Guild Wars Wiki:Requests for research

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 Requests for research

Requests for research are for assisting editors in gathering empirical results from in-game research and testing. These should be relatively short and easily accomplished tasks. For lengthy tasks or long-term data gathering efforts, create or participate in a project instead (and perhaps add just a few of the most pressing questions here). Use resolved to mark tasks as completed.

To create a new request: add a description of the test to the bottom of the list below. Be as specific as necessary to avoid ambiguous answers. Any user is welcome to assist with a request by running the test and posting the results here. While the following resembles a talk page, avoid lengthy discussions on the results. Consider moving long discussions to a talk page to avoid cluttering this page.

For more areas where research has been requested, see the research needed category.

For research that has been completed, see the completed research page.
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Celestial Haste
The description says "For 15 seconds, your entire party has 50% fast casting and all skills recharge 25% faster." What does that mean? Having reached 10 of 20 possible ranks in fast casting, or when i am able to cast my spells 50% faster - which would relate to 15 ranks in fast casting? There is also a lacking mention of faster signet casting - that wasn't something fc could do when this skill was born. Maybe others do not actually have fast casting, and the description simply wants to say that your party casts spells 50% faster instead... &mdash;Zerpha The Improver 15:25, 10 March 2008 (UTC)
 * Ok, i tried it out with my mesmer. I had 0 Fast Casting, used the skill, and still had 0 Fast Casting. I activated Healing Signet under the effects of Celestial Haste and could not notice any faster casting. So i suppose the description is simply bad, and wants to express "For 15 seconds, your entire party casts spells 50% faster and all skills recharge 25% faster." &mdash;Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 13:38, 12 March 2008 (UTC)
 * The description is ambiguous. 50% fast casting means that your fast casting is cut in half, which is not at all hasty.  More likely, the intent was +50% fast casting (or more accurately 150% fast casting).  In either case, the 0 Fast Casting would be unaffected because 0 * 0.5 = 0 and 0 * 1.5 = 0.  To really test this you would have to put your FC at 4.  If the skill works as implied, then you should be casting as if your FC was at 6. --Ronduwil 17:08, 14 May 2008 (UTC)
 * Does it apply only to spells, or all skills? poke | talk 12:19, 14 May 2008 (UTC)
 * I had the attribute/skills panel open when using the skill and didn't see an increased fast casting attribute once i tried it with more than 0 fast casting as far as i can remember. As well, i tried using signets while this skill was active and couldn't notice a decreased casting time. As i said, i strongly suppose "fast casting" is only a bad description for "casts spells 50% faster" &mdash;Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 19:31, 16 May 2008 (UTC)
 * If your "entire party" has 50% fast casting this could all be cleared up by taking someone who wasn't a mesmer with you and seeing if they cast spells faster. Misery 11:58, 8 October 2008 (UTC)
 * It shouldn't matter if your fast casting is 0, unless this is even more ambiguously implied to mean half of the maximum Fast Casting, in which case this just got a whole lot dumber. (I doubt it got a whole lot dumber.) I tested with 0 FC and got the same results as Zerpha. HCT of only spells. I'll try out with 12 fast casting and see what happens then. --70.158.147.46 22:03, 20 October 2009 (UTC)
 * Tested with 12 FC (according to the Fast Casting page, about half cast time) and got ~1/4s cast time for 1 second spells. We proved in the first test that it doesn't take your FC and multiply it *1.5, and in the second we found that it doesn't increase your actual fast casting attribute bonus: it would have to be rank...well it's pretty high. I'd call this case closed, but feel free to prove me wrong; I certainly didn't time anything. --70.158.147.46 22:18, 20 October 2009 (UTC)

Charr or not?
Someone with a Charrslayer weapons could use Wild Blow or other steady damage skill to attack these enemies to determine if they are affected:
 * Charr Effigy -> No
 * Charr Hunter Beast -> No
 * Devourer Catapult -> No
 * Armored Saurus (during quest, when it's hostile)
 * Tested Charr Effigy on CoF-HM with Candy Cane Bow (doing 2 damage) and Ebon Battle Standard of Honor at r8 (doing +13 damage for a total of 15). Not charr according to the test.--Fighterdoken 07:55, 17 June 2008 (UTC)
 * Tested Charr Hunter Beast using Rebel Yell, confirmed not charr. ST47 22:28, 22 July 2008 (UTC)


 * Pyre Fierceshot
 * I wonder if the charr hero and henchmen are also affected by these weapons. --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 10:02, 8 January 2009 (UTC)
 * In PvE we have no way of knowing. In PvP (skirmish) you can't test it anymore but I think it would have no effect because all heroes are humans in PvP because of disease Rhonin  User Rhonin Soren sig.jpg Soren   21:25, 26 January 2011 (UTC)
 * Correct on both counts. -- ஸ Kyoshi [[Image:User_Kyoshi_sig2.png|19px]] 03:28, 27 January 2011 (UTC)

