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	<id>https://starmadepedia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evilreaver</id>
	<title>StarMade Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://starmadepedia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evilreaver"/>
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	<updated>2026-05-11T23:25:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://starmadepedia.net/index.php?title=Punch-Through_Effect_Computer&amp;diff=5427</id>
		<title>Punch-Through Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Punch-Through_Effect_Computer&amp;diff=5427"/>
		<updated>2017-04-09T18:37:50Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Punch-Through_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Punch-Through Effect Computers''' are the controller computer for [[Punch-Through Effect Module|Punch-Through Effect]] systems. This effect system can be slaved to a weapon system cause the weapon to  deal much more damage to the target's Armor HP pool.&lt;br /&gt;
&lt;br /&gt;
They add armor durability to your ship if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;||&amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Punch-Through Effect Computer]]||[[Punch-Through Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Punch-Through Effect Computer.png|link=EMP Effect Computer| 150px]] || [[File:Punch-Through Effect Module.png|link=Punch-Through Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''Punch-Through Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Missiles and Pulses get a small explosion radius boost with this weapon (+5 meters). Beams and Cannons deal 50% more block damage. All weapons deal 50% extra damage to [[Defense Systems#Armor HP|Armor HP]].&lt;br /&gt;
&lt;br /&gt;
The function of a Punch-Through weapon is to shred the target's Armor HP value, since it reduces damage to all armor blocks flatly by 50%. Once the target's AHP is reduced to 0, you'll see your weapons doing a great deal more damage to the enemy's armor blocks, quickly exposing the valuable system blocks below. (In particular, Piercing weapons will start to vaporize armor.)&lt;br /&gt;
&lt;br /&gt;
Compared with Piercing, which is better at breaking individual armor blocks, Punch-Through works to make the entire enemy ship more vulnerable to incoming fire, and is thus more useful in prolonged fights against larger ships, or in combat where multiple smaller ships are attacking a larger structure. Punch-Through also has no penalty against Shields like Piercing does. In fact, as Punch-Through has no negative effects, it is useful as a 'default' effect if other weapon effects aren't desirable for a particular weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; A defensive Punch-Through system acts as an 'armor value' for your Armor HP pool, making it last longer. At maximum effect, this makes AHP pool last 25% longer. Similar to its use as a weapon, this defensive effect becomes more valuable as the size of the ship it is protecting increases.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
{{production/Punch-Through_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Piercing_Effect_Computer&amp;diff=5426</id>
		<title>Piercing Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Piercing_Effect_Computer&amp;diff=5426"/>
		<updated>2017-04-09T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Piercing_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Piercing Effect Computers''' are the controller computer for [[Piercing Effect Module|Piercing Effect]] systems. This effect system can be slaved to a weapon system cause the weapon to ignore some armor and deal much-improved block damage, at the cost of reduced (or zero) damage to Shields.&lt;br /&gt;
&lt;br /&gt;
They add armor durability to your ship if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;||&amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Piercing Effect Computer]]||[[Piercing Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Piercing Effect Computer.png|link=EMP Effect Computer| 150px]] || [[File:Piercing Effect Module.png|link=Piercing Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''Piercing Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Missiles and Pulses get a small explosion radius boost with this weapon (+5 meters). Beams and Cannons deal 25% more block damage, and 50% extra damage to [[Defense Systems#Armor HP|Armor HP]].&lt;br /&gt;
&lt;br /&gt;
All weapon types, at maximum Piercing effect, ignore 50% of a block's armor. Since System blocks (Shield Capacitors, Weapon modules, Computers, etc), as well as Hull blocks, have no armor value, this effect isn't particularly valuable for damaging internals. However, against Standard and (especially) Advanced armor blocks, this represents a '''significant''' bonus. Therefore, this effect is best used to &amp;quot;crack&amp;quot; enemy armor to allow other weapons (such as Explosive-effected or Missiles) to be used to greater effect.&lt;br /&gt;
&lt;br /&gt;
