in blockBehaviorConfig.xml
```
<Piercing>
<BasicValues>
<CannonBasePowerConsumption>0</CannonBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<CannonBlockDamageBonus>0.25</CannonBlockDamageBonus>
**<CannonShieldDamageBonus>-1</CannonShieldDamageBonus>**
<CannonPowerDamageBonus>0</CannonPowerDamageBonus>
<CannonExplosiveRadius>0</CannonExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<CannonArmorEfficiency>-0.5</CannonArmorEfficiency>
<CannonPullEffect>0</CannonPullEffect>
<CannonPushEffect>0</CannonPushEffect>
<CannonGrabEffect>0</CannonGrabEffect>
<CannonSystemHPBonus>0</CannonSystemHPBonus>
<CannonArmorHPBonus>0.5</CannonArmorHPBonus>
<MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<MissileBlockDamageBonus>0</MissileBlockDamageBonus>
**<MissileShieldDamageBonus>0</MissileShieldDamageBonus>**
<MissilePowerDamageBonus>0</MissilePowerDamageBonus>
<MissileExplosiveRadius>5</MissileExplosiveRadius>
<MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
<MissilePullEffect>0</MissilePullEffect>
<MissilePushEffect>0</MissilePushEffect>
<MissileGrabEffect>0</MissileGrabEffect>
<MissileSystemHPBonus>0</MissileSystemHPBonus>
<MissileArmorHPBonus>0</MissileArmorHPBonus>
<MissileTotalDamageBonus>0</MissileTotalDamageBonus>
<PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<PulseBlockDamageBonus>0</PulseBlockDamageBonus>
**<PulseShieldDamageBonus>0</PulseShieldDamageBonus>**
<PulsePowerDamageBonus>0</PulsePowerDamageBonus>
<PulseExplosiveRadius>5</PulseExplosiveRadius>
<PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
<PulsePullEffect>0</PulsePullEffect>
<PulsePushEffect>0</PulsePushEffect>
<PulseGrabEffect>0</PulseGrabEffect>
<PulseSystemHPBonus>0</PulseSystemHPBonus>
<PulseArmorHPBonus>0</PulseArmorHPBonus>
<PulseTotalDamageBonus>0</PulseTotalDamageBonus>
<BeamBasePowerConsumption>0</BeamBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<BeamBlockDamageBonus>0.25</BeamBlockDamageBonus>
**<BeamShieldDamageBonus>-1</BeamShieldDamageBonus>**
<BeamPowerDamageBonus>0</BeamPowerDamageBonus>
<BeamExplosiveRadius>0</BeamExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<BeamArmorEfficiency>-0.5</BeamArmorEfficiency>
<BeamPullEffect>0</BeamPullEffect>
<BeamPushEffect>0</BeamPushEffect>
<BeamGrabEffect>0</BeamGrabEffect>
<BeamSystemHPBonus>0</BeamSystemHPBonus>
<BeamArmorHPBonus>0.5</BeamArmorHPBonus>
<Piercing>false</Piercing>
<PunchThrough>false</PunchThrough>
<Explosive>false</Explosive>
<PiercingDamagePreservedOnImpact>0</PiercingDamagePreservedOnImpact>
<PunchThroughDamagePreserved>0.0</PunchThroughDamagePreserved>
<DefensiveBasePowerConsumption>10</DefensiveBasePowerConsumption> <!-- Power cost per block per second, % bonus is based on the system/ship mass size ratio -->
<DefensiveBaseMultiplier>45</DefensiveBaseMultiplier> <!-- multiplied with effect block count -->
<DefensiveEffectType>STATUS_ARMOR_HP_ABSORPTION_BONUS</DefensiveEffectType>
<EffectConnectDescription></EffectConnectDescription>
<EffectIgnoresShields>false</EffectIgnoresShields>
<DefensiveEffectCapPercent>0.25</DefensiveEffectCapPercent>
</BasicValues>
</Piercing>
```
https://starmadepedia.net/wiki/Piercing_Effect_Computer
Piercing Effect Computers are the controller computer for 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.**
based on the information at hand, these 2 systems should look like this:
```
<MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<MissileBlockDamageBonus>0</MissileBlockDamageBonus>
**<MissileShieldDamageBonus>-1</MissileShieldDamageBonus>**
<MissilePowerDamageBonus>0</MissilePowerDamageBonus>
<MissileExplosiveRadius>5</MissileExplosiveRadius>
<MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
<MissilePullEffect>0</MissilePullEffect>
<MissilePushEffect>0</MissilePushEffect>
<MissileGrabEffect>0</MissileGrabEffect>