Ice Golems, Siege Ice Golems and Stone Summit Badges
Do these still drop Stone Summit Badges, or did they stop when they started dropping Icy Lodestones? -- Gordon Ecker 03:48, 11 July 2008 (UTC)
 * Ice Golems do not - having gotten 7 icy lodestones, and no badges. ST47 23:14, 22 July 2008 (UTC)
 * I believe the badges are still dropping, will confirm next time I go in MystiLefemEle 08:14, 26 October 2009 (UTC)
 * They're not dropping Bagdes anymore. But Lodestones. Very confusing as there is no collector for Lodestone and their only worth 3 gold.Siege drop.JPG ~ Kurd [[Image:User Kurd sig.png]] 12:56, 25 December 2009 (UTC)

Duncan's Defense
Confirmation is required about this skill reflecting or not the damage from Backfire, Spoil Victor, Spiteful Spirit and Pain Inverter.--Fighterdoken 05:13, 16 August 2008 (UTC)
 * The last time I fought him, damage from Pain Inverter and health loss from Spoil Victor didn't get reflected back. I'm not sure about the other skills. -- Gordon Ecker 06:41, 16 August 2008 (UTC)
 * Me and a friend fought him a few days back, we had 2 heroes putting hexes on him (on Normal Mode, btw) and they were constantly receiving damage, and my friend said he was taking damage (and he didnt do any except with Pain Inverter). Think that proves that it does recoil hex damage now.. 86.90.30.175 19:32, 1 September 2008 (UTC)

Damage calculation: percentile damage reduction and damage multipliers
How do percentile damage reduction and damage multipliers fit into the order of operation for damage calculation? I suspect they take effect at some point before additive and subtractive damage modifiers. -- Gordon Ecker 00:45, 25 August 2008 (UTC)
 * Testing with Frezy, the Lightbringer buff and Mending against Heralds of Nightmares using Shatter Enchantment confirms that subtractive damage modifiers take effect after damage multipliers. I'm marking this as resolved since determining whether multipliers take place before, during or after the armour effect may not be testable depending on when rounding is done. -- Gordon Ecker 02:28, 25 August 2008 (UTC)
 * Actually there's still an unresolved issue. Is bonus damage from attack skills calculated before or after damage multipliers? -- Gordon Ecker 02:32, 25 August 2008 (UTC)
 * Order_of_damage_modifiers is up and like 95% complete. ~Shard  [[Image:User Shard Sig Icon.png]] 11:36, 22 March 2009 (UTC)

Golems' attribute levels in Temple of the Ages (explorable area)
What are the Golems' different attributes set in Temple of the Ages (explorable area) during Deactivating R.O.X.. &mdash; Seru    Talk 22:43, 7 September 2008 (UTC)
 * I've listed those that can be directly derived from damage. Others have randomness or are not displayed. Backsword 03:05, 6 June 2009 (UTC)

Cathedral of Flames
Can someone test the second to last bug noted on the Cathedral of Flames page? Either its a bug or a coincidential Life Sheath. --  Wandering   Traveler  16:21, 11 September 2008 (UTC)
 * Okay, I did some testing of my own. I found nothing of the sort on these charr groups. I had one guildie watching for menders and life sheath while I alternated attacks between all charr with another guildie. 5 run throughs with this method showed no sign of the bug. I'm going to remove that note from the Cathedral of Flames page until further proof is given. --[[Image:User Wandering Traveler Oie User Wandering Traveler Sig2.png|19px]]  Wandering   Traveler  18:37, 16 September 2008 (UTC)

"Find Their Weakness!"
Are all deep wounds caused by this skill self-triggering? Description of effect and method of testing can be found here. Recommend using Keen Chop at zero axe mastery on a low health target to test. Misery 10:29, 16 September 2008 (UTC)
 * I tested your thing out with Keen Chop and "Find Their Weakness!", but I don't quite understand what you mean by self-triggering. &mdash;  ク  Eloc  貢  15:17, 16 September 2008 (UTC)
 * If a deep wound reduces someones damage to less than 0 health they will not die until they take some damage, i.e. until the deep wound is triggered, that is why it is common in PvP to put a fast activating attack after a deep wound causing skill. A self triggering deep wound will kill the target. Misery 12:03, 8 October 2008 (UTC)