''However'', this effect also causes the weapon to deal reduced armor to Shields. At 100% effect, a Piercing weapon will deal '''zero''' damage to shields. Thus it is a good idea to either pair this weapon with an Ion weapon, or to use a sub-100% effect. Keep in mind that even once the target's shields are down, after a few seconds they will begin to recharge, and a 100% Piercing weapon can be completely stopped by 1 point of enemy shields, regardless of how powerful it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; A defensive Piercing system causes additional incoming damage to be applied to your [[Defense Systems#Armor HP|Armor HP]] pool rather than blocks. The effect caps out at 25% additional transference over the default of 50% for a total of 75% (note: Mathematically, this works out to your AHP being twice as effective as default). The ArmorHP bar 'protects' your armor blocks and makes them dramatically more durable. Since this, compared to some systems, does not require very many blocks to become maximally effective, Piercing is a very useful system to have on any ship that may see combat, as even Hull blocks see a notable durability increase. It does not, however, apply to system blocks such as modules, computers, reactors etc.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
{{production/Piercing_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Explosive_Effect_Computer&amp;diff=5425</id>
		<title>Explosive Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Explosive_Effect_Computer&amp;diff=5425"/>
		<updated>2017-04-09T17:55:56Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox block/Explosive_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Explosive Effect Computers''' are the controller computer for [[Explosive Effect Module|Explosive Effect]] systems. This effect system can be slaved to a weapon system to give weapons a small area-damage-effect (for Beams and Cannons) or a large explosion area increase (for Missiles and Pulses).&lt;br /&gt;
&lt;br /&gt;
They add movement-effect (Stop, Pull, Push) resistance to your ship if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;||&amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Explosive Effect Computer]]||[[Explosive Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Explosive Effect Computer.png|link=EMP Effect Computer| 150px]] || [[File:Explosive Effect Module.png|link=EMP Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''Explosive Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; For '''Damage beams''' and '''Cannons''' an explosive effect is added. The damage dealt to the hit block is halved, with the other 50% of the damage spread over the six adjacent blocks. Damage to non-existent blocks is lost. This lowers the overall damage, since in most cases hit blocks are surrounded by less than six blocks. If a cannon projectile hits multiple blocks due to its inherent punch-through ability, an explosion is added to each hit. For beams, however, the explosive effect is only added to the first hit block, but not to further blocks hit by their innate piercing ability. The damage to directly hit blocks is halved for the entire beam (at maximum effect), though, so the total damage is heavily reduced.&lt;br /&gt;
&lt;br /&gt;
*Note that the effect for beams and cannons is currently capped at 10%. This means that the explosion radius is limited to one. Also, adding more than 10% effect blocks even reduces the explosion damage, since the damage, that would have been dealt to blocks further away is lost due to the cap. Less than 10%, on the other hand, has no effect at all.&lt;br /&gt;
*Note that the reduction of the regular non-explosive damage also reduces the penetration depth. Currently, the unmodified, incorrect values are listed in-game. However, the penetration of cannons can be even higher than without any effect, if the explosion damage is big enough to destroy blocks ahead of hit blocks.&lt;br /&gt;
&lt;br /&gt;
For '''Missiles''' and '''Pulses''' the radius of the blast is increased by up to 10 meters, at 100% effect.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are very useful for gutting the systems of a ship whose shields and armor have already been broken. High-power explosive missiles, for example, can obliterate huge chunks of systems with a single blast, and (when limited to 10%) Beams and Cannons can make excellent use of the effect as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; When used at 100% effect, this system usually* makes you immune to the effects of Push, Pull, and Stop weapons. As these weapon types are often used to defend against Kamikaze attacks and/or [[Warhead]] torpedoes, you may consider using the system on these type of ships/weapons.&lt;br /&gt;
&lt;br /&gt;
*This effect is currently (as of this writing) bugged. &amp;lt;ref&amp;gt;http://phab.starma.de/T1404&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{production/Explosive_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Overdrive_Effect_Computer&amp;diff=5424</id>
		<title>Overdrive Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Overdrive_Effect_Computer&amp;diff=5424"/>