<MissileSystemHPBonus>0</MissileSystemHPBonus>
<MissileArmorHPBonus>0</MissileArmorHPBonus>
<MissileTotalDamageBonus>0</MissileTotalDamageBonus>
<PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<PulseBlockDamageBonus>0</PulseBlockDamageBonus>
**<PulseShieldDamageBonus>-1</PulseShieldDamageBonus>**
<PulsePowerDamageBonus>0</PulsePowerDamageBonus>
<PulseExplosiveRadius>5</PulseExplosiveRadius>
<PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
<PulsePullEffect>0</PulsePullEffect>
<PulsePushEffect>0</PulsePushEffect>
<PulseGrabEffect>0</PulseGrabEffect>
<PulseSystemHPBonus>0</PulseSystemHPBonus>
<PulseArmorHPBonus>0</PulseArmorHPBonus>
<PulseTotalDamageBonus>0</PulseTotalDamageBonus>
```
with the -1 shield damage bonus like cannons and beams
I'm not sure if piercing should apply block damage bonus since punch already does that, but it should definitely recieve the shield damage penalty like it's supposed to, in exchange for the 50% armor ignoring effect<CannonShieldDamageBonus>-1</CannonShieldDamageBonus>
<CannonPowerDamageBonus>0</CannonPowerDamageBonus>
<CannonExplosiveRadius>0</CannonExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<CannonArmorEfficiency>-0.5</CannonArmorEfficiency>
<CannonPullEffect>0</CannonPullEffect>
<CannonPushEffect>0</CannonPushEffect>
<CannonGrabEffect>0</CannonGrabEffect>
<CannonSystemHPBonus>0</CannonSystemHPBonus>
<CannonArmorHPBonus>0.5</CannonArmorHPBonus>
<MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<MissileBlockDamageBonus>0</MissileBlockDamageBonus>
<MissileShieldDamageBonus>0</MissileShieldDamageBonus>
<MissilePowerDamageBonus>0</MissilePowerDamageBonus>
<MissileExplosiveRadius>5</MissileExplosiveRadius>
<MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
<MissilePullEffect>0</MissilePullEffect>
<MissilePushEffect>0</MissilePushEffect>
<MissileGrabEffect>0</MissileGrabEffect>
<MissileSystemHPBonus>0</MissileSystemHPBonus>
<MissileArmorHPBonus>0</MissileArmorHPBonus>
<MissileTotalDamageBonus>0</MissileTotalDamageBonus>
<PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<PulseBlockDamageBonus>0</PulseBlockDamageBonus>
<PulseShieldDamageBonus>0</PulseShieldDamageBonus>
<PulsePowerDamageBonus>0</PulsePowerDamageBonus>
<PulseExplosiveRadius>5</PulseExplosiveRadius>
<PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
<PulsePullEffect>0</PulsePullEffect>
<PulsePushEffect>0</PulsePushEffect>
<PulseGrabEffect>0</PulseGrabEffect>
<PulseSystemHPBonus>0</PulseSystemHPBonus>
<PulseArmorHPBonus>0</PulseArmorHPBonus>
<PulseTotalDamageBonus>0</PulseTotalDamageBonus>
<BeamBasePowerConsumption>0</BeamBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<BeamBlockDamageBonus>0.25</BeamBlockDamageBonus>
<BeamShieldDamageBonus>-1</BeamShieldDamageBonus>
<BeamPowerDamageBonus>0</BeamPowerDamageBonus>
<BeamExplosiveRadius>0</BeamExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<BeamArmorEfficiency>-0.5</BeamArmorEfficiency>
<BeamPullEffect>0</BeamPullEffect>
<BeamPushEffect>0</BeamPushEffect>
<BeamGrabEffect>0</BeamGrabEffect>
<BeamSystemHPBonus>0</BeamSystemHPBonus>
<BeamArmorHPBonus>0.5</BeamArmorHPBonus>
<Piercing>false</Piercing>
<PunchThrough>false</PunchThrough>
<Explosive>false</Explosive>
<PiercingDamagePreservedOnImpact>0</PiercingDamagePreservedOnImpact>
<PunchThroughDamagePreserved>0.0</PunchThroughDamagePreserved>
<DefensiveBasePowerConsumption>10</DefensiveBasePowerConsumption> <!-- Power cost per block per second, % bonus is based on the system/ship mass size ratio -->
<DefensiveBaseMultiplier>45</DefensiveBaseMultiplier> <!-- multiplied with effect block count -->
<DefensiveEffectType>STATUS_ARMOR_HP_ABSORPTION_BONUS</DefensiveEffectType>
<EffectConnectDescription></EffectConnectDescription>
<EffectIgnoresShields>false</EffectIgnoresShields>
