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)

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