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User talk:Everspace
This page is archived at User Talk:Everspace/Archives, for any conversation that hasn't done anything in a month.
Contents
Awakening Skills- How the hell do you find the values now?
So it's come to my realization that since Awakening actives are automatically leveled, that unless you make your subclass again, you can't really find out their damage values. What do we do? --GaRgAnt (talk) 22:24, 26 May 2015 (PDT)
- Cry
- Leave things you don't know blank, and hope that someone levelling fills it in for you, which is sort-of the wiki way. --
Everspace (talk) 16:22, 21 August 2015 (PDT)
Template:ClassSkills
Is there a reason why the boxes surrounding the skills were removed? The "feature" was asked to be added back in, so I did, as seen here. --Dfoplayer (talk) 23:25, 21 August 2015 (PDT)
- To be honest, it looked ugly. Did you see it in all browsers? The biggest thing for me was using a series of <ul>'s which was bad. Is there a reason why the boxes were there in the first place? The separation provided by the boxes doesn't make much sense to me since it's just a list of skills. --
Everspace (talk) 14:50, 22 August 2015 (PDT)
- The lack of boxes or even pointers to categorize them looked even uglier to me. It just looks like a bunch of icons and words just floating there. Also, Why haven't we categorized them by skill level yet? Arrol (talk) 15:28, 22 August 2015 (PDT)
- A box behind the overall thing may help with the problem determining what's what, but they're listed underneath whatever they are.
- I was more concerned with the questionable HTML.
- We're unable to categorize by level acquired, mainly because DPL has no way to know what level things are gotten at. Perhaps semantic wiki will be able to understand when I have time to fool around with it.
- The lack of boxes or even pointers to categorize them looked even uglier to me. It just looks like a bunch of icons and words just floating there. Also, Why haven't we categorized them by skill level yet? Arrol (talk) 15:28, 22 August 2015 (PDT)
- How about something like this? --
Everspace (talk) 18:08, 22 August 2015 (PDT)
Active
Passive
Elementalist TP Skills
Awakening Skills
2nd Awakening Skills
That looks much better but I still think it needs bullet points Arrol (talk) 18:23, 22 August 2015 (PDT)
- I don't have any preference. I used Firefox and IE as my main browsers and did not see those ul tags. Those example boxes look pretty cool and custom-like. I think it would make the DFO wiki quite different than others. --Dfoplayer (talk) 18:24, 22 August 2015 (PDT)
- If I could get access to the CSS sheet, shit would look ballin. --
Everspace (talk) 18:26, 22 August 2015 (PDT)
- You should now have access to Mediawiki namespace, MediaWiki:Common.css, and if you want to mess around with Semantic wiki, you have access to admin functions. --Dfoplayer (talk) 17:34, 23 August 2015 (PDT)
- You should now have access to Mediawiki namespace, MediaWiki:Common.css, and if you want to mess around with Semantic wiki, you have access to admin functions. --Dfoplayer (talk) 17:34, 23 August 2015 (PDT)
- If I could get access to the CSS sheet, shit would look ballin. --
- --
Everspace (talk) 19:12, 23 August 2015 (PDT)
- Also, how about a gander at User:Everspace/CssTomfoolery? Removing the weird templates and inlining is my first priority.--
