常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Jun 15, 2019 @. −20% armor penetration. Time to bring out the torpedos. 67. The Stellaris 3. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Fighters - 2. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. . my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. That's worse than 6+6=12s for a purely neutral weapon. And it's absolutely nonsense to use a lot of shield strength (cruiser. Each transport fleet consist of 20 Android Assault Army and do not have a general. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Medium. I tried everything, strikecraft, artillery, energy weapons, etc. The field cannot be removed by any means, with the. But it also penetrates armor by 50%. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. It'd be a considerable hard counter. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Plasma = 100% Armour penetration. Modded stats: 50% orbital bombardment damage reduction. Computer system. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Probably ~ the same usefulness as Tachyon Beams. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Stellaris Dev Diary #312 - 3. They are more hp than shields. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. But next I found out "penetration shield 50%" and realized, that this is something wrong. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. Relevant lines are here: Anti-Armor Bonuses. E. Stellaris. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. 25-30K with plasma and armor piercing things (like torpedoes). The other version is "%chance to reduce any damage from penetrating at all" but I don't. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. To combat this, you’ll need to. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Contents. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. 1 Graphics; 2 Ship Sizes. They are called Space Torpedoes. Jun 15, 2019 @. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. 100% shield penetration. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. . 13. So two m-shields are strictly superior to one l-shield. Contrary to some 'popular' opinion, they are mostly garbage. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. #4. 27 dps. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. It's a great mode for Stellaris. Driller drones have some problems, but are awesome in no shield systems. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. Destroyers- if you use them, should be built for alpha and to die. 索林原虫的出现不需要任何先决条件。. Related Topics. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. 27 dps. 6. Go to Stellaris r/Stellaris. Report. Gunships Support 6. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. Lance. Damage redirected to the hardened component. spacemanspiff30 • 4 yr. 2 fleets. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Yes. 带有装甲穿透效果的武器,穿透效果百分比的伤害将无视装甲。. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. ParasiteX Apr 21, 2017 @ 9:12pm. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. They're more effective the more shielding you have on the ship. Since my BB has 84. - No Armor Penetration - Lowest Base Damage. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. All targets have no weapons. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. All of it is quite nice, but extreamally flat (tho, shields should not be fully. I could use a little help. Large. Destroying the Portal earns the Rift. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. 1 Data Structure; 2. 6 “Orion” update includes many changes to combat. The eternal psionic avatar battle. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. Only larger weapons, medium and Large types get a small increase to armor penetration. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Ironically, there is an advanced armor option known as Dragonscale Armor. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Frop. Shield hardeners are a new defensive technology in the upcoming 3. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. If some ship does a. All of it is quite nice, but extreamally flat (tho, shields should not be fully. But next I found out "penetration shield 50%" and realized, that this is. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. Torpedo = 100% Shield penetration. add modifiers add/substracts a set amount of a resource or attribute to a scope. When it comes to hard countering something (such as the. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. 01 ship_armor_damage_mult = 0. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. Radiation Shielding - Increased ship shield strength 8. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Shield strength, against full shield penetrators, is given by. Armor reduces damage by a set percent. Given that Stellaris' movement, war, etc. Stellaris: Shield Hardeners - You must use them. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Stellaris Galaxy Command Wiki. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Just don't expect much from Corvette shields. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It's pretty noticeable in a fight 1 vs. Auto-best is not good, it frequently makes completely nonsensical design decisions. hardening * total. Well, as you know in Stellaris ships have 3 "health bars". But that isn't something I expect to happen, as. Frop. Go to Stellaris r/Stellaris. Cheaper Alloys cost than armor. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. . Stellaris > General Discussions > Topic Details. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. EMP fuse -Specifically design torpedo, to. Stellaris. 4 in to hull through armor, if shield penetration, in to hull through shield. Gunships Support 6. reduction modifiers divide an amount of a resource or attribute by a set amount. Which also kinda makes sense. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Business, Economics, and Finance. That’s 17. 5 days. 9 (played a couple more in older versions). Advanced shields require Strategic Resource to make. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. −20% armor penetration. Disruptors are mostly for the memes or countering certian crises. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. Bolt. . Shield Penetration is stupid . Component. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. A crisis is an event that threatens the entire galaxy and all life within it. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Plasma = 100% Armour penetration. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. You can see armor is quite effective against medium plasmas. 50, vs Gamma lasers at 6. - Component ("Psi Shield Module") like a. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. Medium plasma has -33% shield damage and 60% armor penetration. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. −5% accuracy. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. When you have a shield hardener, they are practically not working from suspenion shields. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. But it also penetrates armor by 50%. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Go to Stellaris r/Stellaris. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. wpmaura. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). So my. Just imagine it exploding outwards and back on the superweapon. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. You only need one of those debuff fleets because it affects all in-system enemies. Its DPS is 4. Armor is still very effective at countering them than shields. 50, vs Gamma lasers at 6. . 09 0. Projectile and Missle Weapons. they probably will die at some point. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. They sound like the obvious target for point defence, but point defence ignores them. Vulnerable to kinetic weapons. None of their ship ever produce debris and their ship configuration is quite deadly. Hull, that once depleted, destroys ship. In-combat regeneration occurs but its not a significant factor. ship_armor_mult = % the ships armor amount is increased byFeatures. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. Small. 2 Forge Habitats. 30 per day/tick). As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Penetration would seem to need a much more focused, clean. A place to share content, ask questions and/or talk about the 4X grand strategy… Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. Yes, I'll attack the frigates yada yada. Lance. There's no difference in Shield penetration and ignore shields. 5. You can still call it penetration. ago. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. 15. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 6 update. Stellaris Wiki Active Wikis. There's about a 10 day delay though. Shields can be stacked higher than armour. In addition to that, explosives tend to have Penetration. Space empire 5 had like, five different ones (that i recall):. IPWIW. . GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 30% armor hardening on top cuts it by another third. Armor reduces damage by a set percent. There are three types of modifiers. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. The weapons the Unbidden use have 50% shield penetration. In addition to that, explosives tend to have Penetration. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. For the following ideas, I think that to gain these benefits, at least 2/3-3/4 of a ship's shield points should come from psionic shields. And it's absolutely nonsense to use a lot of shield strength (cruiser. I highly recommend it if you haven't played it. 1? 0. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. Jun 15, 2019 @ 11:18pm "penetration" #1. 1 comment. Once you. < > Showing 1-5 of 5 comments . If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. However, evasion is the best defence on non-battleships. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. Corvettes with high evasion are really good too, and you should have those anyway. That’s how badly hardening gimps penetration weapons. 25 days. Consumes power. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. 45% shield penetration. A crisis is an event that threatens the entire galaxy and all life within it. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Go to Stellaris r/Stellaris. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Cheaper Alloys cost than armor. Compare with Marauders : +25% hull damage, 20 dps. I feel like all the space creature weapons have a use somewhere down the line. 33% reduction, it's 33. Each variant is in its own fleet so I can track damage. In general, vs Kinetics, Disruptors, strike craft and trops. . Cloud lightning + arc emitters + disruptors. Generally speaking you also want to choose either kinetic, missile or. 26. Using the Shroud. Armor - normal, needs to be destroyed before hull damage starts. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Ideal for intercepting, escorting, and dogfighting. In this video I explore the effe. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. Disruptor = 100% Shield penetration. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. Particular_Jicama_97. Stellaris. 100% shield penetration, 100% armor penetration. Stellaris > General Discussions > Topic Details. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. Frop. 50, vs Gamma lasers at 6. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. maybe some space fauna or raiders come and lower one, and the other one kills it. 1 Basics.