Guild hall
NPC positions and number counts need to be updated for all guild halls since update. Ideally maps such as for Frozen Isle should be made, but current information is likely incorrect, although I haven't had a chance to check in game yet. Only way to do this is scrimmages, matches or observation mode. Is there an update tag or something that can be put on the page to indicate that current information is out of date? I think all of those articles are out of date and I will probably start updating them today, but a tag would help me remember which ones I have fixed so far, otherwise I will just stick with a stub tag. Misery 08:43, 10 October 2008 (UTC)
 * I don't think we have any such template, but I've tagged all the guild hall pages with " ". -- Gordon Ecker 09:49, 10 October 2008 (UTC)
 * Actually we do, I've replaced all the notices with outdated info. -- Gordon Ecker 09:58, 10 October 2008 (UTC)

Casses Flameweb
While reading the talk pages, and searching for the skill this boss carries I found that Casses Flameweb doesn't appear at the point that he's shown on the map... the second time I played the mission, I went a little farther and found him here: http://topolla.net/images/gw/1.jpg. So, I guess I'm wondering... does he in spawn all the time at different places or was the spawn point changed, etc... Chrono 21:36, 24 October 2008 (UTC)
 * As far as I know, all prophecies bosses (most, at least) have randomized spawn points. So this could have been one of those instances. --[[Image:User Wandering Traveler Oie User Wandering Traveler Sig2.png|19px]]  Wandering   Traveler  21:37, 24 October 2008 (UTC)
 * Are you talking about maps like this?
 * [[Image:Ring_of_Fire_Mursaat_Map.jpg|100px]]
 * Don't they only spawn like that if they share spawnpoints with other bosses of the same creature type? There aren't any other Lava Spitter bosses in the Ring of Fire mission. Chrono 21:53, 24 October 2008 (UTC)
 * I don't think its limited to creature types, rather any boss thats in the area. --[[Image:User Wandering Traveler Oie User Wandering Traveler Sig2.png|19px]]  Wandering   Traveler  23:12, 24 October 2008 (UTC)


 * Actually it usually is based on species. For an examle, see the map of Perdition Rock to the right. Many areas in Prophecies have sets of boss spawn points which share a boss pool. Each spawn point can only have a single boss, and each boss can only spawn once. Often, all the bosses in the same pool belong to the same species, but that isn't always the case, for example Ettin and Hydra bosses in Perdition Rock share a pool. Sometimes there are two spawn points right next to eachother, for example each of the Ring of Fire Islands missions has six Mursaat / Jade boss spawn points arranged into three pairs, and Perdition Rock has Phantom boss spawn points right next to the Cursed boss spawn points. Sometimes an area has more than one boss pool for the same species, this is fairly common in Sorrow's Furnace. -- Gordon Ecker 02:51, 12 November 2008 (UTC)
 * Casses Flameweb is one of the very few mostly stable bosses in Prophecies. Tested during many multiple runs of Perdition Rock on 5 Dec 2008(which, not coincidentally, also involved skill farming); Casses showed up in the same spot each and every time except once, when he showed up roughly 20 paces forward. --Trailsong 03:13, 13 December 2008 (UTC)
 * Hmm... well, not sure if this ever got resolved, however 2 other people reported finding him at the location I posted... See: http://wiki.guildwars.com/wiki/Talk:Casses_Flameweb#Spawn_Points (I found him here http://topolla.net/images/gw/1.jpg ). I'll probably edit the image to reflect the two points regardless... Chrono 18:52, 2 February 2009 (UTC)

Dajkah Inlet
This article is missing quite a bit of additional information. -- Gordon Ecker (talk) 03:19, 17 November 2008 (UTC)
 * How many versions of Corsair Commander are there?
 * Which skills does each Corsair Commander use?
 * In what round does each type of Corsair Commander start spawning?
 * How does group composition change per round?
 * Which skills do Corsair Ghosts use?

Stun on Critical Hit
Which giants and wurms have this skill? Which other monsters have it besides Fungal Wallows, Rot Wallows and Abyssals? -- Gordon Ecker (talk) 06:43, 6 January 2009 (UTC)
 * Stone Reaper do. Ɲ oɕʈɋɽɕɧ  10:26, 8 January 2009 (UTC)
 * Temple Guardians appear to. --Jette  [[Image:User_Jette_awesome.png|19px]] 10:48, 8 January 2009 (UTC)
 * Hill Giants do. Ɲ oɕʈɋɽɕɧ  19:19, 12 January 2009 (UTC)

Holding Canthan Outpost with Faction
There isn't any clear data on how an Alliance can buy/hold a town and what extras they recieve (fireworks, lockpicks,..). -- Karasu (talk) 10:13, 8 January 2009 (UTC)
 * {| style="float:right; margin: 0.25em; border: 1px solid #000;" cellpadding="3" cellspacing="0" rules="all"