Everspace (talk) 21:09, 23 August 2015 (PDT)
- WHOA. I didn't realize that the mouse-over which can change the row color was in css. This is pretty neat and looks like the DFO Wiki might under-go a "Great Metastasis" itself. What's the purpose of the different "666" cell? --Dfoplayer (talk) 21:37, 23 August 2015 (PDT)
- Yes, there's a whole bunch of more stuff you can do to make things alive-ish with CSS. The :hover pseudo-class is a simple example to make tables easier to navigate. As for the cell, it was me being silly because it's thematic with Demonize and the Avenger class ([1]). --
Everspace (talk) 22:59, 23 August 2015 (PDT)
- Yes, there's a whole bunch of more stuff you can do to make things alive-ish with CSS. The :hover pseudo-class is a simple example to make tables easier to navigate. As for the cell, it was me being silly because it's thematic with Demonize and the Avenger class ([1]). --
- WHOA. I didn't realize that the mouse-over which can change the row color was in css. This is pretty neat and looks like the DFO Wiki might under-go a "Great Metastasis" itself. What's the purpose of the different "666" cell? --Dfoplayer (talk) 21:37, 23 August 2015 (PDT)
- --
This is now resolved. --Dfoplayer (talk) 07:32, 7 March 2016 (PST)
- I don't have any preference. I used Firefox and IE as my main browsers and did not see those ul tags. Those example boxes look pretty cool and custom-like. I think it would make the DFO wiki quite different than others. --Dfoplayer (talk) 18:24, 22 August 2015 (PDT)
- How about something like this? --
- [View source↑]
- [History↑]
Contents
Thread title | Replies | Last modified |
---|---|---|
NPCDialog changes | 0 | 16:20, 1 June 2020 |
Items/Sets on skill pages | 0 | 14:29, 13 March 2016 |
Request to display gender-specific icons in SkillNav | 8 | 20:12, 12 March 2016 |
Semantics | 4 | 07:42, 11 March 2016 |
The new skill pages | 6 | 19:35, 6 March 2016 |
Removed Skills | 1 | 11:58, 21 January 2016 |
Absolute Damage precision | 1 | 22:23, 7 January 2016 |
Abnormal Status Damage values T.T | 1 | 23:02, 24 December 2015 |
Venom Mine (Male) - Absolute Damage not working | 4 | 00:13, 6 October 2015 |
Regarding the Asura Chronicle Change | 1 | 23:26, 30 September 2015 |
Hey Everspace. If you do still linger here from time to time, this is to inform you that I have updated the NPCDialog Template to separate the Portrait argument from that of Title to allow for multiple variant instances of NPC portraits for the same character. That being said, you may have to update your User page due to the changes.
The semantic templates are done so feel free to integrate them into the skill pages. Both Template:Equipment list and Template:Set list allow you to list all items that increase a certain skill level or change a skill by setting skill bonus or skill alteration respectively. E.g. a list that increases the level of Echoes of Nothing would look like this:
{{Equipment list|skill bonus = Priest(M), Echoes of Nothing}}
Icon | Name | Type | Lv | Base Stats | Other | Options |
---|---|---|---|---|---|---|
![]() |
Priest's Judgment | Cross | 60 | P. Atk. +664 M. Atk. +631 I. Atk. +396 P. Def. +704 M. Def. +704 INT +47 VIT +59 SPR +59 EXO +480 |
Casting Speed +2 %
Priest(M): Divine Invocation Skill Lvl + 3 Echoes of Nothing Skill Lvl + 2 Priest(F): Valor Blessing Skill Lvl + 2 |
