GuildWiki talk:Style and formatting/Skills

Quick reference box layout
I liked them before, but I don't now that I've tried to actually use the skill list. The new boxes are pretty, but putting them in a list makes it exceedingly hard to actually read it: the icons are distracting, green/blue is too low contrast, and it difficult to quickly look at names when they are separated by descriptive text. A list that actually has all the names in a separate column would be much more user-friendly. &mdash; 130.58 (talk) ( 00:21, 11 June 2006 (CDT) )
 * The green wasn't my idea. Pick something. - 00:39, 11 June 2006 (CDT)
 * Maybe a lighter (pastel) green that lets the black lettering stand out better? Yes, I too miss the ! for questable skills.  -Pandelume
 * It's not just the green, mostly (same color as the regular background would be ideal, though, if you're asking). It's the fact that there isn't a column that just has skill names and nothing else in it anymore. Your can't scroll through the list with your eyes very easily anymore. &mdash; 130.58 (talk) ( 00:45, 11 June 2006 (CDT) )


 * Agreed. The previous lists were far more readable and informative. I miss the green "questable" exclamations. Seventy.twenty.x.x 00:43, 11 June 2006 (CDT)
 * The question mark has its own problems, and has been discussed elsewhere with no one ever proposing a solution that they favor personally, muchless trying to reach a consensus on what to do. - 01:14, 11 June 2006 (CDT)

Ok I just gave skill name its own column, but I think the rest of the row looks worse now than it used to... - 01:21, 11 June 2006 (CDT)
 * You're right: it's a bit uglier but way more readable. I find it much easier to look through the list now, at least. &mdash; 130.58 (talk) ( 21:13, 11 June 2006 (CDT) )


 * Might I suggest switching position of the Prophecies/Factions box and the skill stat box? It would be nice to see that skill stats near the skill name (all at a glance, so to speak :) Another possibility would be to use a narrow column on the right for the letters 'P', 'F' or 'C' since it's more a tag for searching skills. It would reduce some of the visual clutter in the main body (description area) -Pandelume
 * There are only 26 letters in teh alphabet, and I wouldn't be surprised if by campaign 6 we are already running into duplicate letters. I personally would like to see numbers ("C1", "C2") etc, but that hasn't garnered much support from other ppl.  As for location of the stats, it was placed there to mimick the location in hte in-game skill menu.  If ppl are used to the skill menu layout, this would be pretty natural. - 00:34, 13 June 2006 (CDT)


 * If and when that becomes necessary, I'm sure commonly accepted two letter abbreviations can be used, like Mo and Me (for Monk and Mesmer) for professions. If the stats are moved to the left, I'd suggest not even boxing it, since the icons would be distinct from the description below them anyway. Simpler is always better, IMO; it makes it easier to see each skill as a single big description block. And surely there must be a way to restore the ! questable. Just some suggestions. -Pandelume
 * The problem with the ! mark isn't not knowing a way, but that neither of the two ways to do it are supported by anyone. As for the stats, I am for keeping it boxed in order to keep them aligned between skills. - 23:32, 13 June 2006 (CDT)


 * In terms of usability, the Campaign vs. stats boxes should definitely switch location. The campaign is generally of very minor importance, while the stats are vital and essential to what people are looking for.  I do like the current form with the names in a column.  And frankly, I'm 100% about usability and readability, and overall "prettiness" is irrelevant.  It's not ugly if I can read it easily.  =)  --JoDiamonds 09:42, 13 June 2006 (CDT)

I love usability, too. Since most people seem to think the old one had more usability going for it, let's try this: everyone who cares, describe what works about the old boxes and what doesn't. Here's me starting... &mdash; 130.58 (talk) ( 23:54, 13 June 2006 (CDT) )
 * It's nice to have each entry on an individual column, as it makes it easy to scroll down visually. Though I think this is an ironclad requirement only for the name column.
 * Having some visual cute to a skill's elite status is good, though it needn't be egregious.
 * Factions/Prophecies/Core could've used some kind of symbol or color-coded letter. Just a word can be annoying sometimes.
 * Giving casting/recast times is absolutely vital.