!Town/Outpost!!!!!!Fireworks
 * style="background:"|House Zu Heltzer||1||-||Yes
 * style="background:"|Altrumm Ruins (outpost)||2||-||Yes
 * style="background:"|Amatz Basin (outpost)||3||-||Yes
 * Tanglewood Copse||4||15||Yes
 * Saint Anjeka's Shrine||5||14||Yes
 * Lutgardis Conservatory||6||13||No
 * Brauer Academy||7||12||No
 * Vasburg Armory||8||11||No
 * Durheim Archives||9||10||No
 * Harvest Temple||10||9||No
 * Seafarer's Rest||11||8||No
 * Leviathan Pits||12||7||No
 * Eredon Terrace||13||6||No
 * Bai Paasu Reach||14||5||Yes
 * Breaker Hollow||15||4||Yes
 * style="background:"|The Aurios Mines (outpost)||-||3||Yes
 * style="background:"|Zos Shivros Channel (outpost)||-||2||Yes
 * style="background:"|Cavalon||-||1||Yes
 * }As far as I know, outpost control is heavily related to Alliance Battles and the Kurzick/Luxon border shift, as well as Guild/Alliance faction. See, outpost control is determined by how many faction your Alliance has with the Luxons or Kurzicks. Faction can be donated to your Guild (and thereby to your Alliance), and each night at a set time (though I do not know which) all Guilds' faction decreases by 10%.
 * To control an outpost, your Alliance has to have quite a decent amount of faction with the Luxons or Kurzicks. Outpost control is determined by the "rank" your Alliance has in the faction "ladder", for lack of a better word. If your Alliance is the one with the most Kurzick faction, your Alliance will be granted control over HzH. If there are two Alliances who have more faction then yours, your Alliance will control the Amatz Basin. See the table at the right.
 * One tricky thing is the Border shift. See, for both sides, control of outpost 4 to 15 is determined both by Alliance faction and the state of the war between the Kurzicks and Luxons, the Alliance Battles. If I remember correctly, the Kurzick/Luxon border is updated each three hours (though this might be incorrect. Research needed). With it, both the map in which Alliance Battles take place, but also which side controls which outposts changes. The first three outposts (Towns and Mission Outposts, actually) of each side can never be claimed by the other side.
 * In other words, as I am writing this, the Kurzicks are kicking major ass in AB. The border has been pushed way up North, and some Kurzick Alliance now owns Bai Paasu Reach with about 9.5m faction. Breaker Hollow is still owned by a Luxon Alliance, with 26m faction. Bad luck for all those Luxon Alliances who worked so hard to archieve ~20m faction. Their outpost got conquered by the Kurzicks.
 * Outpost control is not as dynamic as it seems though. As the border changes (presumably) every 3 hours, so does outpost control. I remember one day, when the leading alliance TLS, who had owned HzH for about 6 months, was overthrown by the CAT alliance. CAT members simultaneously donated about 200k faction, and passed TLS in faction. They did not own HzH for the next hour though, as they had to wait for the next border shift before town control was updated.
 * Of the benefits that come with owning an outpost, I am not entirely sure. Some outposts have a fireworks master, see the table. Of course members from the alliance owning HzH and Cavalon have free access to Urgoz and the Deep, respectively. Each outpost also comes with a merchant, where you can buy any item, including salvage kits, ID kits and lock picks for 80% of their normal price. This means alliances who control an outpost can buy lockpicks for 1200g, and ID kits for 80 gold. Hence why people want to own outposts. It looks awesome, but you can also buy lockpics for 1200g and power trade them for 1250g or more. If I remember correctly, that is. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 16:24, 8 January 2009 (UTC)
 * Wow, that's quite the explanation! Thank you for all of this. We'll wikify the information and research some of the finer details. The 10% drop in faction is around 04 AM (GMT) if I recall correctly. All that has to be determined is the exact benefits of owning a town and the exact influence from AB battles (or other competitive missions) to this border. I'm pretty sure the Jade Quarry and Fort Aspenwood have something to do with at least a small part of the border. --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 16:57, 8 January 2009 (UTC)
 * As far as I know it is just AB, though it's been a while since I was into faction farming, and back then nobody ever did those missions. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:06, 8 January 2009 (UTC) Ah, by the way, I just found out, according to the Kurzick Merchant and Luxon Merchant articles, the discount is indeed 20% :)  &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:11, 8 January 2009 (UTC)
 * My guild has just joined an alliance with a fairly decent amount of factions, and I expect us to start holding towns soon. I will keep you posted if I find out any more. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 01:29, 11 January 2009 (UTC)
 * The 10% deduction occurs at 0:00 GMT. Faction Alliances refer to it as "tax time". :P &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 21:33, 14 January 2009 (UTC)
 * Breaker Hollow||15||4||Yes
 * style="background:"|The Aurios Mines (outpost)||-||3||Yes
 * style="background:"|Zos Shivros Channel (outpost)||-||2||Yes
 * style="background:"|Cavalon||-||1||Yes
 * }As far as I know, outpost control is heavily related to Alliance Battles and the Kurzick/Luxon border shift, as well as Guild/Alliance faction. See, outpost control is determined by how many faction your Alliance has with the Luxons or Kurzicks. Faction can be donated to your Guild (and thereby to your Alliance), and each night at a set time (though I do not know which) all Guilds' faction decreases by 10%.