|
![]() |
Heart Slayer | Scythe | 70 | P. Atk. +838 M. Atk. +882 I. Atk. +536 STR +61 INT +61 |
Shadow Damage +24
Physical Critical Chance +2 % Magic Critical Chance +2 % Hit Rate -2 % Priest(M): Scythe Mastery Skill Lvl + 3 Echoes of Nothing Skill Lvl + 2 Devil Strike Skill Lvl + 5 Priest(F): Sin Carrier's Scythe Mastery Skill Lvl + 3 Sin-burdened Body Skill Lvl + 5 |
|
![]() |
Frozen Resonance Sickle | Scythe | 80 | P. Atk. +948 M. Atk. +998 I. Atk. +611 STR +68 INT +68 |
Inflict Water Damage
Inflict Shadow Damage Water Damage +17 Shadow Damage +17 Physical Critical Chance +2 % Magic Critical Chance +2 % Hit Rate -1 % Priest(M): Dark Authority Skill Lvl + 3 Echoes of Nothing Skill Lvl + 3 Priest(F): Scythe Massacre Skill Lvl + 3 Sin-burdened Body Skill Lvl + 3 |
|
![]() |
Angra Mainiuu | Scythe | 85 | P. Atk. +1003 M. Atk. +1056 I. Atk. +648 STR +72 INT +72 EXO +794 |
Physical Critical Chance +2 %
Magic Critical Chance +2 % Hit Rate -1 % Priest(M): Demonize Skill Lvl + 2 Echoes of Nothing Skill Lvl + 2 Falling Soul Skill Lvl + 3 Priest(F): Seven Sins of Corruption Skill Lvl + 2 Sin-burdened Body Skill Lvl + 2 Seven Deadly Sins Skill Lvl + 2 If I have no choice but to become a demon, then I'll become the incarnate of evil and rain down terror upon my enemies. - Unsung Avenger |
|
![]() |
Dirty Soul Hook | Scythe | 85 | P. Atk. +952 M. Atk. +1002 I. Atk. +607 STR +68 INT +68 |
Shadow Damage +22
Physical Critical Chance +2 % Magic Critical Chance +2 % Priest(M): Echoes of Nothing Skill Lvl +3 Devil Strike Skill Lvl +3 Nightmare Skill Lvl +2 Its vile energy is infectious. |
|
![]() |
Fallen Heart Cross | Cross | 85 | P. Atk. +1002 M. Atk. +952 I. Atk. +607 P. Def. +990 M. Def. +990 INT +68 VIT +83 SPR +83 EXO +736 |
Casting Speed +2 %
Shadow Damage +22 Priest(M): Echoes of Nothing Skill Lvl + 3 Falling Soul Skill Lvl + 3 Priest(F): Sin-burdened Body Skill Lvl + 3 Seven Deadly Sins Skill Lvl + 3 Some Priests have succumbed to the harsh reality. - Grandis Gracia |
|
![]() |
Soul Gathering | Scythe | 85 | P. Atk. +892 M. Atk. +939 I. Atk. +561 STR +64 INT +64 |
Shadow Damage +18
Physical Critical Chance +2 % Magic Critical Chance +2 % Hit Rate -1 % Priest(M): Devil Strike Skill Lvl +2 Echoes of Nothing Skill Lvl +1 |
And a list containing all equipment that changes Demonize would look like this:
{{Equipment list|skill alteration = Priest(M), Demonize}}
Icon | Name | Type | Lv | Base Stats | Other | Options |
---|---|---|---|---|---|---|
![]() |
Shadow Seeker Bible | Sub Equipment | 85 | STR +39 INT +39 VIT +39 SPR +39 |
||
![]() |
Corrupt Imposter Death Scythe | Scythe | 75 | P. Atk. +788 M. Atk. +829 I. Atk. +495 STR +57 INT +57 |
Physical Critical Chance +2 %
Magic Critical Chance +2 % Hit Rate +1 % |
|
![]() |
Fallen Heart Cross | Cross | 85 | P. Atk. +1002 M. Atk. +952 I. Atk. +607 P. Def. +990 M. Def. +990 INT +68 VIT +83 SPR +83 EXO +736 |
Casting Speed +2 %
Shadow Damage +22 Priest(M): Echoes of Nothing Skill Lvl + 3 Falling Soul Skill Lvl + 3 Priest(F): Sin-burdened Body Skill Lvl + 3 Seven Deadly Sins Skill Lvl + 3 Some Priests have succumbed to the harsh reality. - Grandis Gracia |
|
![]() |
Cross of Culmination - Avenger | Cross | 105 | Fame +748 P. Atk. +1287 M. Atk. +1222 I. Atk. +818 P. Def. +1221 M. Def. +1221 INT +85 VIT +101 SPR +101 |
Casting Speed +2 %
Skill Atk. +50% |
Same spiel with Set list.