 * Having skill stats be column-aligned is good. - 23:59, 13 June 2006 (CDT)

--Chi Li 02:58, 14 June 2006 (CDT)
 * Green and Yellow Backgrounds to distinguish Elite from usual skills is not necessary - I find it distracting and it makes things harder to read. The yellow border around the Skill Icon is enough, just like on the skill pages.
 * Factions / Prophecies / Core should go to its own column, and something else than just plain text would be easier to distinguish, maybe an Icon or an iconic Letter (F, P, C).
 * The Information that a skill is questable (green exclamationmark) should be included in the skill template to be evaluated by the list.


 * See User talk:PanSola for a quick rundown on the quest marker issue. The issue came up probably 5 times in the past, and no one, to the best of my memory, every expressed favoring one solution over the other.  Thus I never did anything with it. - 03:22, 14 June 2006 (CDT)


 * Thanks for that link, I havent thought that much about the issue yet, just saw the loss of information compared to the old pages. I'll do some testing in my User namespace and hopefully come up with a possible solution, but maybe not. --Chi Li [[Image:Chi_Li.gif|Chi Li]] 03:51, 14 June 2006 (CDT)

I personally have nothing against this new look (except the bold black border around the whole section which I think should be removed), however, might I suggest moving the Campaign link, something like this?


 * rowspan=3 width=64 style="height=64px; background: black;padding=3px"| [[Image:Diversion.jpg]]
 * rowspan=3 align=left valign=top width=130 style="height=1px; background: lightgreen; padding-left:6px;padding-top:3px"| Diversion
 * rowspan=3 align=left valign=top style="padding-left:6px; padding-top: 3px"| Hex Spell. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47 seconds to recharge.
 * width=1 align=left colspan=9 valign=top style="padding-left:6px"| Domination Magic
 * width=1 align=left colspan=9 valign=top style="padding-left:6px"| Core
 * width=1 style="border-right:none"|
 * width=1 align=right style="border-left:none; border-right: none"| [[Image:QuestSkill.PNG]]
 * width=1 width=5 style="border-left:none; border-right: none"|
 * width=1 align=right style="border-left:none; border-right:none"| 10
 * width=1 height=1px align=left style="border-left:none; border-right:none"| [[Image:Energy.png]]
 * width=1 align=right style="border-left:none; border-right:none"| 3
 * width=1 height=1px align=left style="border-left:none; border-right:none"| [[Image:Activation.png]]
 * width=1 align=right style="border-left:none; border-right:none"| 10
 * width=1 height=1px align=left style="border-left:none;"| [[Image:Recharge.png]]
 * width=1 height=1px align=left style="border-left:none; border-right:none"| [[Image:Activation.png]]
 * width=1 align=right style="border-left:none; border-right:none"| 10
 * width=1 height=1px align=left style="border-left:none;"| [[Image:Recharge.png]]

Padding could be discussed, though I never realized why wikipedians are so afraid of space that they want the text right next to the border. Also re-introduced the quest-marker. Even though the confusion of multiple campaigns still remains, I still believe it's better to have a marker that it's available in any campaign rather than not marking it at all. The skill name column has a fixed width of 130 px + 6 px padding since GuildWiki is being run in standards compliance mode, so all skills would have the same width on all columns (icons taking up 64 px, skill names 136 px, attribute/campaign/etc as much as it needs, skill description the rest). Only suggestions though. Also, obviously the attribute wouldn't be shown in quick reference pages. But since it's in the template, I put it there in my suggestion too. &mdash; Galil  20:12, 21 June 2006 (CDT)
 * After looking at the Mesmer skills quick reference page again, I saw it says this right after the quest icon: "This skill may be earned from a quest. See skill information for details.". Since it says in the description that you should check skill information for details related to skill quests, I do not think it matters if we have only one icon.&mdash; Galil  20:15, 21 June 2006 (CDT)


 * Finally! Someone who at least have an opinion on this matter!  BTW, I would put the quest marker by Campaign, instead of skill stats.  And I would move the Skill Stats row to the top.  I have no clue what this fixed width and standard compliance you are talking about though.  What standard is it from? - 02:39, 24 June 2006 (CDT)


 * I seriously don't understand what people are using the exclamation mark for. Do Questable Mesmer skills (Prophecies), Questable Mesmer skills (Factions), Questable Mesmer skills (All), and Questable Core Mesmer skills (Factions) do whatever it is that exclamation marks do better?
 * Here's the old standard array of skills in almost the same format.

