Serious question as I cannot find any other combat spend, in space combat, anywhere near as good as this one.
All weapon damage is reduced by Resistance before being applied to the target ship, whether shielded or otherwise. This means that reducing Resistance by 1 is pretty much the same as increasing damage by 1.
Now this is where it gets complicated. It costs 1 Momentum to increase damage by 1. It costs 1 momentum to decrease the target’s resistance by 2. This means that against starships, it’s always better to decrease Resistance than increase damage.
More importantly, all phaser starship weapons have Versatile 2, which gives them 2 bonus Momentum to spend immediately. And since the Penetration combat spend is repeatable, that means that every successful attack with phaser does a straight 4 extra damage, flat! And then you can add even more Momentum to that. This makes it super easy to flat out negate all the Resistance of some exceptionally strong target like a D’Deridex. To put this into context, it means a small tactical fit Nova can, on average, cause a breach on a shielded D’Deridex with every attack as long as they spend a single momentum from the pool (or extra rolled on their attack).
To put this into context, disruptors, with Vicious 1, would need to roll at least 12 dice to average out 4 extra damage on their attack.
Am I missing something? How is this not incredibly broken? What’s the counter to that aside from having some named villain with a souped up ship with Ablative Armor AND Improved Hull Integrity? Is there an errata somewhere that says “Hey, maybe this is not a good idea …”