Talk:Gathering
Is there a particular reason to need a page each for harvesting and gathering? Just asking; there very well might be, but right now it just seems a little bit redundant. Redshift 18:21, 20 August 2011 (UTC)
Sites replenish/reappear[edit]
Harvesting a location only put's that location for you into a kind of cool down and it reappears after a period of time Rudhraighe 16:49, 4 May 2012 (UTC)
- And the sites seem to always be at the same place after they reappear. I would keep coming back to one area of the map and find that the same mining nodes were there just replenished. 04:27, 6 May 2012 (UTC)
- It would be useful to know how long that cooldown is. It certainly is much higher than the few minutes in WoW. 79.216.179.205 22:47, 26 July 2012 (UTC)
- To be fair, in WoW everyone competes for the same node. In GW2, everyone gathers from their own instance of the node. The shared nodes in WoW have to respawn quickly in order to give everyone their turn. —Dr Ishmael 23:00, 26 July 2012 (UTC)
Just a bit of data on this subject: I noticed that after harvesting Cypress Saplings in Malchor's Leap that the same ones respawned exactly 55 minutes after harvesting, even down to respawning in the order that I had cut them originally. I'm not sure if this exact timer applies to all nodes of the mithril tool level, or only Cypress trees, but I thought that it may be worth noting that this particular set does have that exact timer. ~Cyn The Red 20:37, 19 August 2014 (UTC)
- That particular set of nodes is special because they are always there and they never move, so they will always respawn in exactly the same spot. Most (non-rich) nodes have a few different spots on the map they might respawn at, so even after the ~1 hour is up, they might have "moved" somewhere else and appear like they didn't respawn. In my experience, 1 hour is the approximate respawn time for all types of nodes. The exception is rich ore nodes, t6 nodes, and "node farms" like the lettuce patch in Beetletun Farms. Those take about 24 hours. Vili 点 21:56, 19 August 2014 (UTC)
I've also noticed something with nodes, first in Southsun Cove, and for now I've seen it happening also in Malchor's Leap and Straits of Devastation. They seems to work like "farm" cap on a greater scale. When you harvest enough nodes in that map on the same day, the rest disappear until the next day. In Southsun is relatively easy to reach that max, but it takes way more harvestings for Malchor's Leap and Straits of Devastation. The first time I noticed this I was in Southsun Cove on day I had spent a lot of time killing veterans for Shells and harvesting cypresses between travels to other places. I would go kill a world boss, then come back kill veteran karkas and gather wood. At one moment, there was 4 cypresses on screen. I harvested one, and the rest disappeared, I tried coming back several times that day, but no more wood nodes. This has happened to me before with passiflora nodes and I though this "map-wide" farm was unique to passifloras, but it turns out it happens with wood too, in at least 3 maps. MithTalk 09:08, 20 August 2014 (UTC)
Talk to who for what?[edit]
Ah, many moons ago, I was taught 'who what when where and why' as the 5 interrogatives key for relating the circumstances for any story. This page mentions that we should talk to this or that character. That cover's who. I'm a bit fuzzy on the other 4 interrogatives. Do those 3 merchants teach us how to harvest? Do they sell the equipment? Do they run you through a 'this is how you harvest' session? Is there something those 3 merchants do that other merchants do not? Or would it be better to say 'Some merchants sell harvesting equipment' or 'General-equipement merchants sell harvesting equipment' and provide a link there to a list of the general-equipment merchants? On a related note, I managed to obtain some harvest tools from locked boxes, and I believe at least one karma trader was selling them. Torrenal 23:25, 5 May 2012 (UTC)
- "New characters may purchase basic harvesting tools from the following vendors". They don't do anything special other than sell the tools, they are just I believe the first merchants you can come across that sell the tools which is better than saying some merchants sell them since at the beginning most merchants don't sell them. That was what was confusing during the last BWE since many people like myself went in there thinking most if not all of the general merchants would have them for sale which wasn't the case. Same goes for saying general-equipment merchants since it was kind of random whether a merchant had them or not. On GuildCast one of the hosts said he ended up finding a Mining Pick at like an apple stand. 04:24, 6 May 2012 (UTC)
Proposal to Move[edit]
You have an axe that is used for "Logging", a pick that is used for "Mining", and a sickle that is used for "Harvesting". Would it be best to lump all these under "Gathering"? That would seem less arbitrary than lumping them all under one of the activity names (say like "Mining" or "Harvesting"). Torrenal 05:04, 6 May 2012 (UTC)
