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Releases: NeverSinkDev/NeverSink-Filter

NeverSink's itemfilter - version 8.14.4 - New Scarabs!

24 Apr 10:35
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New Scarabs!

SHORT OVERVIEW:

New Scarabs!


Developed by NeverSink

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NeverSink's itemfilter - version 8.14.3a - Tattoos and finetuning

17 Apr 10:08
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This version focuses on improving the tiering of allflames and polishing. It does not affect stable.

SHORT OVERVIEW:

Tattoo tiering has been fixed and cleaned. I've also improved tiering for a lot of niche scenarios (looking at your Cloak of Tawm'r Isley pricefixers).


Developed by NeverSink

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NeverSink's itemfilter - version 8.14.3 - Necropolis Finetuning

06 Apr 12:55
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This version focuses on improving the tiering of allflames and polishing. It affects stable as well, but only the allflame tiering is changed!

NECROPOLIS CHANGES:

  • Reviewed the tiering of allflames

MISC CHANGES AND BUG FIXES:

  • The new corrupted jewel section now correctly highlights all magic 1-corrupted-mod jewels.
  • Added the flask class to high level life/mana flasks to prevent some niche bugs on filterblade
  • Added deicide mask to the T1 perfection based items.
  • Added full dragonscale to the T1 perfection based items

Developed by NeverSink

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NeverSink's itemfilter - version 8.14.2 - Economy Update

03 Apr 07:41
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SHORT OVERVIEW

Integrated new uniques, scarabs are now economy tiered. All the good stuff :)

TIERING CHANGES:

  • All tierlists have been adjusted:
  • 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, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Breachstones, Replicas, Omen, Tattoos and Gems.

Developed by NeverSink

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NeverSink's itemfilter - version 8.14.0 - Necropolis League

29 Mar 15:29
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SHORT OVERVIEW

Necropolis has been integrated into the filter! On top of all of the necessary changes this update improves upon the existing strictness progression, revamps fractured bases, adds several new rules.

IMPORTANT-TO-KNOW CHANGES:

  • IMPORTANT: The bossdrop-unique-tier is now hidden on uber-plus strict! If you do some bossing on this strictness be sure to show hidden items with ALT.
  • IMPORTANT: Low tier-base or corrupted non-unique six-links are hidden on uber-plus strict
  • IMPORTANT: Unidentified rare corrupted items with 0 corrupted mods are now hidden. This excludes leveling, jewellery, high linked/socketed gear and 'exotic' cases (such as runic items and all kind of exceptions)

NECROPOLIS LEAGUE RELATED CHANGES

  • Added a low priority rule designed to highlight all items created in the necropolis (rare identified equip pieces of arealevel 1 items of itemlevel larger than 4)
  • Added new scarabs and some basic tiering
  • Added T17 maps
  • Added allflames (and some very basic tiering)
  • Added the new heist belt
  • Migrated the Veiled Chaos Orb
  • Added section to highlight items with necropolis craft mods
  • Removed all obsolete items (invitations, sextants, compasses)
  • Removed the beyond map rule
  • All tierlists have been adjusted:
  • 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, Influenced Items, Expensive Atlas Bases, Cluster Jewels, Breachstones, Replicas, Omen, Tattoos and Gems.

MAP RELATED CHANGES:

  • Added a new rule to highlight the T17 maps
  • Added a new rule to highlight maps with corrupted implicits
  • Removed the rule highlighting maps with the beyond mod (becuase the mod is gone)

NEW FEATURES:

