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Releases: NeverSinkDev/NeverSink-Filter

NeverSink's itemfilter - version 8.9.0a - Forbidden Sanctum, Ruthless Version, Tiering and Leveling improvements

09 Dec 18:24
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

Improved the tiering of some good divination cards for early league.

STRICTNESS CHANGES

  • Moved some divination cards to the early league tier

Developed by NeverSink

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NeverSink's itemfilter - version 8.9.0 - Forbidden Sanctum, Ruthless Version, Tiering and Leveling improvements

09 Dec 16:43
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

This update implements necessary Forbidden Sanctum logic, a ruthless version of the filter, tiering improvements and leveling improvements. It also features a whole bunch of other changes big and small and a plethora of improvements to FilterBlade!

We've put a lot of work into this patch and hope you're just as excited for the upcoming league!

We also made visual Summary of the most important changes!

FORBIDDEN SANCTUM

  • Added a new section for the highlight of sanctified and normal relics. As of now all relics are shown on all strictness.
  • Introduced Fracturing orbs and shards into the filter

RUTHLESS FILTER

  • We've added a ruthless-specific filter to FilterBlade. Behind the scenes, it's technically my 'semi-strict regular' filter with around ~1000 changes to finetune everything to the ruthless playstyle. As of now it's only available on FilterBlade and does not support styles and strictnesses as it changes too much for those to work correctly. Depending on the popularity of ruthless we might change the acquisition method, structure or even remake the filter in the future. As ruthless is more targetted at experienced players the user is fully expected to make their own adjustments to the filter on filterblade.
  • When the Ruthless filter is selected, every 'hide' rule is automatically converted into a 'minimal' rule and the ruthless-filter is exported in the right format.
  • We'll likely allow converting normal filters into ruthless format on FilterBlade in the future. For now this is disabled as using my regular filter on Ruthless will likely result in a bad experience (and we havn't finished the UI yet).

TIERING IMPROVEMENTS

  • Reworked the algorithm for divination card tiering. It has a much stronger bias against cards marked with internal "poordrop" and "lateleaguevalueloss" aspects. The result of this is that dozens of cards (such as 'the web', 'the oppulent'...) will be tiered lower than before. This only affects cards that were previously in T4.
  • The compass item has been 'anchored' to the chaos tier. I'm not sure why it was rising in price (pricefixers?), since you can buy it from Kirac, but no more of that within the filter.
  • Reviewed uniques and divination cards with the new and rebalanced unique in mind
  • All tierlists have been adjusted based on the current economy
  • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.
  • Added a new section for corrupted jewels. It uses the old appearance.
  • The normal jewel section uses the multibase appearance now!

CURRENCY STRICTNESS CHANGES

  • The strictness of currency tiering has been rebalanced on the lower end. This has been done to compensate for the lost of the 'necromancer' quality currency convertion effect and to make the filter more consistent.
  • The following changes specifically apply to 'supplies-tier currency' in the endgame (NOT leveling!): wisdoms, portals, armourer, transmutes, augments, whetstones
  • Stacksizes for supplies have been adjusted: small stacks are 3-5, medium stacks are 6-10, large stacks are 10+ items.
  • Regular: all shown
  • Semi-Strict: all stacks shown. Single portals, wisdoms, armourers hidden.
  • Strict: all singles hidden, all small stacks hidden.
  • Very-Strict: all singles hidden, medium portal/wisdom stacks hidden. small armourers/whetstones hidden. At this strictness level most players will and are expected to use thier large transmutes/blacksmith whetstones supplies to convert to scrolls if needed.
  • Uber-Strict: all non-large stacks are hidden
  • Uber-Plus-Strict: all supplies are hidden.

