uhhh where did you get 89? rofl with all the mods, and 100 Energy weapons, its over 120, around 140 on regular MFC, on a single target. Using the Tri-beam is nice and all on weak/no DT targets, but it quickly dies once hitting it against Deathclaws or so. Also where are you getting your facts? it does 66 damage all together with no crits, 22 damager per beam. This is when you have the requirements and 75 Energy Weapons. with a critical shot, it goes up to 44, 44x3=132 on a 0DT enemy. Not bad, but it still fails when the Holorifles base damage comes in and kicks it off. The only time you ever push beyond the Holorifle is when you get Better Criticals and then get a critical shot. Even with all the perks, it's damage only comes up to 108.9 at max damage when all 3 beams hit a 0DT target. The only use for this much overkill is for large Cazadores, period. When facing against Deathclaws, nope. Fails hard.
*sigh*
I'm always going with the base damage.
The Tri-Beam goes up to nearly 300 DPS if you count in all modifying aspects, that means mods, max charge ammo, perks and so on.
Just try 'em out both and you'll see how much faster the Tri-Beam fires.
And if you don't believe me, consult the Fallout Wiki to check for the stats.
I take a fully modded Tri-Beam over a the fully modded Holo any time, *any time*, Legendary Deathclaws and Stripe included.
The Tri-Beam can and will save your butt, even if you get bum rushed by a pack of Deathclaws
The Holorifle isn't bad. But as a sniper weapon it falls short to a Gauss Rifle, and for mid to close range combat it is too slow to provide for an effective way of crowd control.
Its ammo effeciency is its greatest upside, but ammo availability shouldn't be any issue at all nor ammo weight, which also got addressed through introduction of the optimized GRA recipes.