  • Unidentified rare corrupted items with 0 corrupted mods are now hidden. This excludes leveling, jewellery, high linked/socketed gear and 'exotic' cases (such as runic items and all kind of exceptions)
  • Added a new tier to the unique tierlist: high-multi-base uniques. This tier will contain uniques that have a chance to have highly expensive WORLDDROPS (important: NOT bosses!), such as Heavy Belts and Leather Belts. The minimum value requirement is 5x T1 price threshold. The purpose is to make unique tiering easier. The rule has the same appearance, but uses purple map colors and beams.
  • Added a new rare decorator rule that gives 4linked rares a special border. This is useful early on in the league as these rares tend to sell much better. Higher strictnesses that hide rares won't be affected by it.
  • Added a rule to detect fractured veiled items. This does not guarantuee that the fractured mod is the veil. If both align - you get a fractured veiled item - something potentially very valuable.
  • Added detection of identified bone rings with a promising combinations of mods
  • The reworked 'wraithlord' helmet unique with 4 abyss sockets received a special rule that detects it (by the abyss sockets)
  • Added a new optional rule to highlight magic generic jewels with at least 1 corrupted modifier. These jewels are potentially useful for the adorned unique. These jewels will likely drop unidentified and most results will be not too useful. The rule is disabled on very strict. Experienced and interested players can reenable it of course.
  • Reworked and refined the endgame flasks rules quite a bit, some old rules have been removed and a few exceptions have been revamped. Among others I've added a new rule to highlight 30% qual corrupted endgame magic flasks.
  • Added a new rule for Forbidden Tomes of ILVL 83. This is pretty much just to simplify filterblade editing.

HIGHLIGHT AND STYLE CHANGES:

  • Strengthened the highlight of all utility-flasks
  • Reworked the appearance of six-links. High tier six-links look like low tier six links before (crimson background, white accents), while low tier sixlinks use a new appearance.
  • Introduced a new appearance into the filter: a turquoise looking tierlist - this is currently used only by allflames and is intended to be used as a tierlist for new league items.

STRICTNESS ADJUSTMENTS:

There are a lot of rules in the filter that have lost most of their pratical relevance for normal gameplay over the years. In this update, I disabled a whole bunch of these rules. The filterblade ruthless filter mode will be adjusted to reanable those.

  • The bossdrop-unique-tier is now hidden on uber-plus strict! If you do some bossing on this strictness be sure to show hidden items with ALT.
  • All chisel recipe rules are now disabled.
  • Disabled some endgame low quality flasks rules (the flasks will still be highlighted, if they're useful, but the quality itself won't trigger a highlight)
  • Low Level T2 crafting items are now disabled
  • 84+ Level T3 crafting items are now disabled
  • 86+ Level T3 crafting items are now hidden on semi-strict
  • Increased the strictness of talisman filtering
  • Cleaned up 'Perfection' bases (ilvl86 bases with perfect implicit defense roll, otherwise only changable with Sacred Orbs) to only have 2 tiers and recommend betters items. The second tier is disabled by default. The first tier is disabled on uber-strict.
  • Poor non-unique 6links (corrupted, low level or not one of the higher bases) are now disabled on Uber-Plus-Strict.
  • T5, T5currency, T4, T4currency cards are now filtered stricter.
  • This is not a comprehensive list, there are more minor strictness adjustments

IDENTIFIED MOD RULES:

  • ES recharge rate and faster recharge start has been almost universally removed from the list of desirable mods.
  • Identified gloves: properly split ES and life based gloves
  • Identified boots: decreased the importance of defenses
  • Identified quivers: now require 2 'core mods' instead of one.
  • Identified shields: removed a lot of the less valuable mods like %physical damage reduction and added new useful combinations
  • Added a strictness gradient to the identified mod detection. Most identified mod rules are now disabled on uber-plus strict. Some rules are disabled on uber-strict (such as identified body armor rules). You can of course enable combinations you are interested in on FilterBlade.

MISC CHANGES:

  • Hinekora's Lock has been moved into the currency tier
  • The reworked divination cards have been retiered
  • Fixed a rare bug that would cause some cluster/abyss jewels to be highlighted, despite being hidden on filterblade
  • Top tier life and mana flasks (no quality) are now shown up to T3 maps, not T2.

Developed by NeverSink

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NeverSink's itemfilter - version 8.13.1 - Affliction League

14 Dec 10:22
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SHORT OVERVIEW

Valdo's Puzzle Box is now part of the T1 tier. Affects both stable and economy. This is the stable version for this league, unless something major will need changes. All of the tiering and thresholds adjustments have been highly succesful. I found the tiering this league to be very accurate and I hope you did too. I'll be keeping a close eye on the economy and will adjust the thresholds if needed.