<DefensiveEffectCapPercent>0.25</DefensiveEffectCapPercent>
</BasicValues>
</Piercing>
```
https://starmadepedia.net/wiki/Piercing_Effect_Computer
Piercing Effect Computers are the controller computer for 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.**
**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. **
based on the information at hand, these systems should look like this:
```
<Piercing>
<BasicValues>
<CannonBasePowerConsumption>0</CannonBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<CannonBlockDamageBonus>0.25</CannonBlockDamageBonus>
<CannonShieldDamageBonus>-1</CannonShieldDamageBonus>
<CannonPowerDamageBonus>0</CannonPowerDamageBonus>
<CannonExplosiveRadius>0</CannonExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<CannonArmorEfficiency>-0.5</CannonArmorEfficiency>
<CannonPullEffect>0</CannonPullEffect>
<CannonPushEffect>0</CannonPushEffect>
<CannonGrabEffect>0</CannonGrabEffect>
<CannonSystemHPBonus>0</CannonSystemHPBonus>
<CannonArmorHPBonus>0.5</CannonArmorHPBonus>
<MissileBasePowerConsumption>0</MissileBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<MissileBlockDamageBonus>0</MissileBlockDamageBonus>
<MissileShieldDamageBonus>-1</MissileShieldDamageBonus>
<MissilePowerDamageBonus>0</MissilePowerDamageBonus>
<MissileExplosiveRadius>5</MissileExplosiveRadius>
<MissileArmorEfficiency>-0.5</MissileArmorEfficiency>
<MissilePullEffect>0</MissilePullEffect>
<MissilePushEffect>0</MissilePushEffect>
<MissileGrabEffect>0</MissileGrabEffect>
<MissileSystemHPBonus>0</MissileSystemHPBonus>
<MissileArmorHPBonus>0</MissileArmorHPBonus>
<MissileTotalDamageBonus>0</MissileTotalDamageBonus>
<PulseBasePowerConsumption>0</PulseBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<PulseBlockDamageBonus>0</PulseBlockDamageBonus>
<PulseShieldDamageBonus>-1</PulseShieldDamageBonus>
<PulsePowerDamageBonus>0</PulsePowerDamageBonus>
<PulseExplosiveRadius>5</PulseExplosiveRadius>
<PulseArmorEfficiency>-0.5</PulseArmorEfficiency>
<PulsePullEffect>0</PulsePullEffect>
<PulsePushEffect>0</PulsePushEffect>
<PulseGrabEffect>0</PulseGrabEffect>
<PulseSystemHPBonus>0</PulseSystemHPBonus>
<PulseArmorHPBonus>0</PulseArmorHPBonus>
<PulseTotalDamageBonus>0</PulseTotalDamageBonus>
<BeamBasePowerConsumption>0</BeamBasePowerConsumption> <!-- power/shot cost additionally added (normalCost+(normalCost*thisValue*effectRatio)) -->
<BeamBlockDamageBonus>0.25</BeamBlockDamageBonus>
<BeamShieldDamageBonus>-1</BeamShieldDamageBonus>
<BeamPowerDamageBonus>0</BeamPowerDamageBonus>
<BeamExplosiveRadius>0</BeamExplosiveRadius> <!-- currently capped at 1. may be implemented later-->
<BeamArmorEfficiency>-0.5</BeamArmorEfficiency>
<BeamPullEffect>0</BeamPullEffect>
<BeamPushEffect>0</BeamPushEffect>
<BeamGrabEffect>0</BeamGrabEffect>
<BeamSystemHPBonus>0</BeamSystemHPBonus>
<BeamArmorHPBonus>0.5</BeamArmorHPBonus>
<Piercing>false</Piercing>
<PunchThrough>false</PunchThrough>
<Explosive>false</Explosive>
<PiercingDamagePreservedOnImpact>0</PiercingDamagePreservedOnImpact>
<PunchThroughDamagePreserved>0.0</PunchThroughDamagePreserved>
<DefensiveBasePowerConsumption>10</DefensiveBasePowerConsumption> <!-- Power cost per block per second, % bonus is based on the system/ship mass size ratio -->
<DefensiveBaseMultiplier>45</DefensiveBaseMultiplier> <!-- multiplied with effect block count -->
<DefensiveEffectType>STATUS_ARMOR_HP_ABSORPTION_BONUS</DefensiveEffectType>
<EffectConnectDescription></EffectConnectDescription>
<EffectIgnoresShields>false</EffectIgnoresShields>
<DefensiveEffectCapPercent>0.25</DefensiveEffectCapPercent>
</BasicValues>
</Piercing>
```
with the -1 shield damage bonus like cannons and beams
it should definitely receive the shield damage penalty like it's supposed to, in exchange for the 50% armor ignoring effect