The Guide to Loot Filters

"
Antnee wrote:
"
lunaz wrote:
I searched the thread for the meaning of DropLevel, but not understanding it.

Is it required Character Level to use an item or Area/Monster Level where the item starts dropping?

Like The Ledge: 6 / 42 / 56 but my character is 50.
Is there a list of item DropLevels?

Droplevel is the item level that's required for it to drop. For example:



The above item has a DropLevel of 15. It usually corresponds to the required level.


TL:DR - DropLevel isn't an official term for path of exile, and ends up adding un-necessary complexity, although it's an attempt to reduce complexity. I don't know of any time an item will drop before the character has reached the required level of the item. Itemlevel variable can't be below the monster's level. More good info you skipped over because you're afraid to exercise your reading ability, and instead read the TL:DR

I'm not sure of any instance where itemLevel, a variable defined in the path of exile drop system, isn't the drop level. DropLevel doesn't seem to be a variable name anywhere in the path of exile system, and doesn't exist on the official wiki. I presume, then, that DropLevel is a word that Antnee prefers over itemLevel perhaps.

Here's a possible formula to understand:

An item has a Required Level. This defines at what level the character can wear the item.

An item has an itemLevel. This defines internal mechanics related to Required level, but not limited to Required Level. Example - An item can have a Required Level of 15, but the itemLevel can be 75. itemLevel denotes the level of the monster that dropped the item, except with magic and rare monsters. Magic monsters drop items with an itemLevel of +1. Rare monsters drop items with an itemLevel of +2.

You can find a definition on the wiki for itemLevel here:

http://pathofexile.gamepedia.com/Item_level

A low Required level item can be much better if it drops from higher level monsters because it can:

1. have more sockets (http://pathofexile.gamepedia.com/Item_socket)

2. have better mod rolls (http://www.exilemods.com/)

I don't know of any instances where items for required level drop before the character kills monsters of the item's Required Level. Please do correct me if I'm wrong. And if I am wrong, that means that POE has a drop level range from slightly above to anything below. The only possible instance of this that I could think of would be in relation to magic or rare mobs because of the +1 or +2 that happens, or possibly from ambush boxes.

I think bringing "DropLevel" as a new term in the already complex path of exile system to be less helpful without a clear definition.
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Last edited by Hellcat5#1740 on Jun 28, 2016, 9:05:09 PM
You're thinking about this... way too hard.

Maps are a good example. They drop at a certain level, but there is no level requirement to use them.

Droplevel exists independent of required level specifically for the purposes of filtering items. If you're not into writing or modifying scripts, then yeah, it's a meaningless distinction.

If I want to see all Maraketh Bows without calling them by name, I could use Class Bow, and DropLevel = 71. Cool, easy. But let's say you combine or eliminate the drop/required level distinction.

If that bow just so happens to have a very high itemlevel mod that increases the required level, then my DropLevel argument is broken, and the item is hidden.

If anything, it would be useful to have both DropLevel and RequiredLevel arguments in filters, because then clever filter creators could actually do cool stuff like alert when a Mjolnir drops, but not a Cameria.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
"
xhul wrote:
Apparently, quest items can't be changed anymore.
Custom colors/sounds are ignored (default green text and sound always used no matter what).
However, the "Quest Items" class is still accepted by the loot filter handler, but there's no point in using it.
That sucks =[

Alright, i played with the syntax to discover what was wrong.
On my way, i discovered a few things about the "Class" conditional statement.
Maybe some of you already knew that, but still, maybe useful for the others.

> multiple classes on the same line

Strangely, the item filter handler doesn't consider that invalid, so you'll get a "succesful" message when loading the filter.
However, only the very first class on the line will be processed, and all others after it ignored.
So basically, that means Class lines aren't processed the same way BaseType lines are.

example :

Show
Class Currency Divination
blablabla

Filter will load properly, but blablabla will be processed only for the Currency class.

> duplicate Class lines

Same thing, the filter accepts that.
However, nothing will be processed at all.

example :

Show
Class Currency
Class Divination
blablabla

Filter will load properly, but blablabla won't be processed at all.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
"
xhul wrote:
"
xhul wrote:
Apparently, quest items can't be changed anymore.
Custom colors/sounds are ignored (default green text and sound always used no matter what).
However, the "Quest Items" class is still accepted by the loot filter handler, but there's no point in using it.
That sucks =[

Alright, i played with the syntax to discover what was wrong.
On my way, i discovered a few things about the "Class" conditional statement.
Maybe some of you already knew that, but still, maybe useful for the others.

> multiple classes on the same line

Strangely, the item filter handler doesn't consider that invalid, so you'll get a "succesful" message when loading the filter.
However, only the very first class on the line will be processed, and all others after it ignored.
So basically, that means Class lines aren't processed the same way BaseType lines are.

example :

Show
Class Currency Divination
blablabla

Filter will load properly, but blablabla will be processed only for the Currency class.

> duplicate Class lines

Same thing, the filter accepts that.
However, nothing will be processed at all.

example :

Show
Class Currency
Class Divination
blablabla

Filter will load properly, but blablabla won't be processed at all.

It's quite simple. The moment the filter returns a line that is false, the item is false. Multiple classes on a single line works because one of those arguments is true, therefore the line is true.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
"
Antnee wrote:
It's quite simple. The moment the filter returns a line that is false, the item is false. Multiple classes on a single line works because one of those arguments is true, therefore the line is true.

Yeah, it just checks if all listed classes exist, that's all.
But still, would have been cool to be able to make multiple classes on the same line work, like with BaseType.
I mean, that's silly that i have to use 2 different conditional blocks to show 2 classes the same way in my filter, if you ask me...
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Agreed. You can do some interesting things with multiple lines though, like using ranges for itemlevels.

ItemLevel < 10
ItemLevel > 5

A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
"
Antnee wrote:
You're thinking about this... way too hard.

Maps are a good example. They drop at a certain level, but there is no level requirement to use them.

Droplevel exists independent of required level specifically for the purposes of filtering items. If you're not into writing or modifying scripts, then yeah, it's a meaningless distinction.

If I want to see all Maraketh Bows without calling them by name, I could use Class Bow, and DropLevel = 71. Cool, easy. But let's say you combine or eliminate the drop/required level distinction.

If that bow just so happens to have a very high itemlevel mod that increases the required level, then my DropLevel argument is broken, and the item is hidden.

If anything, it would be useful to have both DropLevel and RequiredLevel arguments in filters, because then clever filter creators could actually do cool stuff like alert when a Mjolnir drops, but not a Cameria.


I do think far more than many perhaps. But, I'm ok with that. It comes from years and years of software engineering, web application development, and database architecture work. Not that I know your comment was directed to me for sure or not, but hey, why not answer in case it was. ;)

Why, exactly, would you limit a condition like the above in your example to = 71 instead of >=? I can't think of any good reason, other than hunting for Maraketh bows explicitly (and you'll die if it's not a Maraketh bow), and checking dropLevel for a specific item. While an attempt to shorten code, it doesn't guarantee the correct item as you showed. It could also be possible, with your example, that another bow could work it's way up to having a level req of 71 based on mods. Now, I've not checked exactly if that's possible to happen considering the other basetype level requirements, and maximum level increase based on mod power, but let's go with it.

If you're looking for something more specific, it's better to go with a broader scope than a scope that could miss the item you're looking for. That's why I have a section in my standard filter for adding specific items you want to find:


#Show crafting base items and any other basetype you want to search for
Show
BaseType "Rustic Sash" "Titanium Spirit Shield" "Graceful Sword" "Lithe Blade"
Rarity < Magic
SetBackgroundColor 255 255 0
SetBorderColor 255 255 0
SetTextColor 0 0 0


Another note - Cameria's Maul and Mjolner both have same Required Level (obviously). Since dropLevel wouldn't change due to the same basetype, having DropLevel and RequiredLevel wouldn't affect the ability to discern between the two. What would, is having ItemName access. I must say, I do prefer concrete examples. :P

Sidenote: Antnee, this stuff is FAR easier than CSS. I don't see it as hard at all for anyone who's touched cascading style sheets with an ounce of success in web development. CSS teaches enough precedence to work with this simplified CSS like scripting. Yet, it is intimidating enough for players who don't get into techy stuff, and thus they use filters that we've created instead of making their own.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5#1740 on Jun 29, 2016, 1:23:40 AM
"
xhul wrote:
"
Antnee wrote:
It's quite simple. The moment the filter returns a line that is false, the item is false. Multiple classes on a single line works because one of those arguments is true, therefore the line is true.

Yeah, it just checks if all listed classes exist, that's all.
But still, would have been cool to be able to make multiple classes on the same line work, like with BaseType.
I mean, that's silly that i have to use 2 different conditional blocks to show 2 classes the same way in my filter, if you ask me...


I might be lost on the topic, but you can most certainly use more than one class in the class definition (I've been using it for months without missing anything that falls into the condition defintion. NOTE: you MUST use the FULL class name or it will not work. Divination will not work. Must use Divination Card with exact capitalization - Antnee didn't mention that to you xhul):


#A blue colouration for regal recipe / endgame base type items
Show
Class Claw Dagger Wand One Hand Thrusting Sword Axe Mace Bow Stave Two Hand Gloves Boots Body Armour Helmet Shield Currency Sceptre Map Fragment Jewel Divination Card
BaseType "Imperial Bow" "Harbinger Bow" "Maraketh Bow" "Imperial Staff" "Judgement Staff" "Eclipse Staff" "Despot Axe" "Void Axe" "Fleshripper" "Imperial Maul" "Terror Maul" "Coronal Maul" "Lion Sword" "Infernal Sword" "Exquisite Blade" "Imperial Claw" "Terror Claw" "Gemini Claw" "Imperial Skean" "Demon Dagger" "Sai" "Royal Axe" "Infernal Axe" "Runic Hatchet" "Auric Mace" "Nightmare Mace" "Behemoth Mace" "Legion Sword" "Vaal Blade" "Eternal Sword" "Midnight Blade" "Tiger Hook" "Carnal Sceptre" "Void Sceptre" "Sambar Sceptre" "Jewelled Foil" "Harpy Rapier" "Dragoon Sword" "Tornado Wand" "Prophecy Wand" "Profane Wand" "Astral Plate" "Gladiator Plate" "Glorious Plate" "Exquisite Leather" "Zodiac Leather" "Assassin's Garb" "Occultist's Vestment" "Widowsilk Robe" "Vaal Regalia" "Full Dragonscale" "General's Brigandine" "Triumphant Lamellar" "Elegant Ringmail" "Saint's Hauberk" "Saintly Chainmail" "Blood Raiment" "Sadist Garb" "Carnal Armour" "Sacrificial Garb" "Titan Greaves" "Slink Boots" "Sorcerer Boots" "Dragonscale Boots" "Crusader Boots" "Murder Boots" "Titan Gauntlets" "Slink Gloves" "Sorcerer Gloves" "Dragonscale Gauntlets" "Crusader Gloves" "Murder Mitts" "Eternal Burgonet" "Lion Pelt" "Hubris Circlet" "Nightmare Bascinet" "Praetor Crown" "Deicide Mask" "Colossal Tower Shield" "Pinnacle Tower Shield" "Crusader Buckler" "Imperial Buckler" "Harmonic Spirit Shield" "Titanium Spirit Shield" "Fossilised Spirit Shield" "Cardinal Round Shield" "Teak Round Shield" "Elegant Round Shield" "Champion Kite Shield" "Mosaic Kite Shield" "Archon Kite Shield" "Mirrored Spiked Shield" "Supreme Spiked Shield" "Pig-Faced Bascinet" "Prophet Crown" "Vaal Mask" "Assassin's Boots" "Vaal Buckler" "Vaal Spirit Shield" "Spiny Round Shield" "Branded Kite Shield" "Alder Spiked Shield"
ItemLevel >= 75
Rarity Rare
SetBackgroundColor 47 91 244
SetBorderColor 47 91 244
SetTextColor 0 0 0
SetFontSize 64


Blah blah why didn't you just use DropLevel? Meh. Some things aren't that great that's why. This way I have full control over what my filter shows by explicit definition, and if you don't want to see an item, just delete it from the list. :P Don't worry. Your computer can handle what ends up being less than 1000 bytes very quickly.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5#1740 on Jun 29, 2016, 12:45:19 AM
"
Antnee wrote:
"
lunaz wrote:
I searched the thread for the meaning of DropLevel, but not understanding it.

Is it required Character Level to use an item or Area/Monster Level where the item starts dropping?

Like The Ledge: 6 / 42 / 56 but my character is 50.
Is there a list of item DropLevels?

Droplevel is the item level that's required for it to drop. For example:



The above item has a DropLevel of 15. It usually corresponds to the required level.


I don't think Antnee's clear enough about this. I'm going to simplify it:

Droplevel is the level of monster the item starts dropping from, which so happens to be itemLevel (unless it's a magic rarity monster, or rare rarity monster, or unique rarity monster (aka exile) / boss / thing you chop up into pieces)

So, it's simple. You chop up monster that is level 15, and he can drop item with "Required Level 15" ( example - Broad Sword) or lower.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
"
Hellcat5 wrote:
I might be lost on the topic, but you can most certainly use more than one class in the class definition (I've been using it for months without missing anything that falls into the condition defintion. NOTE: you MUST use the FULL class name or it will not work. Divination will not work. Must use Divination Card with exact capitalization - