case 2: ship 1 fires both weapons --> ship 1 overloads in 5.83 seconds, ship 2 overloads in 5 seconds so ship 1 wins
in this case, firing a 1.4 efficiency weapon into 1 efficiency shields results in a win when the ship would have otherwise lost, so firing the weapon wins the flux war compared to not firing the weapon
example 3:
ship 1: 2000 capacity, wpn1: 200 dps 220 fps, wpn 2&3: 100 dps 100 fps, dissipation 300, shields 1
ship 2: 1000 capacity, 500 dps, 500 fps, dissipation 500, shields 1
case 1: ship 1 fires wpn 1&2 --> ship 1 overloads in 3.85 seconds, ship 2 overloads in 3.33 seconds so ship 1 wins
case 2: ship 1 fires wpn 2&3 --> ship 1 overloads in 4 seconds, ship 2 overloads in 5 seconds so ship 2 wins
this demonstrates that firing a more inefficient weapon with higher dps in place a of higher efficiency weapon with lower dps alows the ship to win when it otherwise would have lost, so firing the 1.1 efficiency weapon into 1 efficiency shields is better than a 1 efficiency weapon in this case