- That makes a lot of sense - we use gathering tool as the collective name for picks, sickles, and axes, so "gathering" should indeed by the collective verb. —Dr Ishmael 14:05, 6 May 2012 (UTC)
- Hum... so I have a handy option for moving pages that I've never used. And it doesn't work in this case... :S Torrenal 04:11, 11 May 2012 (UTC)
- That's because the Gathering page already exists, and even though it's a redirect to the page we want to move there, only sysops can move-over-redirect (because it involves deleting the redirect). I've tagged Gathering for deletion. —Dr Ishmael 04:23, 11 May 2012 (UTC)
Plants[edit]
It's almost like some people don't realize that trees are plants, and that clams and mushrooms are not plants, and it kinda worries me... Kormon Balser 19:47, 12 May 2012 (UTC)
- Renamed the headers to reflect the gathering action/tool required. —Dr Ishmael 20:42, 12 May 2012 (UTC)
Tool quality[edit]
Something to be tested in future: it seemed like I got a bit more stuff out of a gathering node by using a better quality tool (e.g. using a tier 2 tool on a tier 1 node regularly yielded 4 copper instead of 3, etc.). --Semantic 12:39, 19 May 2012 (UTC)
- That seems useful to me too. How about using the tool below? People can add their data, which might lead us to further refinements (e.g. perhaps mushroom patches tend to drop fewer raw mats than e.g. copper nodes). – Tennessee Ernie Ford (TEF) 14:31, 19 May 2012 (UTC)
- I thought this was an already-known feature - using better-than-necessary tools produced more materials. I can't seem to find where I read that, though... —Dr Ishmael 16:17, 19 May 2012 (UTC)
- I also believe I read about this (probably from a press-beta article), but I don't think that (a) we've confirmed it explicitly or (b) that we have any hard numbers. It be good to know e.g. if poor players should spend the extra coin on better tools. – Tennessee Ernie Ford (TEF) 00:46, 22 May 2012 (UTC)
- It will probably work out such that it makes it less of a waste to use your already-equipped higher quality tools if you are helping friends or just checking out events and such in areas below your current level.--Semantic 06:00, 4 June 2012 (UTC)
Tool quality research[edit]
Please use the table below to add your own drop data for resource nodes.
- Node name = how it appears in-game, e.g. Rich Copper Vein
- Node type (level) = what drops from the node (e.g. Copper Ore); leave level blank if unsure/unknown
- Tool name (level) = tool used to gather, e.g. Rough Mining Pick; leave level blank if unsure/unknown
- Raw mats found (#) = the number of items that drop
Node name | Node type (level) | Tool name (level) | Raw mats found (#) | signature |
---|---|---|---|---|
(node) | type | tool | yield | sig |
- Not in total agreement here...
- When you gather from, say ore or a sapling, you can get basic crafting materials (green wood) or a less common basic crafting materials (gems). TBH, I'd be much much more interested in the quality of what drops than in the quantity... Not saying that the quantity isn't important, but we'll know how that works in a week or two tops. What we'll spend months sorting out is what drops where and at what rates... Torrenal 01:13, 6 June 2012 (UTC)
- I've put together a rough draft of a Dye Drop Rates Table, I think the {{/line}} template I use there is sufficiently generic to work for gathering with only minor modifications (to track average # of drops / harvest effort). Note however, there are WvW (and possibly other) bonuses that affect how much you get while harvesting. Torrenal 01:41, 8 June 2012 (UTC)
Farms[edit]
There are farms or grouped patches of nodes on/in each area/map we need to at some point document these, they have an 11/23 hour cooldown and can be harvested daily Rudhraighe 17:20, 14 June 2012 (UTC)
- I think you can start with a Node farm article (according to Linsey, that's the term she uses). It could also be called [[Resource farm]] or [[Harvesting farm]].
- Again, for starters, I think they can all be listed in a table, much as GW1 lists Nick's past locations. Ultimately, I'd like to see us use DPL or SMW to link the resource collected to the farm and vice-versa (i.e. so we only need to document them in one article and the other will auto-populate).
- YSBT's short list is here:
- Lettuce farm is in Queensdale, south of Beetletun in the topmost farm area.
- Potato farm 1 is directly south of the Loreclaw Waypoint in the Plains of Ashford.
- Potato farm 2 is in Wayfarer Foothills scattered around The Osenfold Shear.
- Strawberry patch 1 is in Kessex Hills, at Isgarren’s View. You have to carefully make your way down the various cliff edges without dying to successfully farm all 8 * strawberry nodes. I absolutely loved having to do this.
- Strawberry patch 2 is in the southeast corner of Snowden Drifts, at the bottom of a cliff near Griffonfall.