CHANGES

  • All tiers have been adjusted to the current economy
  • Added Valdo's Puzzle Box to T1 (were never hidden, but now have appropriate tiers, instead of 'pink unknown item color')
  • Added tiering to new uniques/divination cards (were never hidden, but now have appropriate tiers, instead of 'pink unknown item color')
  • Disabled the random 28%+ quality rule by default (except for flasks) as it no longer holds any real value

Developed by NeverSink

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NeverSink's itemfilter - version 8.13.0 - Affliction League

08 Dec 16:28
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SHORT OVERVIEW

Affliction is upon us! This filter introduces all of the affliction related items, removes all enchantement/metamorph related things, introduces sanctum unique and memory tiering. It also completely revamps all tierlists and thresholds. We've introduced dozens upon dozens of architecture improvements. Find out more in the changelog!

DIRECT CHANGES OF NEW LEAGUE

  • Introduced new currency-like items relating to ultimatum (scarabs, incubators, delirium orbs)
  • Added the new catalyst type
  • Adjusted the heist experimental bases and added new ones
  • Adjusted the Ultimatum Aspect section
  • Introduced a new section to match any Charm, Corpse and Tincture. I don't know if they drop, but they'll be highlighted.
  • Added new divination cards
  • Metamorph and Ancestor uniques are now world-drops - aspects have been adjusted
  • Removed the low level heist-experimental bases that no longer drop
  • Removed all alt-gem type sections
  • Removed all sections for helmet, glove and boot enchants
  • All items relating to enchanted item rewards (incubator, delirium orbs etc.) have been removed from tierlists
  • All sections relating to metamorph item rewards (incubator, delirium, orbs etc) have been removed from tierlists

INDIRECT CHANGES OF NEW LEAGUE

  • Increased the highlight and decreased the strictness of all quality-gem rules
  • Low quality gems are now highlighted up to and including Very Strict (1-13%). They now also have a higher textsize and come with a map icon (grey triangle, small) and a temporary grey beam.
  • Mid quality gems are now highlighted up to and including Uber Strict (14-19%)
  • Decreased the strictness of level 18-19 gems. I'm not sure if there is a practical use case for those in the lab/league, but I'd rather not risk those getting hidden too early.
  • I will keep a close eye on the usefulness of the gems over the next week and will potentially increase their strictness depending on the GCP demand and supply

NEW FEATURES

  • Added the PURPLE style!
  • Atlas memories now have a economy-based T1 tier. That means memories that cost more than ~55chaos will ding on drop! Other memories are still highlighted on all strictness.
  • Helmet enchantments now come with an experimental economy-based tierlist. This feature has been canceled due to the removal of enchantments from the game.
  • The unique tierlist now includes economy-based Sanctum Relics tiering.
  • Reworked the six-link highlight. It now has 2 tiers. One for a bunch of handpicked higher tier, non-corrupted six-links of ILVL 75+ and one for the rest.
  • Added a small rule to highlight bricked corrupted rare versions of ornate quivers, kalandra rings and other special unique-exclusive basetypes. You'll hate it when it happens. You're welcome
  • As part of the structural upgrade to turn most class-combinations into variables and using exact matching, lots of sections have been modernized and updated.

TIERING OVERHAUL:

  • Completely revamped the tiering algorithm. It now uses a more standardized set of thresholds, instead of having individual thresholds per tierlist.
  • The thresholds scale with the progression of the economy.
  • The higher tier thresholds are:
  • T1: 55c (40c at league start)
  • T2: 14.9c (10c at league start) - lower for uniques and currency
  • T3: 4.9c (3.1c at league start) - lower for uniques and currency
  • Some exceptions apply: for instance awakened gems have 3x the T1 threshold, because finding a 100c awakened gem upon killing maven is much less exciting than fiding a 100c exceptional gem (such as empower).
  • Added several new rules to unique and divination tiering, such as if all expensive versions of the unique are world drop ones and non-expensive ones are boss-drop ones, this unique is allowed to be added to T2. This currently only affects Hyrri's Ire (would've affected Rathpith Globe, a few weeks back)
  • The 'aspect' (meta-information about individual items) system has been reworked and simplified. Meta-information (aspects) about uniques has been highly adjusted. High variety and uncommon uniques have been re-shuffled to be more accurate, multi-base tiering has been adjusted, lots of small and large improvements. Overall this should be much better now. Thanks to Melontoss for the help!
  • Reworked the list of 'EarlyLeagueUniques'
  • Divination card tiering and reward interpratation (system that calculates the price of the reward to check if the div-card price is pricefixed/off) has been vastly expanded
  • Adjusted divination card tiering. Rasmuskl (poe.ninja author) has vastly improved the quality of the divination card economy data, so the divination card tiering is MUCH better now. Thanks Rasmuskl!
  • Kaom's heart now has it's own section (marked as T2) since it can be detected by it's socketless-ness
  • Added some experimental features to help early league tiering, such as cards that don't have value early on, limited-early league mode for certain currency (such as life catalysts) and more. I'll keep a close eye on those.
  • 'Anchored' the gemcutter prisms into the annulment tier for now. I'm not sure if this is where they should live, but I'll keep an eye on it. I'll remove the pin after 2 days.
  • Adjusted all rare, synthesised, chancing, crafting, fractured bases tiering based on the poll results during the filter release stream. Thank you twitch and twitter for your votes and support!

