Talk:Zealous

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someone put -1 degeneration which is a double negative so I put in what he meant which was -1 regeneration, which is how it is listed on the weapons, in my case "Kenshi's Butterfly Daggers".

not cool[edit]

doesnt help JQ bombing at all so i think this is not cool 06:04, 16 January 2010 (UTC)

I could be wrong, but isn't there a lot more to the game than JQ? That's like saying fortitude mods are not cool because a 55 can't use them... My Profession Gender 00:02, 7 August 2011 (UTC)

Are zealous/vampiric mods anamolous?[edit]

moved from User talk:TEF#Zealous / Vampiric

It IS anomalous. Once an arrow is fired, its damage type is locked in. However, if you swap to a vampiric scythe for example, THAT effect will be applied to that arrow. That is surely not what it should do. Test before you undo (as always you don't) 88.152.23.138 17:26, 29 February 2012 (UTC)

There are two different types of mods: those that change the damage type (cold/fire/earth/electric) and those that provide a bonus on hit (furious/vampiric/zealous). Nearly half of the mods work on hit; just over half work on the attack.
The fact that you can swap weapons while an arrow is in flight and get two bonuses is a different issue: it's a bug if you can change weapons during the projectile's flight and get different results.
Incidentally, this has nothing to do with testing; it's a question of jargon and phrasing. – Tennessee Ernie Ford (TEF) 17:32, 29 February 2012 (UTC)
(Edit conflict) The wording is vague enough that it's not fully a matter of playing vs not playing. Also, i initially thought you were going for things like Conjures or Grenth's Grasp, which require a certain attack type, but don't have to hit. (they don't do anything, but that's beside the point) --JonTheMon 17:33, 29 February 2012 (UTC)
If TEF actually read the second part of the anomaly passages he would have gotten the explication. But since his will to change almost equals zero it is no wonder he didn't. Testing would have been another way of realising how it works. But he doesn't do that either. 88.152.23.138 17:37, 29 February 2012 (UTC)
(Edit conflict)
Right. I should have been more clear about the key point that 88.152 is trying to make: there is a bug (more than an anomaly imo) that we should note, although I'm not sure where or the best phrasing. It is something like:
"Bug: If you change from a bonus-on-hit to a bonus-on-attack weapon while a projectile is in flight, you can get both bonuses."
That certainly belongs to bow and projectile. I'm not sure if it should be included anywhere else, though. – Tennessee Ernie Ford (TEF) 17:39, 29 February 2012 (UTC)
My assumption is that it applies to all weapons/attacks but technical problems prevent from switching melee weapons quick enough. So yes, in short it applies to staves, bows and spears only. 88.152.23.138 19:12, 29 February 2012 (UTC)
Just fyi, re: "But since his will to change almost equals zero it is no wonder he didn't", no personal attacks. Also, it would be interesting if staves could have this mod, but alas they can't. --JonTheMon 21:39, 29 February 2012 (UTC)

Are these numbers all wrong?[edit]

"Non-zealous weapon 0.033 This is the baseline for comparison, i.e. the amount of energy that would be gained without hitting using a zealous weapon."

According to that you only get 1 energy every 30 seconds, shouldn't it be 0.33? This makes me think the entire bottom of the list is wrong... 83.84.122.158 13:25, 26 July 2018 (UTC)

The table is the net amount gained, but someone put the base amount at the bottom. And wrong. It's 0.333 not 0.033, but then it seems like the net gains are losses, so that's no good. Either we need to remove the bottom row, or add 0.333 to each number. Right now it's just wrong. I'm going to up the numbers. If someone prefers the other way, remember to remove the bottom row if you don't want this to be completely inaccurate 83.84.122.158 13:42, 26 July 2018 (UTC)

1 pip of energy is 1 energy every 3 seconds, so it is 0.33 is the good number.