{| width=100% cellpadding=0 border=1 cellspacing=0 style="clear:right;"
 * rowspan=3 width=64 valign=top| [[image:Unyielding Aura.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Unyielding Aura [ Edit]
 * rowspan=3 align=left valign=top style="padding:2px"| Elite Enchantment Spell. Bring target dead ally back to life at full health and full energy. If you stop maintaining this enchantment, or if this enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor attribute 4 or less)
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"| -1
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 3
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 45
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Monk-icon.png|16px]] Divine Favor
 * width=1 valign=top colspan=8 style="padding-left:2px"| Prophecies
 * rowspan=3 width=64 valign=top| [[image:Glyph of Elemental Power.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Glyph of Elemental Power [ Edit]
 * rowspan=3 valign=top style="padding:2px"|Glyph. Your elemental attributes are boosted by 2 for your next spell.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 1
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Elementalist-icon.png|16px]] No Attribute
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core
 * rowspan=3 width=64 valign=top| [[image:Rush.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Rush [ Edit]
 * rowspan=3 valign=top style="padding:2px"| Stance. For 8...18 seconds, you move 25% faster.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 4
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"|
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Warrior-icon.png|16px]] Strength
 * width=1 valign=top colspan=8 style="padding-left:2px"| Prophecies
 * rowspan=3 width=64 valign=top| [[image:Call of Protection.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Call of Protection [ Edit]
 * rowspan=3 valign=top style="padding:2px"| Shout. For 120 seconds, your animal companions have a 1...11 base damage reduction.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 115
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Ranger-icon.png|16px]] Beast Mastery
 * width=1 valign=top colspan=8 style="padding-left:2px"| Prophecies
 * rowspan=3 width=64 valign=top| [[image:Offering of Blood.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Offering of Blood [ Edit]
 * rowspan=3 valign=top style="padding:2px"| Elite Spell. Sacrifice 10% maximum Health. You gain 8...18 Energy.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"| 10%
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 1/4
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 15
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Necromancer-icon.png|16px]] Blood Magic
 * width=1 valign=top colspan=8 style="padding-left:2px"| Prophecies
 * rowspan=3 width=64 valign=top| [[image:Troll Unguent.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Troll Unguent [ Edit]
 * rowspan=3 valign=top style="padding:2px"| Skill. For 10 seconds, you gain health regeneration of +3...9.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 3
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 10
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Ranger-icon.png|16px]] Wilderness Survival
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core
 * width=1 valign=top colspan=8 style="padding-left:2px"| Prophecies
 * rowspan=3 width=64 valign=top| [[image:Troll Unguent.jpg]]
 * rowspan=3 valign=top style="padding:2px"| Troll Unguent [ Edit]
 * rowspan=3 valign=top style="padding:2px"| Skill. For 10 seconds, you gain health regeneration of +3...9.
 * width=1 align=right height=1 style="border-right:none; padding-left:4px"|
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 5
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 3
 * width=1 style="border-left:none; border-right:none"|
 * width=1 align=right style="border-left:none; border-right:none; padding-left:5px"| 10
 * width=1 style="border-left:none;"|
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Ranger-icon.png|16px]] Wilderness Survival
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core
 * width=1 valign=top colspan=8 style="padding-left:2px"| [[image:Ranger-icon.png|16px]] Wilderness Survival
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core
 * width=1 valign=top colspan=8 style="padding-left:2px"| Core


 * --Cloak of Letters 09:01, 24 June 2006 (CDT)


 * How about moving the stack of stuff left of description? Like this:


 * Compared to having the stack on the right, which one do you guys think work better in terms of ease of reference? - 17:19, 24 June 2006 (CDT)
 * Edit: I think I like it on the right (Cloak of Letter's example) more than moving it left, but just want to toss the idea out there. - 17:21, 24 June 2006 (CDT)
 * Have to say I liked it more to the right too. Also, a quick search on google with the keywords "standards compliance vs quirky mode" led me to this. Basically, they are different modes in which web browsers render pages. Back when (X)HTML and CSS started getting standardized, web browsers needed to be able to draw the old pages which didn't follow the new shiny standards. So if a browser finds a page without a -tag at the top, it draws in quirky mode (old messy mode), if it does find it however, it draws in standards mode. This is also the reason most people used to hate browsers other than IE, cause other browsers drew a whole lot better in standard mode, but wasn't too good with quirky mode. That's beginning to change though as more pages becomes standardized. If you wanna see what mode a page is being rendered in, right-click it, click View Page Info, and it should state somewhere in the middle of that dialogue (Firefox, quickly translated due to me using a swedish version).


