Difference between revisions of "Piercing Effect Computer"
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{{infobox block/Piercing_Effect_Computer}} | {{infobox block/Piercing_Effect_Computer}} | ||
− | + | '''{{PAGENAME}}s''' are the controller computer for [[Piercing Effect Module|Piercing Effect]] systems. The functionality of this system changes depending on whether or not it is linked to a weapon system. If it is slaved to a weapon system it causes the weapon to ignore some armor and deal much-improved block damage, at the cost of reduced (or zero) damage to Shields. If not then it can increase the armor rating of an entity's armor . | |
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See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information. | See [[Effects]] and [[Weapon Systems#Tertiary Systems|Tertiary Systems]] for more information. | ||
− | + | {{production/Piercing_Effect_Computer}} | |
==Usage== | ==Usage== | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !width="200px" height="30px"|<big>Primary | + | !colspan="2" width="200px" height="30px"|<big>Primary Module</big> |
|- | |- | ||
− | !style="text-align:center;" | + | !colspan="2" style="text-align:center;"| [[Piercing Effect Module]] |
|- | |- | ||
− | |style="text-align:center;"|[[File:Piercing Effect | + | |colspan="2" style="text-align:center;"|[[File:Piercing Effect Module.png|link=Piercing Effect Module| 150px]] |
+ | |- | ||
+ | !colspan="2" width="200px" height="30px"|<big>System Properties</big> | ||
+ | |- | ||
+ | !Offensive Effect!! Defensive Effect | ||
+ | |- | ||
+ | |style="text-align:center;" height="40px"| ''Adds Armor Piercing<br/>effect to weapons'' ||style="text-align:center;"| ''Increases damage absorption <br/>of an entity's Armor'' | ||
|} | |} | ||
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one. | Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one. | ||
'''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. | '''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. | ||
− | + | ===Offesnive Effect=== | |
− | + | 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]]. | |
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 "crack" enemy armor to allow other weapons (such as Explosive-effected or Missiles) to be used to greater effect. | 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 "crack" enemy armor to allow other weapons (such as Explosive-effected or Missiles) to be used to greater effect. | ||
''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. | ''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. | ||
+ | ===Defensive Effect=== | ||
+ | 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. | ||
− | + | ==Related== | |
− | + | {{Effects Navigator}} | |
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[[Category:Effect]] [[Category:Ship]] | [[Category:Effect]] [[Category:Ship]] |
Latest revision as of 11:07, 6 May 2018
Piercing Effect Computer | |
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Hit Points | 50 |
Reactor Hit Points | 0 |
Mass | 0.10 |
Luminosity | none |
Data Value (ID) | 418 |
Piercing Effect Computers are the controller computer for Piercing Effect systems. The functionality of this system changes depending on whether or not it is linked to a weapon system. If it is slaved to a weapon system it causes the weapon to ignore some armor and deal much-improved block damage, at the cost of reduced (or zero) damage to Shields. If not then it can increase the armor rating of an entity's armor .
See Effects and Tertiary Systems for more information.
Production
Production Info | |||||
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Produced in a | Advanced Factory | ||||
Requires | To create | ||||
Threns Capsule | x500 |
Piercing Effect Computer | x1 |
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Hattel Capsule | x1000 |
Usage
Primary Module | |
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Piercing Effect Module | |
System Properties | |
Offensive Effect | Defensive Effect |
Adds Armor Piercing effect to weapons |
Increases damage absorption of an entity's Armor |
Place this module on a structure and connect it to its appropriate computer to either enable that system or enhance an existing one.
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.
Offesnive Effect
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 Armor HP.
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 "crack" enemy armor to allow other weapons (such as Explosive-effected or Missiles) to be used to greater effect.
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.
Defensive Effect
A defensive Piercing system causes additional incoming damage to be applied to your 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.