- Spinach patch 1 is in the northwest corner of Gendarran Fields, west of Povernic Crypt. (Thanks to reddit users Kercoala and tempusnet for the details)
- Thanks for suggesting the idea. – Tennessee Ernie Ford (TEF) 17:39, 14 June 2012 (UTC)
- there is also either a reddit or a Official Forum post we should Quote i read it but forgot where. Rudhraighe 17:44, 14 June 2012 (UTC)
- What Linsey said,
- "Glad you like the farms (that’s what I call them too)! There is, indeed, one per map. Farm nodes are on a 23 hour timer, so you can only hit them up once a day, but since there are always 8 nodes in each farm, you still net a lot of mats and it gives you a once a day task to log in for. Each material that is used for a farm is ONLY found in those farms. There are no more than 2 farms for each type of farm material."
- "I think they are neat. Glad you guys picked up on them!"
- "PS Celery is not a farm material, it’s a karma material!"
- when she says, "each mat ...for a farm is ONLY found in those farms", I suspect she means that there is only one strawberry patch, b/c I could have sworn I've seen potatoes outside those two resource nodes. – Tennessee Ernie Ford (TEF) 17:48, 14 June 2012 (UTC)
- I searched over 1000 comments from the Reddit discussion and didn't see a reference to farming or materials. (However, there are over 3,000 replies, including ANet's). – Tennessee Ernie Ford (TEF) 17:56, 14 June 2012 (UTC)
- Spinach patch 1 is guarded by a Veteran Ettin and is pretty much on the top of Provernic Crypts. I was very amused. (And yes, I'm also pretty sure that I saw spinach elsewhere...and also gathered dye from it.) Redshift 17:58, 14 June 2012 (UTC)
- I also found potatoes in singles as well as strawberries i also found a strawberry patch in a griffin aerie in the Shiverpeak 15-25 areas Rudhraighe 18:03, 14 June 2012 (UTC)
- My other Question is is it by area, map, or revealed areas as you explore within a region? I was sure i found several patches in a single 15-25 region or is there confusion about named areas within a region being considered a map? Rudhraighe 18:07, 14 June 2012 (UTC)
- Linsey and the OP were referring to 8 co-located nodes for a single raw material. So those two potato patches are the only two sets of 8-potato nodes in the game, but there might be sets of 2-3 elsewhere. I assume there's only one of these for each map (i.e. within the zone, without crossing a portal). And yeah, we should post maps of these with the appropriate icon for the farm, e.g. for berry patch. – Tennessee Ernie Ford (TEF) 18:18, 14 June 2012 (UTC)
- I still need a clarification as to Linsey's definition of the word 'map' in the statement "There is, indeed, one per map." what EXACTLY is she referring to when she uses the word map ... because this definition can be extremely important. is a map an area within a zone that becomes revealed as you enter into it? Disambiguation needed of Zone, Area, Region, Map.... Rudhraighe 18:06, 6 July 2012 (UTC)
(Reset indent) I've created the Node farm article so that they we can at least document any farms as we find them. – Tennessee Ernie Ford (TEF) 16:52, 7 July 2012 (UTC)
- Since there is a page now that will list the node farms, should there be a link to that on the Gathering page?~Ao Allusir 17:52, 7 July 2012 (UTC)
- I thought I added that already (lost to one of the random gW2W errors, I suppose). It's back. – Tennessee Ernie Ford (TEF) 18:14, 7 July 2012 (UTC)
Iron can yeild higher tier gemstones[edit]
The chart at the bottom of this page needs to be reworked (the mining chart). Iron nodes in areas with silver nodes do yield gemstone nuggets, but iron in higher level areas (found near gold nodes or platinum nodes) drop the appropriate higher tier gemstones (lumps and shards, respectively). Not sure how to do this myself as it kinda messes with the format of the table. (Zepher13 18:02, 27 September 2012 (UTC))
Rich Ore Nodes Account Based?[edit]
Perhaps I missed mentions of it, but it seems rich nodes are account-based, in some form or another, in terms of how often they can be mined before going into a cooldown. Today I found rich copper and rich candy corn nodes in close proximity and was able to mine both with two different characters (same account), before subsequent characters had them showing up as already mined. Normal nodes don't do this, so far as I've seen, though timers seem to be longer for some than others. Kruhljak (talk) 07:47, 28 October 2012 (PDT)
Table[edit]
Color coded table to determine what level of tool is needed for each node.
