GuildWiki talk:Style and formatting/Skills


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 * [[Image:Warrior-icon.png]] ||Profession:|| Warrior


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 * [[Image:Ranger-icon.png]] ||Profession:|| Ranger


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 * [[Image:Monk-icon.png]] ||Profession:|| Monk


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 * [[Image:Elementalist-icon.png]] ||Profession:|| Elementalist


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 * [[Image:Mesmer-icon.png]] ||Profession:|| Mesmer


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 * [[Image:Necromancer-icon.png]] ||Profession:|| Necromancer

Distinguishing Skills by Profession
We spoke a while ago about having different colors for skill boxes, and I was against it, as it restricts our choice of colors for other types of box, i.e. locations, beasts, items etc.

In order to provide some visual aids besides color alone I've created some icons using the same look as the ones for energy recharge, activation time etc. that are currently visible as Skill Details in the skill box. I tried modifying the template for this demonstration only, but that's not really possible, since it would affect all other existing skills, so the wiki code to produce this has been a bit "hacked" in order to demonstrate how a skill using these icons would look :)

Alternatively the icon could be included somewhere else. I've messed about and I think this sized icon is big enough to act as a visual to let people see what profession a skill is at a glance :)

Please let me know what you think! LordBiro/Talk 23:03, 29 May 2005 (EST)


 * Just topping this because no-one's replied yet :P LordBiro/Talk 17:49, 31 May 2005 (EST)

I like 'em! About to start going through Necromancer spells (at least all the ones I've unlocked so far) and will make sure me little icon gets in the box. Nunix

I just finished completing the first batch of Category:Blood Magic skills. The extra icon looks REALLY nice there! We don't have a metric tonne of skill entries filled out so far; I say break the current template, insert the new icon + profession entry in, and we'll tidy up the mess afterwards. Nunix


 * I was hoping someone would say that ;) I'll alter the template now, and I'll make the change to Life Siphon as an example. I'll also update the Style & Formatting/Skills page to reflect the change :) LordBiro/Talk 17:46, 2 Jun 2005 (EST)

While I think the icons Biro made look great, maybe it would be more appropriate to take the icons from the runes in-game? They would of course be true to the game but might not be recognizable by everyone (or most?) so, uh, it's just a thought. --Fyren 11:05, 29 Jun 2005 (EST)

actually i am for skill colors by profession. even in the game itself, skills are colored based on the profession; orange for warriors, blue for monks, purple for mesmers, etc. and heck, even boss monsters are colored according to their profession. the 6 colors are really significant in identifying professions in this game. as for using colors for other types of info "i.e. locations, beasts, items etc.", there're still plenty of color we can use apart from the said 6. Nuble 05:23, 10 Jun 2005 (EST)


 * Well, I disagree there. We do all know the colors for the six professions that are used in-game, but what colour do we make Resurrection Signet and Signet of Capture? I think icons are the most effective option. I would like to see colours used to represent the different types of objects in the game, "i.e. locations, beasts, items etc.", if we did take out yellow(W), green(R), blue(Mo), red(E), purple(Me) and green again (N) then what easily identifiable colours would we have for locations? Orange? And then what about beasts? And items? Yeah, we could have different shades between them, but I think that's limiting our options too much :) But yeah, I think the point here is that we don't agree and there needs to be more discussion on the subject. LordBiro/Talk 07:17, 10 Jun 2005 (EST)


 * gray for signets? we can easily differentiate between skill and non-skill articles with different background color of the info table, or different border style, or different layout of the table? Nuble 13:12, 10 Jun 2005 (EST)


 * Gray for signets, like the game itself uses. I strongly feel we should color-code infoboxes by profession, because, as previously stated, the game itself does this in many ways (monster auras, colors of skill icons, default armor colors, the entire Dragon's Lair zone). Tanaric 21:13, 20 Jun 2005 (EST)


 * Well that's 2 against 1 :( hehe, I would like some more people to be involved with this before we make any changes, but if that's what the majority wants then fair enough :P 21:27, 20 Jun 2005 (EST)


 * I say color code it like the game. The difference between a skill box and an item box should be obvious from the content.

Skill ranges
Let's talk about skill ranges. Most skills have increased effectiveness depending on a linked attribute. Normally we represent this by lower_range...upper_range. lower_range is obviously zero. What is the upper_range? I can see two useful ways to do this.


 * 12: This is the natural limit of attributes. Most skills grow linearly from 0 to 12, so it is easy to figure out the damage at any level up to 12. For example, a spell listed as 1...13 would most likely do 7 at a level of 6.


 * 16: This is the limit of primary professions (12, +1 from headgear, +3 from a rune). Some spells do more damage above 12, but the gain is smaller than normal. A spell listed as 6...50 would give an exact number for the highest damage possible, but makes it difficult to estimate the damage at level between 0 and 16. Also, secondary professions cannot achieve 16, so this can be misleading.

My feeling is to use 16. This gives us the absolute maximum which is more useful for designing a skill loadout. Players who care a lot about the exact damage of a spell will be knowledgeable enough to figure out the damage at 12. Players who don't care, won't know the difference. One downside of this is that entering the numbers will be harder since only people with primary professions and superior runes will be able to input the numbers.

Does anyone have any thoughts on this?