 * Anyway, about the skills, I could live with the first of those 2 suggestions (if we switch to the small icons for professions eg., , etc) and I really think some padding was good for the readability. Ohh, and by fixed width I meant that I had set the column with skill names to , so all skill name columns have the same width. I did indeed like the skill cost, recharge, etc more at the bottom though, but will go with whatever is decided. &mdash; Galil   17:53, 25 June 2006 (CDT)


 * Also, after looking again, I felt I had to add that I hope we aren't making the skill-boxes with that many links (as in the first suggestion with Unyielding Aura). One link to each page the first time it occurs would be enough. For example, enchantment. It's linked to twice. Once would be enough if it was at its first occurence. &mdash; Galil  18:01, 25 June 2006 (CDT)


 * I think the questable ! marker should be there: If a skill is questable, you'll look into the skill description to see in which quest anyway, but opening lots of pages to find out "which skills could I quest?" is wasteful. Also, I strongly dislike the horizontal splits in the new templates, it makes scanning the list for skills with a certain desired property a lot harder. Personally, I'd even prefer a true table that forces horizontal scrolling onto my browser over the "5e 1s 30s / No Attribute /Core" vertical stacking in the examples above. (And while I'm writing here where knowledgaeble people might read it: is there an easy way to change the alt tag for images from "Image:whatever.jpeg" to just "whatever"? That'd be nice.) 134.130.4.46 23:46, 29 June 2006 (CDT)

Acquistion
I put the cantha and tyria subs for future consideration but it takes up too much space and i'm sure we can do that just as easily in future chapters. Number two is easier to read imo &mdash; Skuld  03:36, 12 July 2006 (CDT)


 * I think continent is not important, but campaign is. How about:


 * Sigh... in general I hate putting bullet points inside tables, the wikicode is just ugly, yet here I am... - 06:08, 12 July 2006 (CDT)


 * How does not using bullet points inside tables make wikicode look ugly? Without them, the generally structure of the whole thing ain't really that much different right? Using tables always makes things look complex. --Ab.Er.Rant @ User:Aberrant80 (msg) 06:19, 12 July 2006 (CDT)

Energy per second in Progression
Can we please separate the actual parameters from the random statistics? The specific ones posted are fairly useful (unlike some of the old Ollj info that used to litter various pages), but I really would split them off from the actual list of green number values by level. &mdash; 130.58 (talk) ( 17:07, 11 July 2006 (CDT) )
 * Tried it... thoughts, folks? better or worse? &mdash; 130.58 (talk) ( 17:13, 11 July 2006 (CDT) )
 * I'm torn. Two tables looks A LOT more cluttered to my eyes. Decentralizing information is more work on the eyes and brain. On the other hand, separating out the derived information from the listed skill information is nice. --Kryshnysh 19:51, 11 July 2006 (CDT)


 * I am biased towards my old edit for Energy Drain . Energy gain per second is overly ideal and doesn't scale linearly with the effects of being dazed, interrputed, and the need to kite etc, becauase of initial casting cost.  The two rows above gain per second seem to me are just there in case anyone challenges the math, or to help out people who cannot do simply arithmatics.  If there is any value to those, I really feel they belong to the Notes section and not clutter up the "Main" part of the article. - 20:02, 11 July 2006 (CDT)


 * For what it's worth, I think it looks alot more cluttered with a second table in the notes section. Also, changing it here means creating second tables for all the other energy gain skills that already have the merged information. --Kiiron 21:01, 11 July 2006 (CDT)


 * I don't feel any energy management scales linearly with any of those things you mentioned. I initially thought that putting the second table in the notes would be better too, but it seems to be more of an eyesore to me to split the tables up all over the article. I think the tables are probably best at least together (if not in the same table) or not at all on the same page. I think my preference (biased towards reducing eye strain) is Not on same page > one table > tables together > tables separate places. --Kryshnysh 21:07, 11 July 2006 (CDT)


 * As for presentation, I think I prefer the dual-table progression over split into progression and notes. I dislike the single table.  As for content, I'd be worried people would add in relatively useless or obvious statistics if this starts showing up in a lot of articles.  Personally, I think an energy gained or net energy gained row is a little too far into the latter.  --68.142.14.78 21:16, 11 July 2006 (CDT)


