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Upgrade Paths
What is your opinion on this? Non-contributers/users are welcome to respond/ask questions too. Don't necessarily look at the upgrades or paths used in the example but moreso the style and/or coding. (This was originally meant to help explain how upgrades worked to a friend using Devil Slayer as an example.)
May I add that we should probably put these in hidden tags for weapon pages to make the page shorter unless the reader clicks show.
Also, for the sake of this conversation, I made a few examples of medium upgrade paths rather than polar highs and safes. Some may feel like those mediums are convenient too, others may feel like they're useless to be mentioned because and it should take the reader to come up with those paths as needed because there are exponential amounts of upgrade path possibilities. (I am not supporting either argument.)
Though, as for the exponential possibilities, it would be possibly if we create an equation template to calculate the stats inputted to automatically do everything for us, with us only listing what upgrades exist and how much they cost/add. However, this would probably only be useful if we utilize a weapon's data page (which could also server to create a list of potentially strong weapons on list pages as opposed to only un-upgraded comparisons) and utilize hidden text tags. Which would be an astoundingly huge project that I would rather not do by myself if I were to do such.
The double-row kind of makes my eyes glaze over reading it. Someone suggested a long time ago to use mouse-over box for the stats but that was before we had a mouseover template so that idea didn't take off. I do agree that the final result should be the stats change. Also, I would rather not use hidden text, but maybe we can make the upgrades section tabs instead. One tab each for normal upgrades, gem upgrades, and sequences.
I made adjustments to the upgrade paths table to utilize mouseover and also tried to use tabs but there was an error I cannot identify, if you look at the page you'd see what I mean. (If you look after this issue is resolved assuming we find one then you probably won't see what I mean unless you look at revision history.)
Although the template's coding would be messy and take a while to code, and at first users may not understand how to use it, but I think it would be more efficient to input upgrade data into an item's data page (and I think upgrade data is formed in an xml) and allow a style template to calculate upgrade paths for us and automatically position/uniform the tables. Should I attempt to pursue this?
It looks like tables can't be used under tabs unless they are transcluded from another page.
But still, as is the second isn't much of a change besides the tab and mouseover template added. What I'm moreso concerned with as upgrade data. After we organize upgrade data, then we can worry about design.
Old discussion, but how do you mean "After we organize upgrade data"? I'm pretty happy with the tabs idea, but if there is something else holding you back, please tell.
If you mean removing redundant/outdated sequences, I'll agree with that. The sequences have needed a going over ever since the release of mastery skills. The "recommended Dex" for high balance are way off because those skills add base balance.
What I personally don't like about using the tab template everywhere is the inability to search pages (CTRL+F) that may have information hidden among tabs; not saying that this isn't a good idea. I think we should really tabulize the upgrade/paths/etc, esp considering I don't think many people CTRL F any of that information.
Just wanted to say this so people don't get caught up in wanting to tabulize everything.
There are many, many redundant upgrade paths, though.
What I meant was converting the upgrade paths table to the lighter style. Though, I can no longer commit to the wiki like I was able to a few months ago. (I'm still really late on adding the experience differences to the talent tables.)
The first example doesn't include the NPC information.
Regardless, I prefer the second example, although I believe the NPC should be included in the mouseover in the upgrade path.