LEVELING ADJUSTMETNS

  • Standardized a lot of fontsizes during leveling. The goal is to clearly prioritize important drops, while keeping the screen clean. The General philosophy behind this rework:
  • FontSize 45 items are outstanding pickups such as rare boots, rare jewellery, utility flasks, 4links
  • FontSize 40 are useful pickups, such as 3links early on, random rares, life flasks etc
  • FontSize 35 are other things, such as 3links later on, potential crafting pickups, vendor magic items etc.
  • Flask, currency and other items are still highlighted in the old way
  • Early level normal body armours (without 3+ sockets) are now shown again from level 2-9 during campaign. They're still hidden on strict+. The motivation behind this change is to not force racing-like optimizations (slower movementspeed with body equipped) to new players who start with semi-strict, which is now the default on filterblade.
  • Added a new section to highlight magic items between zone level 1 and 4 in a larger font
  • Thrusting one hand swords added to default item progression (fix, previously only shown normal swords)
  • Added a dedicated section for highlighting stacks (3+) of wisdoms, portals, armourer, transmutes, augments, whetstones during leveling.
  • Added a dedicated section for highlighting jewels during leveling

FILTERBLADE CHANGES (short overview, full changelog in discord)

  • Added ruthless support
  • Implemented highlighting by total socket count and color (independent of links). Very useful for leveling.
  • Reworked class selection UI
  • Improved and sorted many UIs
  • Added a ton of other polish and fixes. Check the changelog in discord for more details.

OTHER STRICTNESS CHANGES

  • ILVL84 T2 engame normal and rare crafting items (ok, it's a mouthful, something like level 84 normal vaal regalias) are no longer highlighted on strict. This does not apply on exotic bases (atlas bases, runic bases...) or items of ILVL86+
  • Reviewed the flask tiering and adjusted it, now that the flask-splosion is gone
  • Decreased the strictness on scarab tiering. Only uber-plus stirct now hides the lowest economy based tier of scarabs
  • All non-unique 6L armours/weapons now have the same 'red' appearance, they no longer get the T1 appearance and 'shwing' sound
  • Medium sized chrom recipes in the endgame are hidden on regular, instead of semi-strict
  • Adjusted the strictnesses of some identified mod filtering rules. This shouldn't affect anything below uber-strict.
  • The high quality gem section has been changed from 19 to 20 quality

MINOR CHANGES

  • Removed 2 unused rules for High tier exarch/eater items that were highlighting lvl 5+ items. These items don't drop naturally.
  • Identified DOT jewels are now limitted and require exactly one specific dot mod.
  • Improved delve mod magic item higlighting.
  • Split the crafting decorator for normal/magic gear in the endgame into a jewellery and non-jewellery section

Developed by NeverSink

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NeverSink's itemfilter - version 8.8.3 - Economy update, strictness and tiering adjustments

14 Sep 09:10
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

The major changes in image form: https://imgur.com/a/zCGNanx

Overall I'm quite happy with the current state of the filter. Most non-tiering sections seem to be operating really well. However, the devil is frequently in the detail. This update fleshes out a bunch of small scale detail interactions, polishes up the strictness, improves tierlist generation, refines fractured, identified and synthesised mod highlight and in general puts some love into all of the small details that you'd expect from a quality product.

TIERING IMPROVEMENTS

  • All tierlists have been adjusted based on the current economy
  • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.
  • Improved the tiering algorithm to ignore relic items for the pricing of uniques
  • Reworked the unique map tiering algorithm. It should place more maps into the T4 tier, unless it's the start of a new league
  • Given ascetic and black sun crest (their unique basetypes to be precise) a more favorable treatment due to high rolled ones being very expensive.
  • Awakened gems now have a much higher T1 threshhold. Context: if you find a divination card worth 50c, you're happy about the find. If you find a awakened gem worth 50c, you definitely don't want to hear the 'shwing' sound.
  • Added a ton of improved handling for divination cards - such as unique sceptres/wands that are sometimes turned in on low level to create low level high quality bases for crafting.