Separ 09:09, 29 October 2012 (PDT)
- We could do that as a wiki table, no need for an image. And the table would have links. —Dr Ishmael 09:12, 29 October 2012 (PDT)
- I printed one up so I would not have to keep jumping to the wiki and back. But the links would be nice. I'll work on it. Separ 09:58, 29 October 2012 (PDT)
Node names[edit]
I'm finding conflicting reports of node names online, probably in large part due to our poor documentation of them. Do you get Blueberries from "Blueberry Bush" or "Blueberries"? If anyone has what they think is a definitive list of all gatherable plant node names, please let me know. Manifold 20:11, 13 November 2012 (UTC)
- "Blueberry Bush" I'm standing next to one right now. —Dr Ishmael 03:14, 15 November 2012 (UTC)
- Thanks, I think I've got it all sorted now. Manifold 03:16, 15 November 2012 (UTC)
Plant nodes and regional drops[edit]
Some of the "generic" plant nodes that can give several different items, such as Herb Sprouts apparently only drop certain items in certain places. Chili Peppers only being available in Ascalon, and Vanilla Beans only being available in Maguuma Jungle (which includes SF and MM!) are claims I've seen repeated many times, and have personally observed. The question remains as to whether all such plant nodes only yield certain items in certain areas. Rather than start a research section on each node's talk page, I'm hoping it will be easier and more visible to do it here. I'm assuming it won't vary by area, but zones within the same region might. Feel free to add to the list.
- Herb Seedlings
- Caledon Forest - Vanilla Bean, Head of Garlic
- Diessa Plateau - Sprig of Parsley, Chili Pepper
- Metrica Province - Vanilla Bean, Black Peppercorn
- Plains of Ashford - Sprig of Parsley, Thyme Leaf, Chili Pepper
- Wayfarer Foothills - Spring of Parsley, Head of Garlic, Black Peppercorn
- Herb Sprouts
- Diessa Plateau - Bay Leaf
- Lornar's Pass - Black Peppercorn
- Mature Herbs
- Bloodtide Coast - Corriander Seed, Mint Leaf, Head of Garlic, Bay Leaf
- Dredgehaunt Cliffs - Rosemary Sprig
- Mount Maelstrom - Clove, Vanilla Bean, Head of Garlic
- Timberline Falls - Rosemary Sprig, Bay Leaf
- Root Vegetables
- Borderlands - Beet
- Dredgehaunt Cliffs - Beet, Carrot
- Lornar's Pass - Beet
- Taproots
- Diessa Plateau - Carrot
- Lornar's Pass - Turnip
- Variegated Taproots
- Bloodtide Coast - Carrot
- Eternal Battlegrounds - Carrot
- Sparkfly Fen - Carrot
- Timberline Falls - Turnip, Rutabaga, Beet
- Verdant Herbs
- Fireheart Rise - Mint Leaf, Tarragon Leaf, Thyme Leaf, Dill Spring, Sage Leaf, Bay Leaf
- Mount Maelstrom - Tarragon Leaf, Vanilla Bean, Clove, Head of Garlic
- Sparkfly Fen - Vanilla Bean, Tarragon Leaf, Clove
- Young Herbs
- Borderland - Head of Garlic
- Dredgehaunt Cliffs - Head of Garlic
- Lornar's Pass - Head of Garlic
Manifold 23:39, 25 November 2012 (UTC)
- Great idea to collect the research. Maybe someone can make it easier to collate, by creating some sort of drop data table, with names of the node, zone, region, the result(s), and a signature. Perhaps amounts, too -- I seem to get five peppercorns but only 2-3 cloves. 75.37.22.89 04:53, 1 December 2012 (UTC)
Nodes with more than usual content - older nodes? Do they ripen?[edit]
I've often found nodes that contained more than the usual number of items - trees that required two repetitions of chopping, seeds that I could gather twice. Usually they were in areas that might not be as overrun as others - Creates that lived for a longer time give more XP - perhaps with nodes it's similar? Or is it just a display bug in my client/random chance?--Cyberman 00:04, 15 December 2012 (UTC)
- It's from your WvW bonus. Manifold 00:11, 15 December 2012 (UTC)
- Power of the Mists. Best on late Thursday/early Friday (before the matches reset). 75.37.23.222 00:23, 15 December 2012 (UTC)
- Very interestint, thanks for the info. Too bad GW2 itself doesn't explain that stuff...--Cyberman 09:57, 15 December 2012 (UTC)
- It does, you just have to look at the WvW bonus page (Auto set to B) or the icon on the top left of your screen. 129.116.24.216 07:16, 18 February 2013 (UTC)
- Very interestint, thanks for the info. Too bad GW2 itself doesn't explain that stuff...--Cyberman 09:57, 15 December 2012 (UTC)
- Power of the Mists. Best on late Thursday/early Friday (before the matches reset). 75.37.23.222 00:23, 15 December 2012 (UTC)
Using tools from a tier that's 'too low'[edit]
It is possible to get some yield using a tool from a lower tier to do your gathering. I've gotten an occasional iron ore or soft wood log when I've forgotten to switch out my copper tools. The success rate isn't particularly good, though. SarielV 18:05, 2 January 2013 (UTC)
Overlap with Gathering_tool and Gathering[edit]