 * To control an outpost, your Alliance has to have quite a decent amount of faction with the Luxons or Kurzicks. Outpost control is determined by the "rank" your Alliance has in the faction "ladder", for lack of a better word. If your Alliance is the one with the most Kurzick faction, your Alliance will be granted control over HzH. If there are two Alliances who have more faction then yours, your Alliance will control the Amatz Basin. See the table at the right.
 * One tricky thing is the Border shift. See, for both sides, control of outpost 4 to 15 is determined both by Alliance faction and the state of the war between the Kurzicks and Luxons, the Alliance Battles. If I remember correctly, the Kurzick/Luxon border is updated each three hours (though this might be incorrect. Research needed). With it, both the map in which Alliance Battles take place, but also which side controls which outposts changes. The first three outposts (Towns and Mission Outposts, actually) of each side can never be claimed by the other side.
 * In other words, as I am writing this, the Kurzicks are kicking major ass in AB. The border has been pushed way up North, and some Kurzick Alliance now owns Bai Paasu Reach with about 9.5m faction. Breaker Hollow is still owned by a Luxon Alliance, with 26m faction. Bad luck for all those Luxon Alliances who worked so hard to archieve ~20m faction. Their outpost got conquered by the Kurzicks.
 * Outpost control is not as dynamic as it seems though. As the border changes (presumably) every 3 hours, so does outpost control. I remember one day, when the leading alliance TLS, who had owned HzH for about 6 months, was overthrown by the CAT alliance. CAT members simultaneously donated about 200k faction, and passed TLS in faction. They did not own HzH for the next hour though, as they had to wait for the next border shift before town control was updated.
 * Of the benefits that come with owning an outpost, I am not entirely sure. Some outposts have a fireworks master, see the table. Of course members from the alliance owning HzH and Cavalon have free access to Urgoz and the Deep, respectively. Each outpost also comes with a merchant, where you can buy any item, including salvage kits, ID kits and lock picks for 80% of their normal price. This means alliances who control an outpost can buy lockpicks for 1200g, and ID kits for 80 gold. Hence why people want to own outposts. It looks awesome, but you can also buy lockpics for 1200g and power trade them for 1250g or more. If I remember correctly, that is. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 16:24, 8 January 2009 (UTC)
 * Wow, that's quite the explanation! Thank you for all of this. We'll wikify the information and research some of the finer details. The 10% drop in faction is around 04 AM (GMT) if I recall correctly. All that has to be determined is the exact benefits of owning a town and the exact influence from AB battles (or other competitive missions) to this border. I'm pretty sure the Jade Quarry and Fort Aspenwood have something to do with at least a small part of the border. --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 16:57, 8 January 2009 (UTC)
 * As far as I know it is just AB, though it's been a while since I was into faction farming, and back then nobody ever did those missions. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:06, 8 January 2009 (UTC) Ah, by the way, I just found out, according to the Kurzick Merchant and Luxon Merchant articles, the discount is indeed 20% :)  &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:11, 8 January 2009 (UTC)
 * My guild has just joined an alliance with a fairly decent amount of factions, and I expect us to start holding towns soon. I will keep you posted if I find out any more. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 01:29, 11 January 2009 (UTC)
 * The 10% deduction occurs at 0:00 GMT. Faction Alliances refer to it as "tax time". :P &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 21:33, 14 January 2009 (UTC)
 * Wow, that's quite the explanation! Thank you for all of this. We'll wikify the information and research some of the finer details. The 10% drop in faction is around 04 AM (GMT) if I recall correctly. All that has to be determined is the exact benefits of owning a town and the exact influence from AB battles (or other competitive missions) to this border. I'm pretty sure the Jade Quarry and Fort Aspenwood have something to do with at least a small part of the border. --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 16:57, 8 January 2009 (UTC)
 * As far as I know it is just AB, though it's been a while since I was into faction farming, and back then nobody ever did those missions. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:06, 8 January 2009 (UTC) Ah, by the way, I just found out, according to the Kurzick Merchant and Luxon Merchant articles, the discount is indeed 20% :)  &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 17:11, 8 January 2009 (UTC)
 * My guild has just joined an alliance with a fairly decent amount of factions, and I expect us to start holding towns soon. I will keep you posted if I find out any more. &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 01:29, 11 January 2009 (UTC)
 * The 10% deduction occurs at 0:00 GMT. Faction Alliances refer to it as "tax time". :P &mdash; Why [[Image:User Why Are We Fighting BlackRose.PNG|User talk:Why Are We Fighting]] 21:33, 14 January 2009 (UTC)