IDENTIFIED MOD FILTERING

  • ID-Mod abyss jewels now consider T3 life to be a good core mod, not just T1 and T2 life.
  • Identified +2 to all minion gems helmets are being detected
  • +1/+2 minion gems are now being detected as part of the 'valuable mod combination'

FRACTURED / SYNTHESISED ITEMS

  • Adjusted the class list of extra-highlighted fractured classes. Added fractured flasks. Added fractured heist items.
  • Adjusted the basetype lists of extra-highlighted fractured items. The list now features many more evasion items.
  • Adjusted thc class list of extra-highlighted synth classes

STRICTNESS

  • random 19%+ qual gems lose their highlight on uber strict (hidden on uber+ strict as before)
  • the loreweave ring recipe highlight is now disabled by default and can be enabled on filterblade
  • the high level agnerod staff extra highlight is now disabled by default and can be enabled on filterblade
  • I'm intentionally not changing anything to the highlight/strictness of stacked blacksmith/armorer scraps and endgame flask highlight yet. These only occure during specific archnemesis fights and I hope these will change/be adressed (copium?). Plus I want you to know what happened to your last solaris touched mob.
  • Increased the strictness on the 3 white socket weapon highlight.
  • The lowest tier of talismans (random talismans without any noteworthy mods) are now hidden on semi-strict, instead of strict
  • Stacked low tier divination cards are disabled instead of hidden on uber-strict

Developed by NeverSink

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NeverSink's itemfilter - version 8.8.2 - Economy update

25 Aug 19:23
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

This is the first economy update for the kalandra league. We've retiered all existing items and have added the new uniques and content into the tierlists. Additionally there are some small fixes and improvements

DETAILS

  • All tierlists have been adjusted based on the current economy
  • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.
  • Added new uniques to the tiering algorithm
  • Moved the convoking wand from "atlas bases" to regular bases (as this was changed in 3.19)
  • Glued house of mirrors and some other cards to T1, previously it was allowed to drop down to T3 (but not lower).

Developed by NeverSink

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NeverSink's itemfilter - version 8.8.0a - Divine Orb Improvement

19 Aug 17:34
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

SInce the current economy data was unavailable divines orb ended up in T2 instead of T1. Technically not a drama, but I've an override to prevent this from happening. willremove it later.


Developed by NeverSink

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NeverSink's itemfilter - version 8.8.0 - Lake of Kalandra League

19 Aug 17:06
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

OVERVIEW / SUMMARY

This is the Lake of Kalandra update and it's paired with a HUGE number of filter changes and filterblade improvements.

  • FilterBlade received a bunch of small and large upgrades. Most notably a much faster workflow: We made a 4 min video about it - https://www.youtube.com/watch?v=RA27aUdWQb8 . Highly recommended to watch.
  • Introduced all the new items added from the Mirror of Kalandra league
  • Added the new ALLOY style. This is available on FilterBlade and features a unique color scheme and a metallic-alloy-inspired value tiering system.
  • Reworked the filter generation in regards to how Divine/Exalted orbs are treated. At the start both orbs will be in T1. My filters used a fraction of the ex-orb price to scale the tier thresholds in all tierlists. Instead my filter will now be calculating that fraction based on the higher of the two prices (exalted or divine orb).
  • Marked all reworked and new uniques with a special tag for the filter generation. Tagged uniques are will be tiered slightly more beneficial than untagged uniques in the initial 3.19 filter. On top of that the uniques also have special tags for 'buffed', 'strongly buffed' and 'nerfed' uniques which protects these uniques to drop below/above a certain tier during the filter generation at the stat of the 3.19 league.
  • Most exotic high orbs are no longer tied to their tiers. That means Exalted Orbs, Divine Orbs, Conqueror Orbs and Domination orbs etc. could now also theoratically drop into T2, if their price drops low enough. None of the aformentioned orbs is allowed to drop beyond T2 to prevent scenarios where automation potentially fails. This does not include Mirrors and Mirror Shards. These are anchored and don't care about the economic situation.
  • Adjusted divination cards related to buffed uniques and exalted/divine orbs
  • The filter generation algorithm now attempts to 'resolve' divination card prices. Oversimplified: It looks at the current price of the card, stacksize, rewardcount and compares it to the price of the actual reward. If there's a significant difference, it will prefere the reward price, as divination cards seem to contain a lot of faulty economy and there's way more price fixing going on as well.
  • Massive changes and improvements to the FilterBlade workflow (details below)
  • Reworked gem tiering. Details below.
  • Reworked flask highlight. Details below.
  • Added the new minion basetypes. From my current cough 'understanding' these are not atlas bases, but general bases you will find all around in the world.
  • Disabled most of the recombinator specific rules designed for the sentinel league (since recombinators are now gone). Kept the top mod rules active, but added the uncorrupted requirements. The rules can be reenabled on filterblade.
  • Reworked the identified mod filtering for jewels + abyss. The new rules can very well detect powerful DOT/Crit/Spellcrit/Minion/Damage jewels and generally good combinations. Thanks a lot to CDR for the help on this. These rules were very tough to narrow down and are among the most advanced things in the filter (as ridiculous as it may sound)