Have started discussion here as my suggestions mostly involve changing the gathering tool page, but please chip in. Elwynd 07:40, 10 April 2013 (UTC)
List of Banner's and Guild Buffs , and other Buffs that affect Gathering/Harvesting?[edit]
There are several banner's and things that affect gathering that need to be added to the page... Guild Gathering Banner , Guild Heroes Banner , Guild Gathering and Swiftness Banner , +10% Gathering Bonus for 48 Hours etc... Rudhraighe 00:54, 17 August 2013 (UTC)
Color of notices[edit]
As you begin any gathering work there is a pop-up notice of what you are doing, with a background color to the notice that varies, often gray, sometimes amber, gold, aqua, light blue, etc. I've always wondered if the colors indicate something such as a higher likelihood or getting bonus materials. In the 20+ months I've been playing I haven't noticed any correlation of that hunch. Do those colors relate to something? What might it be? --Gold Recluse (talk) 03:07, 22 February 2014 (UTC)
- Those are the standard interaction notifiers. Gray is "Gather" and yellow is "Search," as if you had loot on the ground (I don't know why that shows up, but it always flickers at the end of each gathering action). The brighter silver/gold you're noticing are when you have the mouse pointer over the notifier. —Dr Ishmael 03:28, 22 February 2014 (UTC)
Guesting[edit]
If you park a character at a place that has many potential nodes (but not rich veins/node farms/ori/ancient wood, those work differently), such as Whitland Flats in Mount Maelstrom... it seems that guesting to a different server shuffles the nodes around, or something to that effect. If I gather everything on this part of the map, it won't respawn for a certain amount of time. But if I immediately guest to another server, suddenly some more nodes are available to gather in this area. They aren't exactly the same locations as the previous ones, so they're not "the same" nodes - just different potential ones for this area that weren't active on my home server.
It's still more efficient overall to move around the map, or visit other maps, but I thought it might be something to note on the page. Everyone gets two guest passes per 24 hours, so they might as well be used up. Vili 点 04:46, 17 March 2014 (UTC)
Possible gathering skill[edit]
I was messing with chat link codes and found this one: [&BwUAAAA=]. I wonder if it's that one. MithTalk 04:11, 11 September 2014 (UTC)
Feedback 2016/05/28[edit]
Special Nodes could be edited to include Achievements as a source (Aurillium node) and I believe the Aurillium node in the Home Instance requires a Steel Mining Pick rather than a Copper Mining Pick. --Inculpatus cedo (talk) 08:56, 28 May 2016 (UTC)
Feedback 2016/11/25[edit]
Special nodes can be update to include the Winterberry node for the Home Instance. --Inculpatus cedo (talk) 21:06, 25 November 2016 (UTC)
Feedback 2016/12/04[edit]
The Winterberry Node can be added to the Special Nodes section. I have one in my Home Instance, and I've been using a Mithril Sickle to gather. I've not yet tried a lower-tier gathering tool. --Inculpatus cedo (talk) 12:17, 4 December 2016 (UTC)
- Just tried a Copper Harvesting Sickle, and received Winterberries (and the [Bitterfrost] Daily Achievement). Ooops, forgot to sign. Inculpatus cedo (talk) 04:06, 28 April 2017 (UTC)
Guild synth limited by tool?[edit]
After 39 consecutive harvestings of Guild nodes at tier 1, using Copper tools, I have 39 Jute, 39 Rawhide, 154 Green Wood (short 2 whacks when tool broke), 116 Copper, 1 Iron Ore. This leads me to wonder if the Iron was fluke and that the level of tools will limit the output of the nodes. Adeira Tasharo (talk) 21:25, 30 January 2017 (UTC)
Feedback 2017/05/03[edit]
I'm wondering, in regards to the Home Instance Nodes, if one receives a material with each strike, (or each gathering series of strikes,) if it should be listed under 'Rare Additional Yield' I think I receive Jade Fragments and Petrified Wood each time I gather from these Nodes. It's definitely not rare to receive these materials. --Inculpatus cedo (talk) 04:40, 4 May 2017 (UTC)
- Yeah, they always give it, so I moved it to the normal yield. If you have the winterberry bush could you say whether or not it gives dragonite? If not remove it --Gimmethegepgun (talk) 04:47, 4 May 2017 (UTC)
- I don't think it gives Dragonite. I just gathered from the Winterberry Bush Node; only Winterberries and Unbound Magic. Thanks for the help. =) Inculpatus cedo (talk) 04:54, 4 May 2017 (UTC)
Feedback 2017/07/06[edit]