 * Yeah, that be about right. Considering it would be 4pm Pacific Time. Thx Why for the input.. MystiLefemEle 10:24, 4 March 2009 (UTC)
 * I've updated both the Alliance article and Kurzick-Luxon border. The problem now is that there is information about town control on both articles, and both articles host different information. Would it be easier to merge the two bits of information as a separate page? (Terra Xin 14:14, 23 March 2009 (UTC))
 * I would suggest creating a mini page and including it in both. That way if there are updates to how Town control works, it gets updated in one place and stays consistent on both. (the way the collector information is done etc.) --[[Image:User Wynthyst sig icon.png | Wyn's Talk page]] Wyn 04:12, 2 April 2009 (UTC)

Skill icon resize formula
Does Guild Wars use cubic or linear, or another interpolation to resize skill icons in-game? --Jette  00:56, 11 January 2009 (UTC)

Random generation of explorable areas
As far as I know, the wiki lacks an article about how drops, chests and monster patrols and so on in explorable areas are generated. As far as I know certain elements of explorable areas are set the instant you enter the explorable area. I found a rumor like this on gwguru (iirc) and me and my sister tested it by entering the same explorable area on the exact same time. After a few unsuccessful tries, we managed to enter synchronisedly, and while clearing the area (me and my sister were farming Fahranur with a 330-Rt and a 55SoJ-Mo, respectively) we noticed that between our versions of the area, each mob consisted of the same monsters doing the same things. Also, each goldie that dropped that run and the consequent synched runs, dropped from the same monster with the (exact!) same stats for the other player as well. So it seems monsters and goldies are set the moment you enter an explorable area.

The purple items were a different story though. Of the purples that dropped, half had the same stats, and the other half seemed unrelated. Also, chest locations and drops didn't match, nor did gold, blues and whites.

I'll try to dig up a couple of screenshots of those runs. &mdash; Why 22:35, 27 January 2009 (UTC)
 * I heard that same rumor too a while back, and saw some absolutely incredible screenshots (the two brothers had emptied their inventories from a Fahranur run in HM side by side (with space in between). The items were exactly identical, save for a single trophy item or two. They then moused over the stats for each. Identical. If we did document this, we'd need to run dozens of trials in-game, as synchronizing in-game is very difficult. We'd also need to ask the designers more than a few questions about how that mechanism works. calor   (talk)  02:18, 28 January 2009 (UTC)
 * You're probably thinking about this thread on guru? Pretty amazing stuff really. Did a bunch of synced runs myself when I saw this, tried to test the effect of kill-rate and heroes presence on drops...I should have the screens on a disc somewhere if anyone's interested (never did get around to uploading them on the guru thread). Nate [[Image:User Nate Alluran MyTalkPage.png|20px|User talk:Nate Alluran]] 00:42, 29 January 2009 (UTC)
 * It makes sense that the monsters and their drops are created as the instance is, probably based on a random seed using the time the instance was created (so two instances created at the same time would be identical). Chests spawned differently, which is weird, but the drops being different is expected, unless you opened the chests at the exact same time.  ~Shard  [[Image:User Shard Sig Icon.png]] 03:51, 6 February 2009 (UTC)

Mysterious Summoning Stone
Most of the unique summons still need articles, and the summon list may not be complete. -- Gordon Ecker (talk) 10:47, 24 April 2009 (UTC)

Pet Locations
Considering the new pokémon feature, it would be a great help for pet collectors if we could map out the (easiest) locations to obtain the pets. Also we could map out the menagerie and add where you can find each type of pet in the new area. -- Karasu (talk) 11:18, 27 April 2009 (UTC)
 * I've added some location information to some of the articles, and tagged some of them as needing maps. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 07:08, 28 April 2009 (UTC)
 * It looks like these are all filled in now, I think. Unless maybe someone can find a better location for the Hyena, though I know I haven't. --Jenosavel aka That Pet Lady 21:31, 14 August 2009 (UTC)

Cracked Axe, Tattooed Blade, Swamp Club
Do these weapons still exist in-game? Were they renamed in an update? Do they no longer drop, but existing ones can still be found? Tedium 06:09, 18 May 2009 (UTC)
 * Cracked Axe -> Heket Axe
 * Tattooed Blade -> Tattooed Scimitar
 * Swamp Club -> Ram's Hammer