 * I think the extra sections should be removed, actually, because:
 * Energy gained: You only get the full energy if your foe actually has 4-6 energy.
 * Net energy gained: This value is only true if the above condition occurs, and is just the previous cell -5.
 * Energy/Second: all the stuff PanSola mentioned applies. Additionally, this is a Mesmer skill so it's not unlikely that the caster will have Fast Casting to modify the casting time. Overall, there's just too many variable. What if the caster has Mantra of Recovery or Serpent's Quickness? Et cetera. Writing "the skill recharge on this is pretty bad; consider figuring out a way to boost it if you actually want to use this to regain energy" in the skill description is easier than spelling this all out numerically anyway.
 * This is what I want to avoid at all costs. &mdash; 130.58 (talk) ( 22:09, 11 July 2006 (CDT) )
 * ... *looks at Energy Drain* Ugh. The same applies for all other energy gain skills. These giant tables are a terrible eyesore and contain a lot of overly generalized calculations presented as useful information. Who decided to make them all this ugly and complicated? &mdash; 130.58 (talk) ( 22:12, 11 July 2006 (CDT) )


 * "I don't feel any energy management scales linearly with any of those things you mentioned." Good (for the argument I want to establish). The fact that they don't scale linearily means the information isn't actually useful, considering I mentioned quite a number of things that are quite common on the field.  I think the additional info may have value, but if it does, it is of a very secondary nature that people who just care about the actual skill stats should be bothered with.
 * In other words, I would place the ease of use of users who don't care about that secondary information, before the ease of use of users who are interested. From my perspective, placing the secondary info above skill Acquisition is way too much.  I also agree with 130.58 on pretty much all his statements.
 * "Also, changing it here means creating second tables for all the other energy gain skills that already have the merged information." Wait, how many are there (originally I thought it was just Drain, when I was posting the previous note I thought it was just Drain and Tap)??? When did this happen????? o_O" -  00:56, 12 July 2006 (CDT)
 * Ok, i started to add all those extras to elite skills. This is a copy from JoDiamonds talk page since he supported the added tables
 * Copy
 * It was my intention to add the energy/second to the progression tables, so i have some basic information for such an article. GWiki lacks an article with all necessary information for choosing and comparing possible energy management skills. The only article, that covers many issues is the Survey of PvP Energy Management Skills article. It's far from perfect, but provides infos to advantages and drawbacks. Energy/second is in my opinion the first guide value, when it comes to a comparison. Other values like recharge, beeing an enchantment etc are the secondary values. No one thinks about using a skill with a bad energy/second ratio. The problem is, how can you put all those variables into an article without overloading the layout. Adding just the progression tables and some pro and cons, is suboptimal. Usually, you have to know everything about the skill. Example, beeing an enchantment can be an advantage as cover, but a drawback is shattering. Adding this as a pro and a con? Certainly not, but what are important facts to players? Clicking an a skill shortcut like Offering of Blood takes time and the benefit of an easy to read table is gone. Using energy/second has some other problems. You have to make assumptions, like casting the skill in chain. Many skills need other conditions for providing the mathematicaly perfect energy/second. If you have ideas for a layout, i'm glad to help. Nemren 14:11, 20 June 2006 (CDT)
 * End of Copy
 * It was never my intention to add those energy/second to every skill with any energy gain for the caster. The whole energy gain/second is pure theorie. In fact, the best energy skills are elite skills and a comparision is needed. Look at the usual energy managment skills now, without any extra tables. You read:
 * Ok,skill 1, i could use it, the recharge time is 20, hm i get 6 energy,
 * Hm, oh theres another good skill 2, gives 23 within 45 seconds, bad, another attribute 
 * Ok, would it matter to put a few more points into attribute 1? hm now i get 8 energy 
 * Hm, what now, i could spend them into attribute 2, or lower it, hm, hm 
 * This happened to me everytime, when i was looking for energy skills. You can avoid it at least a bit by using the energy/second value. There are still more things to consider, but it shortens the whole process. 68.142.14.78 already reflected my opinion. Take out all the energy/second tables and make one seperate article for those, interested in those more theoretical information. BTW, i stumbled across this discussion, where are those matters usually discussed? --Nemren 06:18, 12 July 2006 (CDT)


