Thanks for all the responses!
faulknermano - The only "effect" I'm really using on this particular layout is forcing own texture with a giant black tile over it (for darkness) and maybe 10-20 sprites that have destination out on them for a light source. I also have maybe 20 sprites with the additive effect.
oosyrag - total system memory use of nwjs is ~15mb. I've tried it on 1 other machine but I'm not counting it because it's nearly twice as powerful as this and runs at 60fps .
I DO however have a ton of layers that are invisible (I have a ton of menu systems so I created them on a "start" layout and set the layers to global - then toggle them invis/vis when being used). It's probably around 400-500 objects, but the code isn't being touched until they're out (and even when so, I have everything in functions that applies to button presses).
nemo - I've just disabled ALL of my code and my fps is 20-30.
ErekT - I don't really have any effects on static objects aside from the destination out and additive blend fx. I've tried low quality but it actually does look a bit worse and doesn't help any.
NetOne - I thought it was collision checks but I had another layout that (embarrassingly) had around 4000 collision checks per tick....and that ran just as poorly (if not BETTER)
I am spawning rain fx, but its getting destroyed (the object count never goes above a certain number). And trust me, I've stressed test construct like crazy, I need THOUSANDS of collision checks on a loop to start seeing any fps droppage on most games.
To answer you questions:
1. on edge I actually get 60 fps (strangely enough the edge isn't using my graphics card....it's using intel chip)
2. same; ~30 fps on both exported and preview
3. the only one I've tried gets 60 but like I stated few people have machines with that kind of power.
I have also just recently updated my graphics card, too (as in yesterday), so I don't THINK it's that...
So here are my guesses?
1. Capx file is corrupt and I need to rebuild it
2. I have 3 sets of tilemaps on top of each other; maybe there's some kind of rendering issue when you do that?