Hall of Monuments and the maxed titles rank
Calling out to all those with Maxed titles rank of tier 4 and more. Could you screenshot or describe your Honor monument's light effect? This is to confirm whether or not this image is still accurate. See Talk:Maxed titles rank. -- ab.er. rant  13:47, 26 May 2009 (UTC)
 * Its been stated that you do not need to fill ALL the monuments. There's a screenshot of someone with r1 people know me, a wild rainbow phoenix, 2 destroyer weapons and 3 or so armours on the HoM talk page --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 09:02, 27 May 2009 (UTC)
 * File:User Snograt Tier 5.JPG -- snog  rat [[Image:User Snograt signature.png]] 11:19, 27 May 2009 (UTC)

Signet of Binding
Can the newly buffed Signet of Binding take control of "special" spirits like the one in the Ebony Citadel (Tormented Soul (Ebony Citadel), Listless Soul, Demonic Soul, Shrouded Soul)? And if so, does it remove the environmental effect they cause? And if so, is that effect applied against the monsters themselves? --Jette  19:04, 7 July 2009 (UTC)


 * I am currently unable to test this as I would have to finish all of DoA again, but I think since it had worked in similar situations (Slaver's Exile Spirits and the Spirit of Portals from Sunjiang District) but now doesn't that they will have probably made it not effect the DoA spirits at all. As always I could be wrong, o would that I be wrong again. --[[Image:User Tenri My image.jpg]] Tenri 05:25, 8 July 2009 (UTC)

Aftercast delay
Aftercast delay has a significant impact on spellcasters (and perhaps others), but it seems that either it is not well understood or not well documented. The information in our article is apparently out of date; the talk page includes untested claims about the effects. When posting results, please describe how you performed your tests, so that (a) others might follow in your footsteps and (b) people can critique the methodology. Thanks! &mdash; Tennessee Ernie Ford ( TEF ) 09:25, 30 October 2009 (UTC)
 * Does aftercast delay (ACD) apply to all skills with a invocation time (aka casting time)? If not, are there rules of thumb to identify all the exceptions?
 * Is ACD consistent at 0.75s (as ANet intended)? Or do some skills still retain non-standard ACDs?
 * Is ACD consistent for PvE/PvP? Is it consistent across split skills?
 * Is there anything in-game that shortens/lengthens ACD? Fast Casting, consumables, spirits, shouts?
 * Pretty sure most of this is well known. ACD is inconsistent. There are some skills which have no aftercast delay if activated during another skill's activation but have aftercast delay if activated while doing nothing (can't remember which skills now). Rule of thumb would be that everything that you cannot do during another activation has ACD, except attack skills. Ranger interrupts have an aftercast delay of 1.25 seconds. All other aftercast delays are 0.75 seconds. Fast casting doesn't shorten it. Nothing shortens it. It is consistent in PvP and PvE. It is consistent for split skills. I have no sources I can cite, I have no research methods. Most of the inconsistencies come for skills with the type "skill". You'll have to test them all individually under different circumstances if you want to know which ones are weird. Strange anomaly is Shadow Steps, they generally have aftercasts but iirc the defensive shadow steps (Return, Death's Retreat etc) have no aftercast and Shadow Fang has no aftercast, but they may have fixed that last one in an update, I forget. <font color="#A55858">Misery  09:45, 30 October 2009 (UTC)


 * So, that strikes me as previously well understood, but not recently tested. All of the information stated above sounds like what was known before ANet made changes to ACD and we have simply assumed the only changes made were in the release notes. Since those notes were ambiguous at best, I guess I no longer trust that assumption. It doesn't help that ANet periodically adjusts more (or sometimes less) than intended, e.g. some PvP skill changes that also affected like-named PvE skills.


 * I'm willing to accept that we understand the mechanics. I'm also willing to accept w/o further validation that things are consistent in PvE/PvP and that Fast Casting has no impact. I'm 90% certain that any testing will show that nothing reduces ACD.


 * On the other hand, ANet has been tinkering with ACD: Shadow Fang unbugged, Wastrel's Collapse unbugged, PBAoE adjustments (but not whirlwind). So, I'm not ready to concede that we fully understand to which skills ANet has applied ACD. On the other hand, lots of peeps have played this game a lot more than I, so I would be happy to see the Aftercast delay article updated so that the stub and out-of-date tags can be removed.  &mdash; Tennessee Ernie Ford ( TEF ) 21:34, 30 October 2009 (UTC)
 * Ok, so far as I understand, all you want tested are that all shadow steps now have ACD (which only really requires testing Shadow Fang was actually fixed), except defensive ones (I haven't tested all of these), and that all PBAoE has normal aftercast instead of its previously extended aftercast? I believe Whirlwind never had extended aftercast. Testing every skill in the game is not viable. <font color="#A55858">Misery  18:39, 31 October 2009 (UTC)


 * I'm basing my cynicism on two points: (1) we know that ANet goofs on these types of small details (not frequently, but not approaching zero either). (2) There's a lot less data posted on ACD than there is on other topics (salvage conversion rates, attack speeds, HM/boss skill boosts, etc.). So, I think it's more likely that we would miss inconsistencies for this. Of course, I don't expect a single wikian (or even 20) to test all the hundreds of skills in the game. I do think it's reasonable that we spot check a bunch of skills. I also think we should ask folks to post their general observations; better that we have some some non-systematic data than our current almost no data.