So I have just added a second parameter to IconLink that allows it to display either the Male or Female version of the Icon if a skill has different icons between genders. But the main reason why I did this, aside from making it simpler to IconLink on pages, is so that the SkillNavs on the bottom of the pages can display different icons depending on the gender. Right now, in the case of Nen Masters, Energy Shield and Tiger Flash displays the Female version of the icons for Male Nen Master. This has been bothering me for quite a while, but I'm a bit afraid to mess with the #dpl code in the SkillNav templates, especially the part where it goes ²{IconLink¦%TITLE%}². Would it be something as simple as ²{IconLink¦%TITLE%¦(insert gender here)}²? Or is it something entirely different? Also, since it's an interaction from the SkillPage template, I'm hesitant to edit SkillPage into passing the gender into SkillNav, so I'd appreciate it if either you or Dfoplayer can make this change. But if it will require an exceeding amount of effort to incorporate this into the #dpl code, then I guess it's ok, since in the end it's just aesthetics :X
Hmmmm. Is this what you are looking for? Hammer Kick EDIT: Right now, it only affects active skills on skillNav. I will add to other categories once you approve of this.
This has nothing to do with how you did the SkillNav, but it's more about Tiger's Roar/Tiger Roar itself. I can confirm that M.Fighter's is called "Tiger Roar" , but I do not have an F.Fighter just yet, so if you have one, can you confirm whether F.Fighter's called Tiger Roar as well or if it's "Tiger's Roar"? Because I notice that the skill's icon is not different on the SkillNav due to the icons' names being different. Thanks!
Since we can not filter by Categories to generate pages, like we ask for Summoner and Active Skills, but not in Awakening, should we add properties of type, type2, and type3 collected from SkillPage?
I was trying to take DPL results and pipe it into SMW, but that did not seem feasible.
So, I thought maybe we could just convert our dpl queries into SMW. Then help page said you could not filter by category.
You should be able to generate different lists for more specific cases, and then make the disjoint.
psudocode roughly as follows:
{{#ask:[[Category:Elementalist Awakening Skills]] |format=array |name=awakeSkills}} {{#ask:[[Category:Elementalist 2nd Awakening Skills]] |format=array |name=awake2Skills}} {{#ask:[[Category:Elementalist Skills]] |format=array |name=allSkills}} {{#ask:[[Category:Elementalist TP Skills]] |format=array |name=tpSkills}} <!-- onlyBaseSkills = AllSkills - (tp + awake + awake2) --> {{#arraydiff:onlyBaseSkills|allSkills|tpSkills|awakeSkills|awake2Skills}} <ul>{{#arrayprint:onlyBaseSkills||@@@@|<li>{{IconLink|@@@@}}</li>}}</ul>
So, after some hours on this, I noticed arrayDiff does not work on arrays. If we use format=list, we can use arrayDiff. It might be because of we do not have the extension.
Another thing, IconLink fails to work. User:Dfoplayer/TestSemantics. It seems to be prepending a "-" to the filename for .pngs.
I was trying to edit in the correct icons for Male Energy Shield and Male Tiger flash. But it seems the skill lists and accompanying pngs have all been moved to some webpage with the name ClassSkills|Male Nen Master. Any idea where I could find this page?
It's a template. By typing in the class, we can make the list automagically, and it keeps itself up to date when new skills are added or changed if things are put in the proper place.
All you need to do is put the correct file in , and that list and other templates we use will fix themselves.
You can see what it's doing and how it's used at Template:ClassSkills.
I don't have the png for Lightning Leg Strike's upgrade, unfortunately. I'm simply looking to replace the incorrect icons for Energy Shield and Tiger Flash on the M.Nen page. Any idea how I can do that?
Sorry to intrude on this conversation, but the icon on the M. Nen skill list page is the F. Nen skill. But there is a reason for that. The ClassSkills Template only takes the first image posted on the SkillPage Template. Since the F. Fighter technically came out first, the pages turned out that way when we combined the M. Fighter pages with F. Fighter pages. However, when using the SkillPage Template, there is an option to use |DiffIcon=Yes
which enables you to have two icons on the same page, but the image name needs to have the corresponding (Female) or (Male) after the name.
As of this moment though, we do have the images required; you just have to look them up by image name. If you want to upload new images, there is the option to use the "Upload File" option in the Tools Tab on the left. Just make sure to set it to the right format and to name them correctly if you want the Template to find it. If you want to upload a new version of the image, find the image page and click "Upload a new version of this file". I hope this helps.