ECONOMY BASED GEM TIERING REWORK

  • Redefined the gem threshholds. The gem T2 threshhold is higher that that of most sections, since gem economy is more fluctuating. Valid prices are confirmed at 2-3 listings, depending on the section:
  • T1-price is around 32c + 10% of EXprice
  • T2-price is around 12c + 04% of EXprice
  • The rework focuses on the following gem level/quality combinations: 20/20, 21/20, 20/23, X/23 and X/20/Vaal. Alt-quality/awakened/exceptional gems are not affected by htis.
  • These gems have become a much more accessable over the course of the past leagues. Their highlight has been reduced to compensate for that, but they're tested against economy-based lists to find expensive drops.
  • Gems that pass the T2-price test get higlight with the "red gem pattern".
  • Additionally there's a rule that tests if a 20%Q vaal gem of any level is expensive (0.75 * T1price) at level 20 to warrant leveling it to sell it.
  • The goal is to alert the user that they found a valuable ~15c+ gem.
  • Gems that don't pass the test receive the the blue gem highlight pattern - the same appearance as 20% qual gems receive.

FILTERBLADE - NEW WORKFLOW

  • The general filterblade workflow has been completely redesigned. The new workflow is much more straight forward and faster.
  • FilterBlade now merges the concepts of 'saves' and 'filters'. Whenever you sync/download a filter it also updates your save. This means you don't have to save manually anymore, you won't accidently override the wrong save etc. It's also just much more intuitive.
  • The save/load tab has been renamed to 'my filters'. It's also opened by default if you have any saves already.
  • Saves now remember your 'sync target'. This makes saving by syncing a much faster and straightforward process
  • All features still exist and work. We did remove the 'save' button though, as it's not really needed anymore and we don't want users to think that they should.

FILTERBLADE - OTHER FEATURES:

  • FilterBlade presets are now compatible with 'locks'. This allows advanced users to save their tiering in a preset and publish and/or reuse it in multiple filters.
  • FilterBlade basetype matrixes can now be 'locked' similary to tierlists. All locked (and moved) items will stay in their tier. Meaning your changes have priority over the the filter updates.
  • FilterBlade basetype matrixes now have 'sets' of items, such as 'Atlas' items and 'Minion' items. These items come with tiny icons to signalize them and you can also show all items in a set.
  • Introducing the "ItemBuilder". You can find it at the bottom of the simulate screen and it allows you to build any item ingame to test how your filter responds to it.
  • Vastly improved the item tests on the download screen. The filter will be tested for more items, the tests are split into 'notice', 'warning' and 'error'. Errors stop the filter from working, warnings hide expensive items, notices inform you that potentially expensive items are hidden often due to high strictness
  • A glowing chaos orb icon is shown next to sections that are economy-tiered. Hovering over it provides more insights.
  • Improved/fixed some tierlist behaviors and tiers/hide tiers generation.
  • Improved displayed message, when a loaded save receives an update.