About the gathering modifiers... First of all, the mist bonus is no more [ :( ]. Secondly, the gathering boost is also in the Item Booster, although guess it should be added as a separate booster. Thirdly, there are 2 types of modifiers: those which increase the chance for extra gathering strikes (Late Gatherer, Gathering Boost, Item Boost) and those which increase the chance for rare materials like gemstones for ore nodes (banners and guild boost), think that difference should be reflected on the page in some way. --Sutgon (talk) 11:26, 6 July 2017 (UTC)
- Thank you for your feedback! Someone else had already adressed your first comment, so I added the Item Booster and another column to the table to distinguish between the two types of modifiers, following what you said. The wording could probably be better, though. --Faelys 18:44, 18 July 2017 (UTC)
- Nice way of solving it, I had something way too complex in my head. And second point was rather badly worded by me so I added the item booster effect separately as that and gathering boost are different effects which do not stack, but item booster effect has the gathering booster's effect and some other stuff crammed into one big super-effect. Sutgon (talk) 11:58, 25 July 2017 (UTC)
Home Instance Fire Orchid Node[edit]
I was gathering today, and happened to be watching the items that scroll by, and as 'Additional Yields' I received Dragonite Ore and Fire Orchid Seeds, in addition to Empyreal Fragments and Unbound Magic. I'm not sure how to add items to the 'Rare Additional Yield' column. Maybe someone else can? Thanks. Inculpatus cedo (talk) 19:18, 15 August 2017 (UTC)
Newest materials[edit]
Orrian Oyster Nodes can be bought for Home Instances now. I am sure to mess up the chart if I try to add it. --Gold Recluse (talk) 02:09, 18 August 2017 (UTC)
Special Nodes[edit]
The Special Nodes section is confusing. Under 'Associated Event', there is listed events for some, maps for others, and NPCs (but not the associated maps) for others still. Is this a section that is for information on Home Instance Nodes, or Gathering Materials that are found only in certain maps, or ...? Perhaps, the title of the column is misleading, or maps names are missing. I'm not sure. Inculpatus cedo (talk) 02:57, 5 October 2017 (UTC)
- There is no reason for lasting confusion, nor anything misleading about this section. This is a wiki with hyperlinks that lead to more details about each item associated. All the nodes listed above this section are available to any player in various PvE areas. None of the Special Nodes meet that description; they only appear during certain events, or in Home Instances, or in specific PvE zones. There is no reason to make sub-sections under this category. Whichever item you want to know more about, just click thru for more information which will dispel any confusion about that item. --Gold Recluse (talk) 16:39, 5 October 2017 (UTC)
- That has nothing to do with why some Home Instance Node materials have maps listed, and some do not. Nor why some have 'events' listed, and some do not. Inculpatus cedo (talk) 16:56, 5 October 2017 (UTC)
- I did not mean to start an argument. All of these nodes belong in this section because they are unlike "normal" gathering nodes. That is all they have in common. Some may be acquired from vendors in certain map zones, among other ways. Thus, that Zone is listed as related to that node. For those that do not have a Zone specifically noted that information may be found by clicking thru on items in the "Associated event" column. For an Aurillium node, the Achievement listed must be completed. For Halloween you have to wait for that event to become active. For others that have events associated with them, I believe most of those events are historical and no longer available in-game. Click thru under the last column, "Home instance upgrade" to learn how that can be acquired currently. Those items that do not have events associated with them do not require events to be completed to acquire them. --Gold Recluse (talk) 17:51, 5 October 2017 (UTC)
- I've adjusted the order of information. Let me know if that helps to clarify that section. G R E E N E R 18:10, 5 October 2017 (UTC)
- Thanks, Greener. That's much more consistent. Inculpatus cedo (talk) 18:43, 5 October 2017 (UTC)
Gifts bought from Jocasta[edit]
The first three Special Nodes listed share a fact that there are related gifts which may be bought from Jocasta in the Heart of the Mists near the Market POI. These gifts are rather inexpensive and when double-clicked they add the related Special node to the player's Home Instance. That's a nice way for most players to make an easy upgrade. Could these gifts be added to the Special nodes section? --Gold Recluse (talk) 17:15, 5 October 2017 (UTC)
Do extra gathering strikes still exist in the game?[edit]
Some time earlier this year (I can't remember which patch exactly), one of the major updates (that come on a Tuesday) did a stealth nerf to this mechanic.
