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You see the game calculates penetration based only on base damage and does not take into account increased damage due to your updates.
This slightly nerfs energy weapons despite their good penetration numbers below what noe would otherwise think.
This only affects laser rifle u have modded for increased damage in some manner
This is the mod, to unnerf them
https://www.nexusmods.com/fallout4/mods/75565
It is compatible with the unupdated version of FO4.
It depends on address library which I am sure will soon the updated , I expect it to work with the new FO4 as long as the new address for the updated FO4 is out and you have the new F4SE installed for the updated game.
I currently run unupdated.
As @socialmedia alluded to above, energy weapons in general are bugged and so it would cost you (in terms of DPS) to commit to an energy weapon character. So actually it's good there are no specific perks for energy weapons.
The implications of the energy weapons bugs are that they are (relatively) most effective when you have no perks and no weapon mods. For example, NPCs with standard energy weapons don't suffer relative to NPCs with standard ballistic weapons. They are generally more effective in fact because of the generally slightly higher base damage of energy weapons. But as a player character is different. Ballistic always wins. Irritating but true.
Only with critical hits, which are something you can only occasionally do when using VATS. The same applies to the issues of Tesla Magazine, only those don't actually do anything because they apply to weapons with a certain keyword, and no weapon in the game actually uses that keyword. Though the Unofficial Patch fixes that one.
It's a rare day when someone fixes something to be the way I'd want it to be, for example, so I just fix stuff myself. Place Everything for settlement building, a few extra objects to place, and one mod to add actually visible sights to the .44 Magnum because the default irons are atrocious and I have no idea how to make graphics mods like that.