FLASK SECTION CHANGES:

  • The endgame flask rules have been restructured. This might cause a few invalidations in your saves, but overall the goal is to keep strictness transparent and simple
  • The rules that highlight utility flasks now include all utility flasks. This (also somewhat sadly) means gold and corrundum flasks, but it seems all flasks find their niches in the endgame (even if some are somewhat tiny) and at least most flasks are somewhat useful. These are very easily editable on FilterBlade
  • ILVL 85 util flask highlight: disabled on uber-plus-strict (technically only enables highest movementspeed tier)
  • ILVL 84 util flask highlight: disabled on uber-plus-strict
  • ILVL 82 util flask highlight: disabled on uber-strict
  • Any utility flask in endgame areas between 68-75: disabled on uber-strict (designed as a entry-tier rule)
  • Any other utility flask in the endgame: disabled on very strict
  • Removed several extra rules to highlight specific utility flasks by quality in the endgame to reduce complexity. The availability of glassblowers in the endgame is high enough to ignore that. The deciding factor is the flask and the itemlevel.

OTHER CHANGES:

  • Added a rule to extra highlight Orbs of Binding during leveling.
  • Added a new rule to highlight mininion items while leveling with a special purple highlight
  • Added two new rules to highlight 3S whitesocket one handed weapons and 6S whitesocket 2handed weapons.
  • Added a new section that highlights stacks of divination cards. It overrides the tiers T5/T4/T4currency and requires a stacksize of 3+ to be highlighted.
  • Merged the Labyrinth offering items with the generic fragment tierlist. These items are now economy tiered. Removed the old secetions.
  • Reduces the strictness on T3 fragments (uber plus strict reduces their highlight now, instead of hiding)
  • The high level agnerod staff rule is now disabled by default as vinktar square is no longer interesting for the atlas.
  • Move the anchored divination cards "Chaotic Disposition" "The Void" from T2 to T3.
  • Added a misc rule to highlight heist quest contracts
  • Completely reworked the +1 gem recipe section - thanks to "Mellontoss" and the discord community for the help!
  • Cleaned up the github repository, deleted a lot of old and outdated files, improved descriptions and readme files
  • The filter now uses the enum-rarity format instead of the operator rarity format. This simplifies filterblade handling and is more precise.
  • Removed and merged a lot of old rules

Developed by NeverSink

Follow me on Twitter FilterBlade Discord Watch FB Dev on Twitch [Support development on Patreon](https://www.patreon.com/Neversin...

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NeverSink's itemfilter - version 8.6.3a - Technical prep

11 Aug 07:35
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

Changed the used rarity format as a prep for 8.7.0


Developed by NeverSink

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NeverSink's itemfilter - version 8.6.3 - Identified sentinels, Tiering

13 Jun 17:51
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

Insted of boring you with changelogs: here are some pictures of what the update does: https://imgur.com/a/T19KhOs

Text version: This update expands on the existing sentinel filtering and identified mod filtering. It adds filtering for items with multiple select T1 mods, detect worthwhile stalker and pandemonium sentinel, adds optional rules for oil-extractor targets and improves the general tiering! This is likely the last stable update for this league. The economy based filters will continue receiving updates every 4 hours.

NEW LEAGUE FEATURES

  • Added a new section for "identified sentinels"
  • The T1 rule highlights Stalker and Pandemonium sentinels that grant scarab, expedition, fossil or sentinel rewards
  • The T2 rule highlights Stalker and Pandemonium sentinels that grant any tier of currency, metamorph, heist or divination card rewards. It also highlights T1 rules for increased reward chances and quantity.
  • Note that it's impossible for the filter to distinguish between different tiers of individual specific rewards, such as t1-currency and t2-currency.

