Elite Dangerous Wiki
(Added 'Additional' section to house some random info, added key terms explanation. Fixed a few errors.)
Tag: Visual edit
(→‎Ship Status Indicators: Removed, it is now in additional.)
Tag: Visual edit
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* [[Reverberating Cascade]]
 
* [[Reverberating Cascade]]
   
=== Ship Status Indicators ===
+
== Module Experimental Effects ==
[[File:WeaponSpeacialEffectIcon.png|thumb|298x248|Ship status indicators]]
 
When your ship, or the ship that you have currently targeted, takes certain types of damage (whether from a modified or standard weapon) the ship HUD will indicate this via the display of weapon effect icons shown below the relevant schematic for the affected ship.
 
   
{| class="article-table article-table-selected" border="1" cellspacing="1" cellpadding="1"
 
|-
 
! scope="col" |Icon
 
! scope="col" |Description
 
|-
 
|[[File:Corrosion.svg|20x20px]]
 
|Corrosion
 
|-
 
|[[File:Engine-disruption.svg|20x20px]]
 
|Engine Disruption
 
|-
 
|[[File:Engine-reboot.svg|20x20px]]
 
|Engine Reboot
 
|-
 
|[[File:Fsd-reboot.svg|20x20px]]
 
|FSD Reboot
 
|-
 
|[[File:Hull-breach.svg|20x20px]]
 
|Hull Breach
 
|-
 
|[[File:Impulse-attack.svg|20x20px]]
 
|Impulse Attack
 
|-
 
|[[File:Increased-emissions.svg|20x20px]]
 
|Increased Emissions
 
|-
 
|[[File:Internal-damage.svg|20x20px]]
 
|Internal Damage
 
|-
 
|[[File:Malfunction.svg|20x20px]]
 
|Malfunction
 
|-
 
|[[File:Mass-locked.svg|20x20px]]
 
|Mass Locked
 
|-
 
|[[File:Regeneration.svg|20x20px]]
 
|Regeneration
 
|-
 
|[[File:Sensor-disruption.svg|20x20px]]
 
|Sensor Disruption
 
|-
 
|[[File:Shield-breach.svg|20x20px]]
 
|Shield Breach
 
|-
 
|[[File:Shield-cell-cascade.svg|20x20px]]
 
|Shield Cell Cascade
 
|-
 
|[[File:Shield-generator-attack.svg|20x20px]]
 
|Shield Generator Attack
 
|-
 
|[[File:Shield-reboot.svg|20x20px]]
 
|Shield Reboot
 
|-
 
|[[File:Target-interferance.svg|20x20px]]
 
|Target Interference
 
|-
 
|[[File:Targeting-overload.svg|20x20px]]
 
|Targeting Overload
 
|-
 
|[[File:Thermal-attack.svg|20x20px]]
 
|Thermal Attack
 
|}
 
 
==Module Experimental Effects==
 
 
=== Core Internals ===
 
=== Core Internals ===
 
==== [[Bulkheads]] ====
 
==== [[Bulkheads]] ====

Revision as of 09:15, 22 April 2018

Experimental-Effect

An Experimental Effect, formerly known as a Special Effect, is a bonus modification that can applied to a weapon or module that already has a Grade 1-5 Engineer modification. In exchange for small quantities of up to four different Materials, an Engineer will apply a chosen Experimental Effect that can further enhance the modification's potency or balance out its shortcomings. While most Experimental Effects can be applied to a wide variety of weapons and modules, some are exclusive to only one. Experimental Effects can only be applied at Engineer Workshops, not remotely.

Weapon Experimental Effects

Energy Weapons

Beam Laser

Burst Laser

Pulse Laser

Projectile Weapons

Cannon

Fragment Cannon

Multi-cannon

Plasma Accelerator

Miscellaneous Weapons

Mine Launcher

Missile Rack

Railgun

Torpedo Pylon

Module Experimental Effects

Core Internals

Bulkheads

Power Plant

Thrusters

Frame Shift Drive

Power Distributor

Optional Internals

Hull Reinforcement Package

Shield Cell Bank

Shield Generator

Utility Mounts

Shield Booster

Additional

Ship Status Indicators

WeaponSpeacialEffectIcon

Ship status indicators

When your ship, or the ship that you have currently targeted, takes certain types of damage (whether from a modified or standard weapon) the ship HUD will indicate this via the display of weapon effect icons shown below the relevant schematic for the affected ship.

Icon Description
Corrosion Corrosion
Engine-disruption Engine Disruption
Engine-reboot Engine Reboot
Fsd-reboot FSD Reboot
Hull-breach Hull Breach
Impulse-attack Impulse Attack
Increased-emissions Increased Emissions
Internal-damage Internal Damage
Malfunction Malfunction
Mass-locked Mass Locked
Regeneration Regeneration
Sensor-disruption Sensor Disruption
Shield-breach Shield Breach
Shield-cell-cascade Shield Cell Cascade
Shield-generator-attack Shield Generator Attack
Shield-reboot Shield Reboot
Target-interferance Target Interference
Targeting-overload Targeting Overload
Thermal-attack Thermal Attack

Some Key Terms Explained (Work in progress)

  • Integrity (Hull), or Health (Shields) or - Total damage that can be dealt to the Hull / Shields.
  • Resistances - The multiplier for the damage inflicted, e.g a resistance of 50% will make 1 dps inflict 0.5 dps on the Hull / Shield, a resistance of -70% will make 1 dps inflict 1.7 dps on the Hull / Shield. Physical Collisions ignore resistances