Thanks @psavola, I appreciate your response!
I had a closer look, and noticed one reason the Shrapnel rocket trends better is that it delivers CUTTING damage rather than CONCUSSIVE, and large enemy units tend to be less vulnerable to concussive damage. e.g. Sectopod, Cyberdisk Terrorist and MIB Tank Terrorist all have damage modifiers that reduce the effects of concussive damage, compared to cutting. I included details stats below.
But I think there are still some counter-examples where the RPG Anti-Tank Rocket performs better, at least from a strict reading of the stats. E.g. The Vampire Knight has 55 front armor, and takes 90% of concussive damage but only 60% from cutting. So a hit from an RPG Anti-Tank Rocket should deal around 48 damage
(= [95 - 55 x 0.75] x 0.9), while a Shrapnel rocket would do around 27
(= [100 - 55] x 0.6). My math may be slightly off depending on the order modifiers are applied and other effects of which I'm unaware, but
https://xcf.trigramreactor.net/master/gunSim shows the relation holds. It even slightly edges out the more advanced Tritanium Shrapnel Rocket (at least for Aimed shots - although I'm not clear why Gun Profiler reports te RPG's snap shots do less damage than aimed ones).
Do you think the shrapnels are inferior in such cases, or is there something I'm missing?
I recognize the subsequent fire created by the shrapnel variants will do some further damage after the fact, and isn't accounted for above.
For four-tile units, does the larger blast radius of the Shrapnel rockets come into play to as a further damage-multiplier (from each tile affected)?
I'm getting rid of the older equipment nonetheless, but found it kind of curious that it didn't seem clear the newer stuff is universally better. (In a different example, I know the Nitro Express Rifle served me very well up until Laser Sniper Rifles, due my agents' high ACC stats and its strong damage bonus multiplier).
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RPG Anti-Tank Rocket
Damage: 95 CONCUSSIVE
Blast Radius: 1 Tile
Armor Effectiveness: 0.75
Radius Reduction: 40
Armor Degradation (Raw Damage): 0.3
Shrapnel Rocket
Damage: 100 CUTTING
Blast Radius: 8 Tiles
Radius Reduction: 4
Armor Degradation (Raw Damage): 0.05
Tritanium Shrapnel Rocket
Damage: 130 CUTTING
Blast Radius: 11 Tiles
Radius Reduction: 5
Armor Degradation (Raw Damage): 0.05
Sectopod Terrorist: 100% CUTTING, 40% CONCUSSIVE, 145 Front Armor
MIB Tank Terrorist: 90% CUTTING, 75% CONCUSSIVE, 90 Front Armor
Cyberdisc Terrorist: 100% CUTTING, 60% CONCUSSIVE, 34 Front Armor
Chryssalid Terrorist: 100% CUTTING & CONCUSSIVE, 34 Front Armor
Ancient Female Tomb Guardian: 70% CUTTING, 90% CONCUSSIVE, 40 Front Armor
Vampire Knight: 60% CUTTING, 90% CONCUSSIVE, 55 Front Armor