 * On the other hand, if others think that I'm overly-pessimistic, then let's remove the out-of-date tags from the article (and make any necessary updates).  &mdash; Tennessee Ernie Ford ( TEF ) 19:35, 31 October 2009 (UTC)

On a more specific note, I was tinkering with a new ele, and wondered how noticable the ACD was on Stone Daggers. If someone checks this please let me know --Even If They Tried

Fireworks Master
Would be nice to have a preview (screenshots) on services provided by Fireworks Master NPC. Elephant 13:23, 25 November 2009 (UTC)

Vengeance is Ours
See Talk:Dhuum. --Silver Edge 03:25, 25 October 2010 (UTC)

Well of Blood
Does it stack with Well of Blood? Test is straightforward. &mdash; Raine Valen    16:19, 30 Oct 2010 (UTC)
 * Do duplicate wells stack, you mean? Yeah, easy test. I'll take a look. -- ஸ ķ̌yǾshĺ [[Image:User_Kyoshi_sig.png]] 03:34, 31 October 2010 (UTC)
 * Nope. -- ஸ ķ̌yǾshĺ [[Image:User_Kyoshi_sig.png]] 03:45, 31 October 2010 (UTC)
 * Thanks! &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  16:00, 31 Oct 2010 (UTC)

Isaiah's Balance

 * Hi, I'm looking to derive the current formula used by Guild Wars to determine energy cost when multiple modifiers are in effect. I've tinkered with all of the relevant player skills, Expertise, and Chimera of Intensity.  What I'm missing now is how Isaiah's Balance interacts with other modifiers.  For example, does expertise reduce the cost of Ranger skills while under the effect of Isaiah's Balance?  Does Quickening Zephyr increase the cost of skills while under the effect of Isaiah's Balance?  Does Energizing Wind reduce the cost of skills while under the effects of Isaiah's Balance?
 * For those interested, the present formula is actually significantly different from the one used when Guild Wars was first released. The original calculations were based on the recency in which the effects were applied to a character, beginning with the oldest.  See  for a summary of the experimentation from then.  The present formula appears to be:
 * If BaseEnergyCost * (1 - ModifiersA) > 10 and EnergizingWind = True, then ActualEnergyCost = 10 * (1 - Expertise)
 * Else ActualEnergyCost = BaseEnergyCost * (1 - ModifiersA) * (1 - Expertise)
 * ModifiersA = Attuned was Songkai + Renewing Memories + Chimera of Intensity + "Kilroy Stonekin" - Quickening Zephyr, as applicable
 * This would explain the present bug with Quickening Zephyr and Energizing Wind (see Feedback:Bug reports/Skill bugs), in which the increase from Quickening Zephyr appears to be lost with 25 energy cost skills, normally. It actually shows up again when other modifiers stack sufficiently to bring the cost below 10 before expertise. MA Anathe 04:08, 7 November 2010 (UTC)

Withdraw Hexes
With 21 Divine Favor, Withdraw Hexes is supposed to recharge 1 second faster for each hex removed. Does this have the same bug recently found with "None Shall Pass!", if the recharge is reduced to less than 0 seconds? • • • Mora  08:48, 18 March 2011 (UTC)

Fort Aspenwood
See Talk:Fort Aspenwood --Silver Edge 07:37, 29 March 2011 (UTC)

Healing Burst
Does Scourge Healing (and/or Soul Bind) trigger on the health gain provided by Healing Burst to party members in the area? <font color="#0AA">–~=<font color="#0AA">Ϛρѧякγ  <font color="#0AA">(τѧιк)  &larr;&hearts;– 23:51, 29 March 2011 (UTC)
 * Specifically if one of the party members in earshot is hexed, but the actual target of H'Burst is not. — Tennessee Ernie Ford ( TEF ) 00:10, 30 March 2011 (UTC)

Interrupt prevention/interrupt effects
I feel like this is Livejournal and I'm xposting. Anyways, never knew the place existed. But the point: seems all interrupt prevention is broken or the concise description is misleading. See here Previously Unsigned 00:23, 30 March 2011 (UTC)