Alright. So there's no way to make M.Nen's skill page display the proper icon for Energy Shield and Tiger Flash then?
Hey, if we are having this conversation, a while ago, I placed Stimulating Breath as a Male Albert skill, and now it's also on the Female's box. I made a discussion on it a while ago.
I believe I fixed this a couple of days ago. Could you double check for me? Energy Shield
User:Altair pointed out a good question. What do we do with removed skills such as Massive Countdown or
Twin Gunblade? I'd like to keep them under Category:Removed Content.
I thought about adding a |RemovedSkill parameter to the current SkillPage Template. All it would do is create a switch and if Yes, the template would not fill in skillNav's nor Categories.
Since these are based on skill values divided by 1000, I think it would be better if this template rounded to the nearest thousandth instead of hundredth. It wouldn't take much more cell space and it would give better results for any users doing their own personal damage calculations or skill comparisons.
Even at Level 85, Abnormal Status Damage such as Burn and Shock changes depending on your weapon or something T.T What do we do about this?
I haven't really looked at it, and as far as I know there isn't a lot of work being done on this problem (meh good enough I guess).
I would just use the AbsoluteDamage template if it changes with your weapon (even if it's not 100% correct because I'm not sure of a better way) so it shows that there's still some sort of relationship.
I ran into the problem when doing skill growth info for Venom Mine (Male) where the absolute damage differs drastically between weapons. I noticed because when I used Gracia's Family Heirloom - Claw to get LVL 27 data (considering the +1 to class skills), the ratio seemed to jump significantly. So I went to double check and stuff got weird (shown below). I check with a few other skills I used Gracia's Heirloom for, and the problem only seems to apply to this skill. Any clue?
Level | No Weapon | Demon Waghnak | Gracia Family Heirloom - Claw |
---|---|---|---|
1 | 8.54 max-width:200px 100 |
7.93 max-width:200px 100 |
x |
2 | 9.43 max-width:200px 100 |
8.76 max-width:200px 100 |
9.43 max-width:200px 100
|
3 | 10.31 max-width:200px 100 |
9.58 max-width:200px 100 |
10.31 max-width:200px 100
|
4 | 11.19 max-width:200px 100 |
10.4 max-width:200px 100 |
11.2 max-width:200px 100
|
5 | 12.08 max-width:200px 100 |
11.23 max-width:200px 100 |
12.09 max-width:200px 100
|
6 | 12.95 max-width:200px 100 |
12.03 max-width:200px 100 |
12.96 max-width:200px 100
|
7 | 13.84 max-width:200px 100 |
12.86 max-width:200px 100 |
13.85 max-width:200px 100
|
8 | 14.73 max-width:200px 100 |
13.69 max-width:200px 100 |
14.74 max-width:200px 100
|
9 | 15.61 max-width:200px 100 |
14.5 max-width:200px 100 |
15.62 max-width:200px 100
|
10 | 16.5 max-width:200px 100 |
15.33 max-width:200px 100 |
16.51 max-width:200px 100
|
11 | 17.39 max-width:200px 100 |
16.16 max-width:200px 100 |
17.4 max-width:200px 100
|
12 | 18.25 max-width:200px 100 |
16.96 max-width:200px 100 |
18.26 max-width:200px 100
|
13 | 19.14 max-width:200px 100 |
17.79 max-width:200px 100 |
19.15 max-width:200px 100
|
14 | 20.03 max-width:200px 100 |
18.61 max-width:200px 100 |
20.04 max-width:200px 100
|
15 | 20.91 max-width:200px 100 |
19.43 max-width:200px 100 |
20.92 max-width:200px 100
|
16 | 21.8 max-width:200px 100 |
20.25 max-width:200px 100 |
21.81 max-width:200px 100
|
17 | 22.66 max-width:200px 100 |
21.06 max-width:200px 100 |
22.68 max-width:200px 100
|
18 | 23.55 max-width:200px 100 |
21.89 max-width:200px 100 |
23.57 max-width:200px 100
|
19 | 24.44 max-width:200px 100 |
22.71 max-width:200px 100 |
24.46 max-width:200px 100
|
20 | 25.32 max-width:200px 100 |
23.53 max-width:200px 100 |
25.34 max-width:200px 100