IDENTIFIED MOD FILTERING

  • Added and modified a few additional rules for detecting valuable items for recombination
  • Arrow quiver rule (any rarity, non-corrupted)
  • Double T1 elemental damage weapon rule (any rarity claws, bows, wands)
  • Added 4 rules to search for caster weapons with T2 exceptional elemental mods (any rarity)
  • All 4 rules search for +1 to all gems, T1 spell damage, T1 hybrid spell damage
  • The fire rule also searches for T1 fire% damage, T1 fire dot, T1 dot and +1 fire
  • The cold rule also searches for T1 cold% damage, T1 cold dot, T1 dot and +1 cold
  • The lightning rule also searches for T1 lightning% damage and +1 lightning
  • The phys rule also searches for +1 phys, T1 phys dot and T1 dot
  • Double T1 rolls for boots, gloves, helmets, rings - include T1 stat rolls, T1 life, T1 chaos res.
  • Boots additionlly search for 35% MS
  • Gloves additionally search for T1 attack speed
  • Rings additionally search for T1 WED
  • The T1 phys damage rule now also searches for hybrid T1 phys damage

TIERING

  • All tierlists have been adjusted based on the current economy
  • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.
  • Added an exception rule to detect double influenced impresence amulets dropped by the ooba-ooba-elder fights
  • Cleaned up the code on the backend side and improved some niche tiering scenarios.

STRICTNESS

  • Enchanted helmets are now hidden on uber-plus strict
  • Identified mod filtered body armors are hidden on uber-plus strict

FILTERBLADE

  • Added an optional rule (disabled by default) to show enchanted rings (from blight) that yield a gold or silver oil upon using the oil extractor. Thank you to /u/developershins for compiling these.
  • Added UIs for all new features
  • Readded arealevel sliders for map hiding (CHECK!)

Developed by NeverSink

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NeverSink's itemfilter - version 8.6.2 - Recombinator Mod Filtering, Sentinel Strictness Adjustments, Tiering Finetuning

21 May 09:48
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

This update focuses on 2 topics: sentinel strictness and recombinator gear.

SENTINELS: I've made the magic sentinel filtering way less strict. There seems to be two different view-points on this problem, with half of the community finding magic sentinel identification not worthwhile, due to rares being more than easily sustainable and the second half capitalizing on chances of rolling high value magic rolls for recombination (particullary the Grimro gang is in a bit of a 'goldrush'). Personally I find the first approach more efficient, due to the somewhat expensive rolls having an average total chance of ~1.5% to appear and the common ones in this group are worth around-ish 10c, an effort I don't find worthwhile on higher strictnesses. The higher tiers of rolls appear once every few hundred IDs.

That being said, I see value in recombinding other magics and it's certainly fun, since it adds a bit more dynamic to the league gameplay and power cores are very abundant anyway. In order to support both strategies I've revamped the strictness progression on sentinels once again. You can find the full new progression in the changelog. I've also hidden normal sentinels in the endgame. I'll reevaluate this in the future (if sentinels stay in that form, which is unlikely), but this will likely be the strategy for the remainder of the league.

RECOMBINATION: Recombinators likely changed the crafting meta more than than the last year combined and have an impact similar to harvest. On top of that they are fun. To support the usage of recombinators, I've added a new special section that looks for rare items with high tier mods. Most rules require the item to be uncorrupted (with the exception of ultra-rare mods, such as +1 to all spell gems or +2 arrows, that also accept corrupted items). These rules will occasionally trigger with strongboxes, certain heist mods, ritual rewards and many cases.

The full list of mods can be found in the changelogs. If you can think of other mods I should filter for, please let me know, ideally on the discord.

NEW LEAGUE FEATURES

  • Reviewed strictness setup
  • T1 - highlights RARE obsidian and special basetypes. Has a special textcolor. Shown on all strictnesses
  • T2 - highlights RARE emberstone basetypes.
  • T3 - highlights all (other) rare basetypes. Disabled on uber-plus-strict.
  • T4 - highlights all (other) magic basetypes. Disabled on uber-plus-strict.
  • Normal rarity sentinels are hidden in the endgame
  • leveling - all sentinels are shown until level 68. Disabled on uber-strict.