IDENTIFIED ITEM HIGHLIGHT

  • ID quivers: The engine is now better at seeking out good combinations.
  • ID gloves, boots and helmets: ES variants require more solid ES rolls. Both life and es variants don't overvalue hybrid rolls anymore.
  • ID rings: recoup is now valued as a valuable mod, T1 rarity prefix is valued as a solid mod. Increased the requirements for life and es rolls.
  • ID amulets: T1 rarity prefix is valued as a solid mod.
  • ID elemental weapons: Now consistently only use the following classes: bows, foils, wands, claws
  • Added some additional abyss jewel mod combinations
  • Added a new rule to detect daggers with multiple very high tier elemental attack mods and caster suffixes for the usage with the new blade blast

LEVELING ADJUSTMENTS:

  • The progressions for rare archer/melee weapons have been simplified and the level thresholds increased. They also now use Arealevel instead of itemlevel.

MINOR CHANGES:

  • Added a new rule that highlights all fractured items (indendent of base) for low strictnesses. This rule is disabled staring with strict and then the Tierlist applies.
  • Added some low priority rules that highlight rares with RGB sockets.
  • Added new optional sections to easily disable corrupted and mirrored (magic) maps

MISC AND ARCHITECTURE CHANGES:

  • The identified rule is now placed much higher in the internal sorting of conditions. This is a performance optimization and should have no effectr on the actual filtering.
  • Replaced most class checks with exact matching (==), standardized the class checks to use specific variable sets. This should have a positive impact on performance and quality of potential updates.
  • Added un-corrupted and un-mirrored requirements to veiled items and some other cases
  • High level incubator exceptions are now disabled instead of hidden on high strictnesses.
  • Removed the sentinel code and sections once again (after the event)
  • Dozens of other small changes

DELAYED (will be part of next update):

  • [TODO] Add solution for RGB/Endgame rare compatibility
  • [TODO] Flask progression now has more priority than quality flasks during leveling. Added a new decorator to highlight quality-progression flasks.

Developed by NeverSink

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NeverSink's itemfilter - version 8.12.0 - Kalandra & Sentinel event filters

08 Nov 20:11
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SHORT OVERVIEW

These filters reintroduce a whole bunch of kalandra-league and sentinel-league rules. There are also some minor structure changes and an incubator rework. All other larger changes (that are still WIP / testing) will be released during the December league.

FLASHBACK LEAGUE ITEMS

  • Readded sentinel section
  • Readded sentinel leveling rules
  • Readded sentinel power core, special cores and recombinators
  • Readded unique sentinels
  • Activated ID-mod section for useful sentinel recombinations

Developed by NeverSink

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NeverSink's itemfilter - version 8.11.1 - First Economy Update

22 Aug 18:38
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SHORT OVERVIEW

Tattoos and omens are now tiered. Adjusted tier tiering algorithm and updated the tiering for unique and unique map tierlists. This update affects the stable filter as well as the unique/currency tiering was pretty messy before that.

