Talk:Aggressiveness

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Note on when aggressiveness was added[edit]

The game update page for the 25th says "Refined how aggressiveness is measured for teams in Guild Battles. Dealing damage to the enemy Guild Lord still increases your team's aggressiveness.", implying that aggressiveness was added previously and has merely been modified on the 25th.- TheRave User TheRave sig.jpg (talk) 01:02, 26 September 2008 (UTC)

Well before it was just damage on lord, now it's defined as damage on lord with negatives, it just didn't have a name outside of Anet before I guess. Misery 16:22, 26 September 2008 (UTC)
Please create 10 timers for the GuildLord that count in seconds, each timer should coorespond to however many points of degen are on the Lord at the time. Since degen normally counts as 2 points of damage per second multiply the seconds timed by the point(s) of degen time times 2 then add up all those sums and apply them to aggressiveness. Due to the fact that degen damage is passive you could probably just multiply by 1.5 or 1, I don't care honestly. But I also suggest make damage from hexes apply half points of aggressiveness due to their passive nature. Just a friendly suggestion, to make degen not useless against the guild lord ~>Sins WDBAssassin-tango-icon-20.png 21:53, 26 September 2008 (UTC)
somebody should add (somewhere) that your aggresiveness can go into the negative, many people don't seem to know. 88.159.236.245 17:04, 28 December 2009 (UTC)

Wait, so you can heal lord without losing aggresiveness? 06:52, 3 March 2010 (UTC)

Removing the stub tag[edit]

There's not much of anything more you can say about aggressiveness/lord damage and the formatting seems okay. I'm gonna remove the stub tag, if anyone has a problem you can revert I suppose.--TahiriVeila 18:29, 15 April 2010 (UTC)

Name[edit]

So "agressiveness" is a word, now? 86.31.251.22 13:48, 22 July 2010 (UTC)

GL protective steps[edit]

Where it mentions weapons spells, and enchants, it seems to indicate to me or imply that this could reduce a teams aggressiveness when protecting your guild lord from attacks. Too many vengeful weapons or spirit light weapons (or monk prots) on your team's GL and it may be reducing your aggressiveness numbers should it come down to the tie breaker situation.


No idea how they figure the math for their conclusions but I'm sure spells are assigned some factor of defensive ability, length of time applied, number of times applied - etc.

Again just kind of what I took away from what I read about the article. What are some of the ideas you get from this newly named skill? (although as pointed out - probably been encoded into the game for quite some time.)

Also do you think this is a good way for them to handle tie breaker situation?


I was surprised to learn from the other post how degeneration skills are handled by the game. Doesn't seem right to me, but I don't know enough to venture a guess as to 'why' they don't include that in some form or another? cecil