NeverSink's itemfilter - version 8.4.0 - preview
Added 2021-11-15 22:12:17 +0000 UTCHeya guys, this is the preview of the upcoming 8.4.0 version. I hope to release it these days, maybe even tomorrow. Patch-Notes and beta version found below.
I'd appreciate it if you can try out the "very strict" version and tell me how it feels!
MAJOR GOALS:
- - Establish a solid strictness progression with "very strict" being for comfortable farming for well equipped characters in the league endgame.
- - Rework identified mod filtering to be more flexible and reliable highlight rares of interest (this only works with non-influenced explicit mods, not implicits/corruptions)
- - Polish up existing sections and economy tiering for scourge-league long-term.
STRICTNESS CHANGES:
- - [IMPORTANT] Strictened up all versions of the filter significantly with the focus of making "very strict" quite a bit stricter. The goal is to make very strict a solid allrounder setup for the endgame. Due to the number of changes the changes below might not be 100% complete, but should outline the most important differences
- - [IMPORTANT] Every single rule in the filter has been reviewed and it's strictness adjusted if necessary.
- - [IMPORTANT] All "generic" rare gear with the exception of T1 amulets/rings is now hidden on very-strict.
- - [IMPORTANT] The "perfection-based-highlight" is now changed to itemlevel 86 instead of 85 and it's strictness adjusted as well
- - [IMPORTANT] Significantly increased the strictness for filtering leveled gems
- - [IMPORTANT] Slightly adjusted strictness for all currency with the focus of normalizing strictnesses.
- - [IMPORTANT] All scourged items are hidden even earlier.
- - [IMPORTANT] Uber strict now hides large/medium cluster jewel that don't get highlighted by the economy or have an optimal number of passives
- - [IMPORTANT] Random influenced items are now hidden on very strict filters (instead of uber strict). This excludes economy tiered items, jewellery, special bases etc.
- - [IMPORTANT] Strict now hides small stacks (less than 5) of wisdoms/portals
- - [IMPORTANT] Very strict now hides large stacks of wisdoms/portals (less than 10)
- - All chancing bases are now hidden on semi-strict
- - The trashiest of uniques lose all of their highlight on very strict (no sound, minimap icon etc, but are still visible)
- - T2 veiled items are now hidden earlier on uber+ strict.
- - Scourged items are now hidden on higher strictnesses instead of disabled to prevent them to "Leak through" into regular rares. This is much more intuitive and simpifies filterblade editing.
- - Slightly strictened low tier oil highlight.
- - Trash divination cards are hidden even earlier (semi-strict)
- - Uber strict now hides more veiled items
- - Very strict now hides large/random veiled items
- - All incursion items that don't create "strong" combinations are now hidden on uber+ strict
- - Increased strictness on fractured items
- - Lower-Popularity Perfection variable defense items are now hidden earlier
- - Increased strictness on random crafting bases
- - Increased the strictness on the early-league-harvest bases section
- - T2 chancing bases are now hidden on semi-strict
- - Increased strictness on high level flasks
- - Increased strictness on rules of items with quality 29-30%
- - Increased strictness of sub-level 82 breach rings
IDENTIFIED MOD TIERING OVERHAUL:
- - [IMPORTANT] All identified mod tiering sections have been completely reworked
- - The new system is capable of detecting strong combinations with much higher precision
- - The new system relies on a "core-mod" concept. This means, the system assumes that most ID mod items have some mods that are much more important than other. For instance for boots movementspeed is the core mod. Items need to have a total of 1 coremod and 3-4 aux mods (the coremod being one of them) to be good enough for ID mod filtering.
- - The system is also capable of somewhat compensating. For instance, if you roll a wand with "+1 to fire gems", "30% burn damage" and "30% dot multiplier" (1 core mod + 2 aux mods) the system will match it a a good fire wand. However, if it'll roll +1 to cold gems instead of fire, it'll require 3 aux mods instead of 2 to compensate for the lacking match.
- - The setup is much more maintainable than the old version.
- - All items caught by the identified mod filtering now have a faint purple background
OTHER CHANGES:
- - Empower-class gems are now economy tiered. If they're expensive enough, they'll land in a special tiergroup.
- - Fixed a bug where stacked of certain splinters were hidden earlier than individual splinters in regards to tiering
- - Added section for better detection of the new "Squire" unique
- - Added section for better scourged unique highlight
- - Added a section for 6 socketed unique highlight
- - Adjusted talisman seciton to use the improved identified mod filtering code
- - Adjusted highlighting for stacked currencies
- - Retiered all uniques, divination cards and other sections.