I think it was a patch that was after Draconis Mons was released. This is because I remember having extra strikes when gathering from orchid nodes (including the ones we plant for the backpack collection).
Since this nerf happened, I haven't had any extra strikes from any gathering node (where this was possible) in the game. --175.156.243.239 18:07, 20 December 2017 (UTC)
- The nerf you're talking about was caused by the removal of Power of the Mists' Gatherer effect. Extra gathering strikes can still happen with Gathering Boost, but as far as I know it doesn't exist elsewhere anymore. 18:53, 20 December 2017 (UTC)
What determines the quantity of materials gathered per strike?[edit]
Occasionally, when gathering from an Iron Ore Node for example, I get 2 iron ore in 1 strike. Or when gathering from an Ancient Sapling Node, I get 2 ancient wood logs in 1 strike. The variance is especially apparent when gathering from the King Candy Corn Node in the home instance.
Does the "Rare material" modifier/boost affect this? If not, what affects this exactly?
Also (applies to metal ores only), do rich nodes give a higher quantity of materials per strike? --175.156.243.239 20:35, 22 December 2017 (UTC)
- Currently, all metal nodes (and quartz) yield 1 unit of ore per strike, except for Rich Iron Nodes which can yield 2 (roughly 1.5 on average). Unsure about CCorn nodes, but I think both the regular and King Size nodes yield 1.5 per strike on average. As for trees, they yield roughly 3.2 logs each. You didn't ask, but to round things out plants other than herb nodes yield about 1.5 or 1.75 units per harvest, and herbs from herb nodes yield either 1-2 or 3-5 units. Cloves, oddly, seem to yield 1-2 or 4 (but that could easily just be a quirk of my luck when logging info). Some exceptions exist (e.g. Passiflora), and this info is generally for core maps though nodes common to core and non-core maps appear to adhere to the same rules. Kruhljak (talk) 06:36, 21 January 2018 (UTC)
- So, to answer the original question that was asked, am I correct to say the following?:
- It is the type of node that determines the quantity of materials (but not rare materials) gathered per strike. This means that players cannot apply any gathering modifiers to increase this. --118.101.156.200 18:04, 22 January 2018 (UTC)
- In my experience, mining nodes yield 1 unit of ore per pick consumption. The third strike is always a 'double strike' (consuming two picks and yielding two units of ore) unless there is only one more unit of ore left to mine from the deposit. A regular ore node goes "strike strike strike", consuming 3 picks, and yielding 3 ore. A rich node goes "strike strike dblstrike, strike strike dblstrike, strike strike", consuming 10 picks and yielding 10 ore.
The king size candy corn node goes "strike strike dblstrike, strike strike", consuming 6 picks and yielding 6 ore.—Karob • 12:47, 20 March 2018 (UTC) - I was wrong about the candy corn node. I should have checked before speaking.—Karob • 00:44, 21 March 2018 (UTC)
- This was a recent change to the game to, I think, account for the Glyph of Industry and its faster animation causing an issue. Apparently, packing two strikes into what would be strikes #3 and #6 corrects the timing(?) issue for anyone using that glyph. This is just a unique quirk and has nothing to do with the potential of getting more yield on a given strike (i.e. you won't get more than twice the normal potential yield on either of those two special "double-strikes"). Kruhljak (talk) 08:10, 19 June 2018 (UTC)
- Yeah, I misunderstood what you were originally saying and I apologize.—Karob • 15:08, 12 July 2018 (UTC)
- This was a recent change to the game to, I think, account for the Glyph of Industry and its faster animation causing an issue. Apparently, packing two strikes into what would be strikes #3 and #6 corrects the timing(?) issue for anyone using that glyph. This is just a unique quirk and has nothing to do with the potential of getting more yield on a given strike (i.e. you won't get more than twice the normal potential yield on either of those two special "double-strikes"). Kruhljak (talk) 08:10, 19 June 2018 (UTC)
- Currently, all metal nodes (and quartz) yield 1 unit of ore per strike, except for Rich Iron Nodes which can yield 2 (roughly 1.5 on average). Unsure about CCorn nodes, but I think both the regular and King Size nodes yield 1.5 per strike on average. As for trees, they yield roughly 3.2 logs each. You didn't ask, but to round things out plants other than herb nodes yield about 1.5 or 1.75 units per harvest, and herbs from herb nodes yield either 1-2 or 3-5 units. Cloves, oddly, seem to yield 1-2 or 4 (but that could easily just be a quirk of my luck when logging info). Some exceptions exist (e.g. Passiflora), and this info is generally for core maps though nodes common to core and non-core maps appear to adhere to the same rules. Kruhljak (talk) 06:36, 21 January 2018 (UTC)