I've been doing up to 14 on most of my skills, since I have most of the minor runes but very few major or superior. My feeling is that someone who's got a 16 available could go through and correct things if they were so inclined (the game alt-tabs so cleanly, after all!). I think this may fall under the auspices of "don't worry if all your information is 100% complete/correct", since it leaves things for new visitors to tweak and contribute to. Nunix


 * i personally think that the range should be left 12. additional information can be added for bonuses at >12 in an "Over 12" subtopic or something similar. Nuble 05:26, 10 Jun 2005 (EST)


 * I agree that 12 is the most sensible option. LordBiro/Talk


 * Why not use the ranges that the game itself gives you when you unlock a skill? No research necessary that way. Tanaric 21:17, 20 Jun 2005 (EST)


 * I would not use the ranges that the game gives when the skill is unlocked. Those ranges may be wrong. The only way to confirm if they are right, is to do the research.


 * Well, in that case, we shouldn't use any information from the game. Not weapon types, nor attribute requirements, nor anything else.  After all, they could be wrong!  (Oh, and please sign your posts!) &mdash;Tanaric 21:47, 22 Jun 2005 (EST)


 * Incidentally, that number range is 0-12; I never noticed before. So, yes. Standard range:  ... 

There seems to be a consensus for 0-12 so I'm going to codify that in the main article.

Format for Skill Ranges
What format are we sticking to? Just noticed a comment and want to be sure. Is it X-Y or X...Y? LordBiro/Talk 09:07, 12 Jun 2005 (EST)

I've noticed people representing numbers in different ways on the skill pages. We should decide on a standard way. E.G. is it "does 5..18 fire damage over time" or "does 5..18 fire damage over time" or "does 5..18 fire damage over time" ? Gravewit (Moved)


 * X...Y for the numbers that are green in the game. (It would be nice if we could make our numbers green to match the game more closely.)
 * I'm not too fond of that. I know someone (Adam?) started making the armor pages look just like the armor pages on Guild Wars, using the same background colour (dark grey), and the same font (Palatino Linotype I think), and it didn't look fantastic. I think making it show the same info as Guild Wars is enough personally. :I LordBiro/Talk 22:40, 12 Jun 2005 (EST)

Nonexistant stat in a skill box
From the Talk:Rebirth page.. Stick to whatever entries GW lists in the game (that is, what you see if you press K while in the game, or browsing skills in PVP character creation). If it's not there, don't 0 it, just leave it out. If there's some kind of outcry about "missing informatix0r" there can be a little note in the Style & Formatting/Skills article about the standard. Lots of Warriors skills DON'T have an Adrenaline component, as a counter-point; at most, maybe consider a Category:Adrenaline Skills if that would be something worth sorting by. Nunix

Hyperlinking
Added a small section on hyperlinking. What should we hyperlink other than Conditions? Skill descriptions are loaded with important terminology. We could make a policy to hyperlink everything meaningful. Consider a fully hyperlinked Conjure Flame.

Lose all "Enchantments". For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 1...13 fire damage.

All those words are meaningful, but it seems too "busy" to me. I suggest that we only hyperlink Conditions and "fire weapon". Everything else should be obvious to anyone except the most noobish player. Comments?


 * Yeah, I dont think we need a standard for this, it's just common sense. It's an enchantment, thats important, other than that I dont think anything else needs linking, even though i notice fire damage is linked on the original. And I wouldn't say linking every noun is necessarily "fully hyperlinking". Take a look at wikipedia, most of the nouns in a page have an article on the wiki, but they aren't all linked. This is something that should really just be decided on a per-article basis in my opinion LordBiro/Talk 06:16, 14 Jun 2005 (EST)

Images
Could someone add instructions to this page on where/how they create the nice 128x128 pngs? I've tried to crop screen caps with GIMP of the skills window but the largest image I can find is smaller that 128x128 and scaling them makes them look, well, scaled. I'd be happy to contribute all of mine if it was clearer how to get that image. Thanks. MartinLightbringer(CS) 04:40, 18 Jun 2005 (EST)

There's a fansite kit up on guildwars.com that actually has all those images; the problem is it's not -all- the images, there's not even a complete list of skills I don't think. Just most skills, and most of those have the images. And I THINK Gravewit's uploaded all of those already (you can search for what images are uploaded by doing Upload file > list of uploaded files). So until they update it (or someone manages to hack the game files and extract) I think we'll live with scaled and be okay. Nunix 04:44, 18 Jun 2005 (EST)


 * Ah. I get it. Thanks. There's more there than what Gravewit's uploaded (The Warror Skills for example) but I see why they haven't been done. High PITA factor as what they distrubute is a word doc for each profession that has embedded images. I'll start working on the Warrior one since that's what I dl'd to take a look at and go from there. MartinLightbringer(CS) 05:04, 18 Jun 2005 (EST)


 * Yeah, that's the exactly, martin, I don't even -have- Office on my machine (I user Apple's wonderful OS X and BBedit for all my text-editing needs) so, if you've got the time, well... go ahead and upload them all : ) Gravewit 05:17, 18 Jun 2005 (EST)


 * Ok. I've got all 56 Warrior images converted to PNG and uploaded. Not all of them have their skill stubs created. I'll get to that later. I've got a decent process down to convert them fairly quickly. I'll get started on the Monk ones next and eventually get them all done. MartinLightbringer(CS) 01:44, 19 Jun 2005 (EST)


 * I've uploaded all the monk and ele images. 02:07, 19 Jun 2005 (EST)


 * ah ok. :) Ranger it is! :) MartinLightbringer(CS) 02:09, 19 Jun 2005 (EST)