 * I don't think any of this stuff is, definitionally, part of the "Progression", though. We've only been putting the empirically observed variable skill values there, not calculated statistics (that's different from just always listing the "green numbers": e.g. Balthazar's Spirit lists adrenaline gain because it's a hidden variable). I think there's good reason for this. And, like I said, if we start keeping track of random derived statistics in the table, there really is no end in sight. &mdash; 130.58 (talk) ( 08:34, 12 July 2006 (CDT) )


 * In my opinion, calculation 1.2*enchantment duration by head is a no-brainer. Doing this calculation for the energy/second for each skill that suits a build is a different thing. Sorry, but thats not what i would call random derived statistics. Yes, it's statistic analysis, but not random. From my point of view, it's one easy method to determine whether a build will face energy problems or not. Please have a short look at the discussion from this build and compare the first paragraphs. The part with energy left and gained enery is hard to read and to understand. My short calculation using energy/second is easy to read and finds a conclusion very fast. I agree on removing the calculated stuff, but not by deleting, but moving the table to an article, which deals with energy management like the Survey of PvP Energy Management Skills article. --Nemren 11:07, 12 July 2006 (CDT)


 * I say we 1) scrap the energy gained by caster row and 2) scrap the energy/second row. For 1), if you can't multiply by two, you need to stop playing Guild Wars (this stat is always constant anyways). For 2), this isn't very solid information since it makes the assumption that the enemy always has energy to be drained. If just one cast happens to draw a little bit less than par, it really messes with the calculations. It sort of helps when comparing to other energy gaining skills ("vs P&H ok this gives more/less blah") but it doesn't immediately strike me as useful information as standalone. Inspiration Magic, energy lost by foe (standard progression stuff), and net energy gain are the real bits of information that will help players the most. --Vortexsam 02:40, 12 July 2006 (CDT)


 * I really think the energy/second row for energy gaining skills is important because it provides a quick, "at a glance" way to compare energy management. True, things like fastcasting or the enemy not having enough energy to inspire or whatever will skew the results, but not by so much that the numbers are unusable: they're still valuable for comparisons, and are hardly random stats at all. If the energy/second numbers aren't included in the pages for the skills themselves, then they should be included in Survey of PvP Energy Management Skills or another energy management article. Other than energy/second, there's no real way to compare the skills that actually yeilds usable information. Energy Drain, Mantra of Recall, Ether Prodigy and Offering of Blood all also already have derived stats. --Kiiron 10:34, 12 July 2006 (CDT)


 * Sorry if I wasn't clear before. Yes, they're present all over the place, and thus the discussion is more general than just Energy Tap/Energy Drain. No, I don't like them in the article at all. The second option of Kiiron's above is my preference (move them to Survey of PvP Energy Management Skills or find a new place to put them, I just couldn't find that page earlier. Only if people want to keep them on this page would I argue for keeping them together. Personally I'd like them off the page and then all of these articles linked to a page containing general energy management. As an addendum, another page that I've seen with derived stats: Boon Signet. --Kryshnysh 11:04, 12 July 2006 (CDT)


 * The derived stats do have some value, but only under a certain evaluation framework. As such, it's best to put the stats with the article that sets up the evaluation framework (i.e. Survey of PvP Energy Management Skills) rather than with the skills themselves. Whether the evaluation criterion works or not depends on what framework you're using, so these stats should live in the article that espouses that particular style of skill analysis, not in the general skill descriptions. Now, energy/second or whatever may seem like a no-brainer to you, but people often argue about skills based on more nebulous concepts like "healing efficiency" or "net DPS". Some people will think those are useful; other people will think they're crappy and pointless. It's better to just dump this kind of stuff in its own article rather than pollute every skill page. &mdash; 130.58 (talk) ( 12:50, 12 July 2006 (CDT) )

All things considered, I would prefer the analysis comparasons to be moved off skill articles and contralized into a separate article. If they are staying on the skill article, then I prefer the analysis to be moved into notes sections instead of being part of progression. - 12:07, 12 July 2006 (CDT)

Energy Gain/ Second Skill List
Please add more skills with Energy Gain/ Second tables, if you find them.


 * Energy Boon
 * Offering of Blood
 * Mantra of Recall
 * Boon Signet
 * Peace and Harmony
 * Energy Drain
 * Energy Tap
 * Second Wind