		<updated>2017-04-09T17:39:34Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Overdrive_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Overdrive Effect Computers''' are the controller computer for [[Overdrive Effect Module|Overdrive Effect]] systems. This effect system can be slaved to a weapon system to significantly improve weapon damage at the cost of dramatically increased power usage.&lt;br /&gt;
&lt;br /&gt;
They add to your ship's maximum speed if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;||&amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Overdrive Effect Computer]]||[[Overdrive Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Overdrive Effect Computer.png|link=EMP Effect Computer| 150px]] || [[File:Overdrive Effect Module.png|link=EMP Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''Overdrive Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Increasing the module count ratio on an Overdrive enhanced weapon will increase the damage dealt to the target, while also making the weapon much more power-intensive to fire. The module count ratio can be seen in the Weapons menu.&lt;br /&gt;
&lt;br /&gt;
Specifically, at 100% effect, your weapon system will be doing ''triple'' damage, but will cost ''six times'' as much energy. For main-gun weapons on board a ship, this is rarely the right effect to choose, as it is much easier to add blocks to a weapon system than it is to add reactor capability. However, Overdrive excels as a Turret weapon, since the turrets draw power from their host ship, and an Overdrive weapon can be 1/3rd the size of a similarly powerful weapon (or 1/6th the size of a similar-cost weapon). Smaller turrets can be harder to hit, leave more room for shield systems or armor, and/or can be easier to design for better coverage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; at maximum efficiency, Overdrive can improve your ship's maximum speed by 50%. It does not affect your acceleration, braking, etc which makes it more useful for already-nimble fighters and corvettes than it does for larger ships. It can also be useful for cargo-, mining- and travel-based ships in addition to the Jump Drive, or on ships where Jump Drives aren't feasible.&lt;br /&gt;
&lt;br /&gt;
{{production/Overdrive_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ion_Effect_Computer&amp;diff=5423</id>
		<title>Ion Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ion_Effect_Computer&amp;diff=5423"/>
		<updated>2017-04-09T17:24:07Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Ion_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Ion Effect Computers''' are the controller computer for Ion Effect systems. This effect system can be slaved to a weapon system to deal additional Shield damage at the cost of dealing less Block damage. At maximum effect, the weapon deals double damage to shields, but zero to blocks.&lt;br /&gt;
&lt;br /&gt;
When used defensively, Ion systems act as 'armor' for your Shields, reducing damage taken by up to 60%.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt; || &amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Ion Effect Computer]] || [[Ion Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Ion Effect Computer.png|link=Ion Effect Computer| 150px]] || [[File:Ion Effect Module.png|link=Ion Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ion Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Ion weapons, at 100% effect, deal double their normal damage to shields, with the trade-off of dealing zero damage to blocks. Thus, they make excellent 'opening volley' weapons to break shields for more conventional weapons. They pair well with [[Piercing_Effect_Computer|Piercing]] weapons, which do no damage to shields.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use a less-than-100% effect Ion weapon to deal improved damage to shields and still deal some damage to blocks. Advanced users may consider having an Ion and Piercing system ready to switch in-and-out mid-combat to keep your primary weapon effective throughout the fight, or simply un-slot the Ion effect when the enemy shields are down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; Decreases the amount of Shield damage you receive. The effect 'caps' at 60% damage reduction, effectively more than doubling your Shield's strength. As your Shield strength is greatly improved without having literally more HP, this effectively makes your [[Shield-Recharger]]s much more effective as well. Defensive Ion systems do, however, require quite a few blocks to reach this maximum effectiveness, but their value on medium and large ships is immense.&lt;br /&gt;
&lt;br /&gt;
While the effect is passive, remember to add it to your hotbar and turn it on before combat begins!&lt;br /&gt;
&lt;br /&gt;
{{production/Ion_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=EMP_Effect_Computer&amp;diff=5422</id>
		<title>EMP Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=EMP_Effect_Computer&amp;diff=5422"/>