Feedback 2018/04/12[edit]
The recent change suggesting item booster and gathering booster stacks may be false and may have been concluded upon using Glyph of Bounty, Item Booster and Gathering Booster at once which currently is a bit buggy due to Glyph and Booster interaction. --Sutgon (talk) 13:41, 12 April 2018 (UTC)
- I strongly recommend that an article for Extra Strike be created to describe how the mechanism works, because the in-game description is extremely lacking, a fair amount of research is needed, and a lot of misinformation is out there. Such an article should include which nodes are not affected by extra strikes, which include rich ore nodes (which are capped at 10 strikes no matter what) and Orrian Pearls and some others. --Evilsofa (talk) 07:41, 14 April 2018 (UTC)
Feedback 2018/04/21[edit]
I'm not sure anything is based on World Score anymore (latest edit - Bonus Weekend). --Inculpatus cedo (talk) 20:51, 21 April 2018 (UTC)
Something's Not Stacking[edit]
I've been gathering flax every day for the past 3 days under the Gathering Boost, Item Booster (effect) and Glyph of Bounty. Theoretically this should put me at a 99% chance to get an extra strike from those nodes (up to the 4 strikes max), but it's acting as if I only have a 66% chance. The table says they all add a chance for an extra strike, even though the wording on the Gathering Boost is slightly different.~Miss Lana 05:55, 26 April 2018 (UTC)
- You're assuming they stack additively. It sounds like they're stacking multiplicatively, which would only give you a 70% chance of an extra strike. That, or there's a hidden cap. --Idris (talk) 08:50, 26 April 2018 (UTC)
- I'm not sure what you mean by stacking multiplicatively. This could certainly be the case, but how does one go about calculating that? ~Miss Lana 07:12, 27 April 2018 (UTC)
- There's a thread on the forums with a lot of research data that may be informational. Should still be on the first to third pages. Inculpatus cedo (talk)
- I think this is the thread? :looks and sees if there's anything she can steal from that: --Imry ☎ 13:15, 27 April 2018 (UTC)
- Yeah, that looks like the one. There's a bunch of 'math' posts there about how the gathering boosts seem to work. Inculpatus cedo (talk) 13:39, 27 April 2018 (UTC)
- I think this is the thread? :looks and sees if there's anything she can steal from that: --Imry ☎ 13:15, 27 April 2018 (UTC)
- There's a thread on the forums with a lot of research data that may be informational. Should still be on the first to third pages. Inculpatus cedo (talk)
- I'm not sure what you mean by stacking multiplicatively. This could certainly be the case, but how does one go about calculating that? ~Miss Lana 07:12, 27 April 2018 (UTC)
- Additive stacking is when the percentages are added together: 0.33 + 0.33 + 0.33 = 0.99 = 99%.
- Multiplicative stacking is when the percentages are multiplied together. Exactly how you go about doing that depends on what the bonus is intended to do, I think; I admit I don't fully understand it. But here's how I came up with the 70% value: One bonus has a 67% chance of not proccing an extra strike, so with three bonuses, your odds of not proccing are 0.67 x 0.67 x 0.67 = 0.3. Therefore, the chance of proccing is 1 - 0.3 = 0.7 = 70%. --Idris (talk) 14:13, 27 April 2018 (UTC)
Missing node type??!?!??![edit]
Needs the Bauble node added for home instance
re: https://wiki.guildwars2.com/wiki/Bauble_(node)
- Thank you, I've added it. —Ventriloquist 09:41, 5 April 2019 (UTC)
- Another missing node: https://wiki.guildwars2.com/wiki/Hatched_Chili_Pepper_Home_Instance_Node. I'd add it, but I'd be sure to mess up the table. =) Inculpatus cedo (talk) 13:18, 2 October 2019 (UTC)
Feedback 2019/09/16[edit]
Gathering boosts seem to stack multiplicatively. Three 33% chances at an extra strike seems to have just under a 70% chance of getting an extra strike, not 99%. This needs more testing, but with how rare Gathering Boosts are nowadays, it might be hard to do so properly...
EDIT: And it seems someone else already posted about that in the talk page. D'oh! --Chris37599 (talk) 02:10, 17 September 2019 (UTC)
Blooming Passiflora[edit]
I've gathered 12+ Blooming Passiflora nodes within the past few days with glyph of bounty. Either I've been extremely unlucky and it hasn't procced, or BP nodes aren't affected by it. If it's the latter it should be mentioned in the notes on extra strikes. ~Miss Lana (talk) 08:04, 30 August 2020 (UTC)
- Nevermind, it actually procced today. ~Miss Lana (talk) 03:03, 31 August 2020 (UTC)