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2. You can apply limits for this, set the initial and final disruption to something (say; L) now solve for L.
3. I'm guessing it will apply to all damage types (that are effected by shields) but you would need to ask one of the coders.
It's not easy without brute-forcing it.
It depends on how many turrets there are. The more disruption a ship has, the more quickly disruption damage can accumulate.
Disruption basically relies on the same system as piercing: each time a projectile strikes a ship, shieldFraction is calculated, based on the ship's current disruption and the projectile's piercing.
While shields are up, shield damage is multiplied by 1 - shieldFraction. (So 100% when shields are up, and (obviously) 0% when shields are down, and in between when they're being disrupted.) Hull damage is multiplied by shieldFraction. (0% with shields up, 100% with shields down, in between with disruption.) Heat, ion, disruption, and slowing damages are multiplied by 1 - 0.5 * shieldFraction. (50% when shields are up, 100% when shields are down, and once again in between with disruption.)
The max disruption per weapon is the disruption value per frame (0.24 in case of the Korath Disruptor) multiplied by hundred. This is due to the fact that 0.24 is the max disruption that can be added every frame; at the same time 1% of the target's current disruption value dissipates each frame. Once the target approaches 24 disruption, that 1% will approach the 0.24 that is added by the Disruptor and the disruption value will stabilize there.
The effect of disrupting weapons is hard to calculate in general terms, as the amount of disruption that is added each frame depends on the percentage of shield the target has left. I tackled the same question one or two weeks ago and put together a spreadsheet[docs.google.com] to simulate how different weapon outfit setups would perform against different ships. Warning: it is extremely slow, due to the heavy amount of calculation necessary. You need to make a copy in order to edit and use it.
There are two parts to it:
You can ignore the other sheets ('Disruption Aggregate' was an earlier version, before I learned from Avior about shieldFraction and leakage; the 'Inhibitors' sheet lets you calculate how much a target will be slowed down over time when affected by x numbers of Remnant Inhibitors - the input/output is further down the sheet).
Hit me up if you have questions...
Thanks for bringing up more in depth stuff! The spreadsheet is a beast, thank you for sharing it!