|
21 | 26.21 max-width:200px 100 |
24.35 max-width:200px 100 |
26.23 max-width:200px 100
|
22 | 27.1 max-width:200px 100 |
25.18 max-width:200px 100 |
27.12 max-width:200px 100
|
23 | 27.96 max-width:200px 100 |
25.99 max-width:200px 100 |
27.98 max-width:200px 100
|
24 | 28.85 max-width:200px 100 |
26.81 max-width:200px 100 |
28.87 max-width:200px 100
|
25 | 29.74 max-width:200px 100 |
27.64 max-width:200px 100 |
29.76 max-width:200px 100
|
26 | 30.62 max-width:200px 100 |
28.45 max-width:200px 100 |
30.64 max-width:200px 100
|
27 | 31.53 max-width:200px 100 |
31.53 max-width:200px 100 |
31.53 max-width:200px 100
|
Actually, you fucked up when inputting stuff:
{| {{SkillTableHeader}} |- !Level !No Weapon !Demon Waghnak !Gracia Family Heirloom - Claw |- |1 |{{AbsoluteDamage|Tooltip=11433|IndependantAttack=1339}} |{{AbsoluteDamage|Tooltip=11433|IndependantAttack=1441}} |x |- |2 |{{AbsoluteDamage|Tooltip=12624|IndependantAttack=1339}} |{{AbsoluteDamage|Tooltip=12624|IndependantAttack=1441}} |{{AbsoluteDamage|Tooltip=14198|IndependantAttack=1505}} |}
See how you changed the Independand attack but not the value that shows on the tooltip? That changes too when you swap weapon.
Also,
Stop using SkillRow, BgBlue, and css in the header. I WILL FIND YOU AND I WILL KILL YOU
Weird...I guess I didn't save the excel files properly between "Demon Waghnak" and "No Weapon". Anyways, I guess the values just looked really off to me because I was tried and rushing and they're slightly different instead of being exactly the same like the few others I tested beforehand. Guess there's no issue there so that's solved.
I only know what I can copy, and I didn't see any examples of how to change color using SkillTableHeader until Taunt, so I just used {| border... + BgBlue because it looked nicer. Thinking about it now, going to the skill template page might have helped as there might be directions there. Because of not using SkillTableHeader I think when I didn't use SkillRow everything went all gray and there weren't any lines in the table so I kept it in. If there's no CSS, then does that mean you think everything should be it's own column like:
Lv | Lv Req | MP | Number of Bottles | Bottle Attack (Magical) | Poison Level | Poison Chance | Poison Duration | Poison Damage | Throw Range | Strenghtened Poison Damage | Strengthened Throw Range |
---|
instead of:
Lv | Lv Req | MP | Number of Bottles | Bottle Attack (Magical) | Poison | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Chance | Duration | Normal | Strengthened Throw | |||||||
Poison Damage | Throw Range | Poison Damage | Throw Range |
Let SkillTableHeader do the work for you. This will eventually become a class that does this automagically like my example in User:Everspace/CssTomfoolery. I will be putting in a request to delete all the CSS blob templates once I do the switcharoo.
You will need nothing more than the following:
{| {{SkillTableHeader}} -or- {| class=skilltable
To start a table and it will look nice.
Information on the individual pieces can be found in DFOPedia. After checking, those older tables were rather hard to read and were often wrong (much like many set effects are off).
Eventually I will semantic things so that it's nice and you can look up the sets and items, but until then I would rather not have the clutter and ugly. We already do not carry drop locations really anyway.
I had tried reworking the table, but found it lacking because I wanted to add the monster images, and some other things but it wasn't really great. I personally don't look at "where this shit drops" on those pages, and am headed straight for the set effects. You're running it all anyway (have to do the whole 2/2/2 because there is no way you're only running Dark Side for the day), and if something drops that's just nifty.