TIERING ADJUSTMENTS:

  • 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, Breachstones, Replicas, Omen, Tattoos and Gems.
  • The tattoos are now all economy tiered! (thanks Rasmus for the quick poe.ninja integration)
  • The Omen are now all economy tiered! (thanks Rasmus for the quick poe.ninja integration - AGAIN)
  • Changed the tiering threshholds on unique maps. In general higher tiers require higher prices now.
  • Changed the tiering of T1 uniques. They now require a slightly higher price.
  • Adjusted the early league tiering algorithm. It should no longer overprice stacks of sextants and similar items in future leagues.
  • Added the new uniques into the tierlist
  • Adjusted previous sanctum unique tiering

Developed by NeverSink

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NeverSink's itemfilter - version 8.11.0 - Trial of the Ancestors League Update

18 Aug 15:22
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SHORT OVERVIEW

Talamoana exile. This patch adds support for all that new and old trial of the ancestor items. Additionally it features large scale improvements to tiering, fractured items, influenced items, cluster jewels, jewels, gems, divination cards, uniques, currency and much more. It also features a bunch of architecture improvements and quite a few FilterBlade features.

We hope you'll enjoy the new league and the new filter!

TRIAL OF THE ANCESTOR CHANGES:

  • Added a new rule for silver coins. The appearance for the silver coins has been decided by a democratic election. Thanks twitch chat. They'll likely wander into the currency tierlist if trial goes core.
  • Added a tierlist for all the tattoos (with safety section in case some were missed)
  • Added a tierlist for all the omen (with safety section in case some were missed)
  • Added a new rule for hinekor's locks. They'll likely wander into the currency tierlist if trial goes core.
  • Added a rule to highlight forbidden tomes and related sanctum items
  • Wiped the dust of the sanctum relic rules
  • Added aspects to uniques that have a new unique attached to them to minimize the risk of them being hidden

TIERING ADJUSTMENTS:

  • 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, Breachstones, Replicas and Gems.
  • Removed orbs that never drop in stacks or where the chance of an orb dropping in a stack is astronomically low from the 'stacked currency' section. These orbs are still highlighted in the 'currency' section.

NeverSink's notes: I'm aware that stacked currency tiering on filterblade is currently in a bad spot, we're looking for a good UI to improve that situation. We're looking for good UI/UX suggestions for that. If you have any, please approach us on our discord!

  • Anchored Exalted Orbs and Elevated Sextants to the T2 currency tier. This is to prevent economy anomalies early on in the league and them sometimes shifting to T1.
  • Moved ritual and crescent splinters into their own category out of currency (Delayed until next patch, it was giving us too many technical difficulties with existing filterblade savestates)
  • Removed the atlas base status from some atlas bases that are not used at all
  • Trying out a new strategy to tiering divination cards. The strategy won't be active during the first days of the league, but will afterwards attempt to weight all cards down (because the economy data for it is super noisy) with an offset based on the stacksize.
  • Expanded the selection of 'good' eater/exarch bases with the focus on gloves and boots, especially ones that can roll suppression. All other ones are hidden on semi-strict and up.
  • Adjusted the list of early league uniques
  • Adjusted the list of early league divination cards
  • Adjusted early endgame crafting bases.

NeverSink's notes: In the future I'll likely rework the algorithm alltogether. That being said, I still count for influenced items to get reworked evenutally, with them barely seeing any use compared to fractured/eldritch bases, with some very few niche exceptions, such as some boots, helmets and gloves (usually elevated/awakened ultra-endgame bases). Maybe the atlas expansion will change them.

INFLUENCED ITEMS:

NeverSink's notes: Influenced basetype tiering has been frustrating to handle based on economy data alone. The main reasons are that there's a huge variety of basetype-itemlevel-influence-cost combinations. This results in weird items entering the economy. Additionally crafted item, chancing bases and people misspricing made the economy-data frustrating to handle.

This is a bit of a move of desperation and I already have a better system planned, but I'm done playing idiot-whack-a-mole and I hope so are you. I'm introducing a double blacklist in the economy tiering. The 'T1' blacklist forbids a base to ever enter T1 or T2 of the influenced tierlist. 'T2' items will receive a major cut to their 'confidence' value when tiering. The blacklist is mostly used on super low level bases.

