NokiMo
Never Sink
Never Sink

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Upcoming changes: rare, memory-stranded, crafting, veiled gear

I had to chance to alpha-test 3.26 and I've been working non-stop to implement the following overhauls into the upcoming filter&filterblade update.

Unfortunately I have to reset any changes done by users on filterblade in the veiled, crafting, rares, influenced and overquality sections. Unfortunately the game is sometimes changing so much, a larger overhaul is required.

Everything below is direct changelog extracts. I still have to do a LOT of work. I have not even touched tiering, visual adjustments are missing, influenced bases, testing etc.

That said, the changes below are already 90% implemented and seem to work really well:

Enjoy reading:

MEMORY STRAND GEAR

Memory strand tiering currently considers 2 factors: the basetype and the number of memory strands (itemlevel can be specified optionally). Memory-strand gear has significantly better rolls upon identifying (scaling with number of strands) and consumes strands to enhance crafting operations.

The current implementation has 4 tiers, each with a 'high' (60+) and a 'low' number of strands (anything else) subtiers. It comes with a basetype matrix and reuses the combined crafting/rare tiering. It's likely worth identifying most stranded items as they roll significantly better, but likely only the good basetype are worth crafting on. Don't forget that you can (likely) chaos, essence or scour-alch these bases to reroll them with better outcomes. You can expect a lot of changes and retiering to this system as we learn more about it.

The structure is built in a way that it can be adjusted quickly, so the visual differences and strictness config is currently minimal.

Additionally I added 2 extra rules to always highlight any stranded items that are veiled or fractured as I suspect those should be droppable.

REWORKED RARE / VEILED / CRAFTING TIERING

As PoE changes, the filter needs to adjust. Normal rares lose most of their use after the first days and even high level crafting bases are rarely the bases you craft on nowdays (usually this is done via fractured, overquality, synthesised, influence items and stranded items in the next league specifically). I'm extensively reworking the rare/crafting tiering to reflect this state.

Rare tiering have been reworked and comes with and extra tier.

Veiled items have been reworked in this patch. The filter adresses the new veiled items by a mix of 3 approaches:

Crafting bases have been reworked from the ground up.

They now have less priority than rares and focus on highlighting the very best bases in a class with the optimal itemlevel.

You can find the table used for base distribution below. Crafting bases come in 3 tiers (exclusive-bases, top-bases, niche-bases)

Their highlight has been also vastly reduced.

You can find the class/level distribution below

Comments

Yes, it's done and will be deliver with the update tomorrow! Sorry, I didn't do any Patreon communication today.

Never Sink

Is the new Cobalt style going to be available tomorrow? I saw some of the screenshots that you have posted around seeming to use it.

Belghast

Congrats on the alpha-test opportunity!

Evan Davis


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