IDENTIFIED MOD FILTERING

  • Added a large new identified mod filtering section for recombinator bases. It looks for really rare single mods on ided bases on both magic and rare items. Most rules only look for non-corrupted items, while some very rare/mods include corrupted items. Here's a rundown:
  • +1 to all spell gem wand - includes corrupted
  • +1 to all minion gem wand - includes corrupted
  • +1 to all spell gem amu - includes corrupted
  • +2 to all projectile bow - includes corrupted
  • +1 to specific tag wand - excludes corrupted
  • T1 spell damage wand (runic) - excludes corrupted
  • +1 to specific tag amu - excludes corrupted
  • +2% to all max resistances - excludes corrupted
  • T1 spell suppression gloves, boots and helmets - excludes corrupted
  • T1 phys dot or general dot wand - excludes corrupted
  • T1 fire dot or general dot sceptre - excludes corrupted
  • T1 flat fire, cold, light damage weapon (foil, claw, wand, bow) - excludes corrupted
  • Identified mod filtering combinations now include more tiers of suppression rolls

TIERING:

  • All tierlists have been adjusted based on the current economy
    • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.

Developed by NeverSink

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NeverSink's itemfilter - version 8.6.1 - Sentinel League Finetuning

18 May 21:06
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All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supports to help us fund the continious development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.

SHORT OVERVIEW

This patch implements better sentinel filtering in the endgame, improvements to fractured items treatment, essence items treamtent and all the retiering required!

NEW LEAGUE FEATURES

  • Expanded the sentinel section. Each of the 3 sentinels (non-unique) has 5 rules:
  • T1 - highlights RARE obsidian and special basetypes. Has a special textcolor.
  • T2 - highlights RARE emberstone basetypes. Disabled on uber-strict.
  • T3 - highlights all rare basetypes. Disabled on strict.
  • T4 - highlights all magic basetypes. Disabled on semi-strict.
  • leveling - all sentinels are shown until level 68. Disabled on uber-strict.
  • Author's note: I could make the section more elegant, but changing that will reset all existing filterblade customizations in this section, so I'm moving a restructure to the end of the league, if sentinel will stay
  • Intentionally did not touch the tiering on the power cores or recombinators yet. The current setup seems good and I'd like more feedback.

TIERING

  • Introduced all new uniques into the tiering
  • All tierlists have been adjusted based on the current economy
  • This currently includes the following tierlists: Uniques, Divination Cards, Fragments (incl. splinters), Currency (incl. stacked currency and shards), Scarabs, Unique Maps, Fossils, Incubators, Oils, Vials, Delirium Orbs, Invitations, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Replicas and Gems.
  • Increased the breakpoint for T2 cluster jewels to be marked as valuable

IDENTIFIED MOD FILTERING

  • Items with an essence mod have less highlight now
  • Items with an essence mod are not highlighted starting with very strict, unless...
  • Essence mods are now always treated as an auxillary mod for identified item checks.
  • Example: a helmet rule requires 1x core and 4x aux mods. The core mod could be T1 life, T1-T3 res are aux mods. If an item is dropped with an essence mod, such as mana reservation or one of the corrupted essences the item will pass the test and will be highlighted. This is particullary useful to players who have specced into the essence tree, but discovered that 99% of the essence-modded items are trash.
  • Veiled mods (both prefixes and suffixes) are now always treated as an auxillary mod for identified item checks.

CRAFTING AND RARES

  • Fractured items have a bit more highlight
  • Poor fractured item bases are now hidden on uber-strict instead of strict.

Developed by NeverSink

Follow me on Twitter FilterBlade Discord Watch FB Dev on Twitch Support development on Patreon