I will closely monitor the situation

  • Influenced item tiering now employ a two-tier-black-list to prevent pointless items from entering the economy tiering.
  • The general influenced item tiering algorithm has been improved

FRACTURED ITEMS:

NeverSink's notes: Fractured items are some of the most important crafting bases in the game. Previously I've been using a 3-tier approach, where the first tier is filtering by specific bases, the second tier by class and the third tier everything else. This approach had a bunch of issues, such as making filterblade editing complicated and also merging armor-types. For instance when the second tier was highlighting ALL fractured gloves, it'd also highlight low level fractured ES gloves, which are significantly less useful than the low-evasion based gloves, which can roll suppression.

To improve the tiering, I'm adding a second basetype-based tier. This allows for a lot more precision and gives filterblade users more capabilities as well. I'm keeping the class-based tier around for exotic items, such as fractured heist bases, maps etc.

Below you'll find the logic employed when adjusting the tiers

  • Reviewed all T1 and T2 fractured bases. They have all been retiered
  • Generally: gear that can roll suppression has more bases highlighted
  • Generally: energy shield and armor bases require higher basetypes to be highlighted
  • Generally: most boots are highlighted, but T1 focuses on the better bases
  • Generally: many helmets/gloves are highlighted, but T1 focuses on the better bases
  • Generally: all rings, belts and amulets are highlighted among the T1/T2 bases
  • Nearly all one handed fractured caster weapons are highlighted among the T1 and T2 tier. T1 tier focuses on the bases with the better implicits
  • Most attack weapons are only shown if they're one of the best/meta bases (with the exception of some best T2 maces, axes, claws and some others). - A lot of bows and quivers are highlighted as well. T1 focuses on the better bases as usual.

REMOVED SECTIONS:

  • Crucible crafting section has been removed
  • Crucible currency section has been removed

STYLE IMPROVEMENTS:

  • Items that previously had a black background (0 0 0) now have a SLIGHTLY non-black one (20 20 0). In practice the game renders things still EXACTLY 100% black, probably due to some postprocessing uniqueness in POEs implementation. However, when hovering/selecting the item it will receive a distinct slightly-golden background! This makes looting slightly easier as it's easier to spot the hovered item! This effect is being applied as a post-processing layer during filter generation and is not part of the filter files/style files. If this looks weird or off to you please let me know. I'm especially interested in console/macOS feedback as I don't know how their rendering works

STRICTNESS ADJUSTMENTS:

NeverSink's notes: I'm treating atlas bases more and more like other base, as they've been losing their position to fractured/eldritch and synthesized bases. The changes to the strictness here are a preparation for a larger full scale rarity/endgame crafting base items rework.

  • Increased the strictness on the filtering of 'perfection-bases' (itemlevel 86 armours with perfect base defense multiplier)
  • Increased the strictness of atlas base filtering. Random normal atlas bases below itemlevel 86 are now hidden in the endgame on strict and above. You'll still stumble across occasional rare bases.
  • T3 fractured items are now hidden on strict instead of very strict

NeverSink's notes: Over the years, I've been adding a lot of different special cases for jewels, as both jewel types have had their mod-pool expanded several times. The goal now is to give them a consistent and clear treatment: very strict removes pretty much all

  • Revamped the strictness of generic and abyss jewel rules
  • Generic Jewels: Magic jewels are hidden on strict (68+)
  • Generic Jewels: Magic jewels ILVL 1-68 are hidden on very strict
  • Generic Jewels: Rare jewels are hidden on uber strict
  • Abyss Jewels: Magic jewels ILVL1-68 are hidden on very strict (for leveling)
  • Abyss Jewels: Magic jewels ILVL68-81 are hidden on strict
  • Abyss Jewels: Magic jewels ILVL86+ are hidden on uber-plus-strict
  • Abyss Jewels: Rare jewels ILVL1-85 are hidden on uber strict
  • Abyss Jewels: Rare jewels 86+ are hidden on uber-plus-strict
  • The filter now highlights any ILVL84 12 node large cluster jewel (until uber-plus-strict) independent of the economy data
  • Not new, but important for next changes: The filter now highlights any ILVL84 8 node large cluster jewel (until uber-plus-strict) independent of the economy data
  • 8-Node Large Cluster jewels that were NOT matched by economy data are hidden on uber-strict
  • Random Large Cluster jewels are hidden on very strict
  • Random Medium Cluster jewels are now hidden on very strict
  • Random Small Cluster jewels are now hidden on very strict

CHANGELOG TOO LONG, READ FULL CHANGELOG IN THE FILE


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