User:Tennessee Ernie Ford/Shortcuts

= PRE =

= POST =

Dragon's Lair Tips
Summary of All Advice
 * defeating Dragon's Lair facets
 * defeating Glint
 * Counters Needed vs: KOs, Martials, Party Degen, Conditions, Hexes, Exhaustion
 * Damage Types: Martial, Non-projectile (Degens, AoEs)
 * Energy Management: Low Energy Skills! High energy gains.
 * Protections: vs Elements,
 * Interrupts: Non-spell or spell; Little Thom
 * Other: Fast Casting; Hex revealers; Glint distractions
 * Helpful Non-Essentials: +Energy on-hit; Damage Type converters; Players→Heroes→Hench;
 * Useless or Counter-productive: Minions; Corpse exploitives; Stefan

= Factions =
 * Skills available in Factions before choosing a secondary profession.

= Nightfall =
 * (nothing yet)

= Core =

Artisans &amp; Craft

 * What artisans craft: Artisan
 * Where they are: Artisan list
 * Special Collections: some Trophies are worth more on holidays.

Runes &amp; Insignias: Worth Storing
= Other Ideas =

Articles

 * all article ideas are just that: ideas. With drastic edits like those proposed, I'll post in my user space before considering to foist them on the unsuspecting wiki world.

New
 * "local max" &mdash; the maximum available to a char who has not progressed to a main trading area (e.g. what's max armor for PRE, for Shing Jea)
 * q0 &mdash; what are the max stats for q0 weapons, helpful for new chars &amp; for alternate weapon sets (e.g. pulling, emergency shields)
 * dagger breakpoint &mdash; at what skill rank does E +1/hit, -1 degen become better energy management than status quo?
 * Available hench comparison (why: current guides are good, but don't compare choices available, e.g. when there are two fighters)
 * Hero AI Project: do different with identical profs/builds/commands behave identically? (Why? No one seems to have done controlled experiments. Both pro/con use anecdotal evidence to support case.)

Improved
 * update gm cartography guide (Why? current version combines techniques (move to existing section), history (delete or move), and description of how to get hard to reach areas (rephrase))
 * Simplified guide to Keys, Lockpicks, and the Lucky &amp; Unlucky titles (why: current guides emphasize math over guiding)
 * Simplified guide to Damage, Armor Ratings (why: current articles emphasize calculations and explanations over guiding)

Combined or Synchronize
 * Profession changer and profession changer differences (why? hard to parse, repetition, matrices could provide more data and be more compact);
 * SoC vs Capping skills (personally, I think all details amount to only 3/4 screen of info; however, others disagree and think these should be two articles)

Comparison Tables

 * damage type comparison: type, weapons, other sources, defense, resistant classes, susceptible classes, for physical, elemental, &amp; all else

Supposed to be done already!

 * bonus items as own article transcluding the items, so that they can be treated as indepedent articles
 * full set of editions of the game, transcluding (maybe) the bonus items
 * the other wiki's landmark project

TEF Drop Rate Project
An attempt to get more ppls to collect drop rate data. How:
 * count data per run instead of per creature;
 * amt of time, location, pct of area covered
 * use named-parameter template to collect data, making it easier for to add
 * limit # things counted
 * results will be % per run

Template Ideas

 * TEF table (in beta via user css)
 * make better use of userbox params or build TEF box for sillinesses
 * quotations that really set the quote apart neatly
 * inlines: hot tip, bug, historical, anomaly -> so that they function as bullets and set themselves apart only slightly
 * setasides: "they way it looks now" and "the suggested way" &mdash; since I seem to be often using that technique
 * Cartographer &amp; Vanquisher - standardize usage on all pages
 * tinier skillbar (ideally w/resource costs on mouseover) already exists!