		<updated>2017-04-09T17:23:04Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: Adding modules to the table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/EMP_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''EMP Effect Computers''' are the controller computer for [[EMP Effect Module|EMP Effect]] systems. This effect system can be slaved to a weapon system to convert weapon damage to power damage, reducing the power of the entity hit.&lt;br /&gt;
&lt;br /&gt;
They add energy capacity damage defense to your ship if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;||&amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[EMP Effect Computer]]||[[EMP Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:EMP Effect Computer.png|link=EMP Effect Computer| 150px]] || [[File:EMP Effect Module.png|link=EMP Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''EMP Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Increasing the module count ratio on an EMP enhanced weapon will increase the damage dealt to the target's power capacity proportional to the weapon's damage output. At 100% ratio all of the weapon system's damage will be dealt directly to the targets power. At this stage no damage is dealt to the target at all. The module count ratio can be seen in the Weapons menu.&lt;br /&gt;
&lt;br /&gt;
At 100% effect, EMP weapons deal 20 times their normal damage to the enemy's power supply, rather than to shields blocks. This effect ignores shields. EMP can be a very powerful weapon in disabling a target ship: when used on a continuous-fire weapon (such as any weapon with a Cannon slave) it is entirely possible to ground out the enemy's power supply, thereby turning off their weapons, halting their shield regeneration, and helping to prevent their jump drive from charging, for example. Alternatively, a larger burst-damage weapon can zero out the enemy power for a few moments, which can play havoc with the timings of their weapon firings, for example. If the enemy ship has their power demands very closely balanced to their power supply, an EMP weapon becomes even more powerful in simply annoying them.&lt;br /&gt;
&lt;br /&gt;
While you can't stop their reactor from generating power (unless your EMP weapon completely overpowers their reactor), whenever a ship tries to use a weapon they do not have the power to fire, they receive a 'Power Failure' warning and their reactor halts for a few moments. A few seconds of no-power-generation can often work out to a huge net power loss, making EMP weapons very effective against player-controlled ships.&lt;br /&gt;
&lt;br /&gt;
Since they do no damage (at maximum effect) and are thus not ideal as 'main gun' weapons, EMP turrets are extremely handy to have, as the turret can kneecap your target while you damage it with more conventional weapons. Alternatively, consider using a 25-50% EMP weapon to deal conventional damage alongside the power-draining effect. EMP also pairs well with a Stop weapon, especially if you can completely overpower the enemy reactor to prevent the use of their thrusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; Decreases the amount of EMP damage you receive. At max efficiency (50%) a ship will only receive half of all energy capacity damage, even from an EMP enhanced weapon with 100% module count ratio. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
{{production/EMP_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ion_Effect_Computer&amp;diff=5421</id>
		<title>Ion Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ion_Effect_Computer&amp;diff=5421"/>
		<updated>2017-04-09T17:21:25Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Ion_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''Ion Effect Computers''' are the controller computer for Ion Effect systems. This effect system can be slaved to a weapon system to deal additional Shield damage at the cost of dealing less Block damage. At maximum effect, the weapon deals double damage to shields, but zero to blocks.&lt;br /&gt;
&lt;br /&gt;
When used defensively, Ion systems act as 'armor' for your Shields, reducing damage taken by up to 60%.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt; || &amp;lt;big&amp;gt;Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[Ion Effect Computer]] || [[Ion Effect Module]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Ion Effect Computer.png|link=Ion Effect Computer| 150px]] || [[File:Ion Effect Module.png|link=Ion Effect Module| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Ion Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Ion weapons, at 100% effect, deal double their normal damage to shields, with the trade-off of dealing zero damage to blocks. Thus, they make excellent 'opening volley' weapons to break shields for more conventional weapons. They pair well with [[Piercing_Effect_Computer|Piercing]] weapons, which do no damage to shields.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may use a less-than-100% effect Ion weapon to deal improved damage to shields and still deal some damage to blocks. Advanced users may consider having an Ion and Piercing system ready to switch in-and-out mid-combat to keep your primary weapon effective throughout the fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; Decreases the amount of Shield damage you receive. The effect 'caps' at 60% damage reduction, effectively more than doubling your Shield's strength. As your Shield strength is greatly improved without having literally more HP, this effectively makes your [[Shield-Recharger]]s much more effective as well. Defensive Ion systems do, however, require quite a few blocks to reach this maximum effectiveness, but their value on medium and large ships is immense.&lt;br /&gt;
&lt;br /&gt;
While the effect is passive, remember to add it to your hotbar and turn it on before combat begins!&lt;br /&gt;
&lt;br /&gt;
{{production/Ion_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=EMP_Effect_Computer&amp;diff=5420</id>
		<title>EMP Effect Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=EMP_Effect_Computer&amp;diff=5420"/>
		<updated>2017-04-09T17:01:03Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/EMP_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
'''EMP Effect Computers''' are the controller computer for [[EMP Effect Module|EMP Effect]] systems. This effect system can be slaved to a weapon system to convert weapon damage to power damage, reducing the power of the entity hit.&lt;br /&gt;
&lt;br /&gt;
They add energy capacity damage defense to your ship if used alone.&lt;br /&gt;
&lt;br /&gt;
Connecting more modules to the computer will increase the potency of the desired effect.&lt;br /&gt;
&lt;br /&gt;
See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| [[EMP Effect Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:EMP Effect Computer.png|link=EMP Effect Computer| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.&lt;br /&gt;
&lt;br /&gt;
'''EMP Effect Modules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module will have differing effects depending on whether or not the effect computer is connected to a weapon system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Offensively''':&amp;lt;/big&amp;gt; Increasing the module count ratio on an EMP enhanced weapon will increase the damage dealt to the target's power capacity proportional to the weapon's damage output. At 100% ratio all of the weapon system's damage will be dealt directly to the targets power. At this stage no damage is dealt to the target at all. The module count ratio can be seen in the Weapons menu.&lt;br /&gt;
&lt;br /&gt;
At 100% effect, EMP weapons deal 20 times their normal damage to the enemy's power supply, rather than to shields blocks. This effect ignores shields. EMP can be a very powerful weapon in disabling a target ship: when used on a continuous-fire weapon (such as any weapon with a Cannon slave) it is entirely possible to ground out the enemy's power supply, thereby turning off their weapons, halting their shield regeneration, and helping to prevent their jump drive from charging, for example. Alternatively, a larger burst-damage weapon can zero out the enemy power for a few moments, which can play havoc with the timings of their weapon firings, for example. If the enemy ship has their power demands very closely balanced to their power supply, an EMP weapon becomes even more powerful in simply annoying them.&lt;br /&gt;
&lt;br /&gt;
While you can't stop their reactor from generating power (unless your EMP weapon completely overpowers their reactor), whenever a ship tries to use a weapon they do not have the power to fire, they receive a 'Power Failure' warning and their reactor halts for a few moments. A few seconds of no-power-generation can often work out to a huge net power loss, making EMP weapons very effective against player-controlled ships.&lt;br /&gt;
&lt;br /&gt;
Since they do no damage (at maximum effect) and are thus not ideal as 'main gun' weapons, EMP turrets are extremely handy to have, as the turret can kneecap your target while you damage it with more conventional weapons. Alternatively, consider using a 25-50% EMP weapon to deal conventional damage alongside the power-draining effect. EMP also pairs well with a Stop weapon, especially if you can completely overpower the enemy reactor to prevent the use of their thrusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Defensively''':&amp;lt;/big&amp;gt; Decreases the amount of EMP damage you receive. At max efficiency (50%) a ship will only receive half of all energy capacity damage, even from an EMP enhanced weapon with 100% module count ratio. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
{{production/EMP_Effect_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=User:Evilreaver&amp;diff=5419</id>
		<title>User:Evilreaver</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=User:Evilreaver&amp;diff=5419"/>
		<updated>2017-04-09T15:53:10Z</updated>

		<summary type="html">&lt;p&gt;Evilreaver: CreateCreaCrea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some nerd. Technical Writer by trade, novelist by hobby. Enjoys spreadsheets too much.&lt;/div&gt;</summary>
		<author><name>Evilreaver</name></author>
		
	</entry>
</feed>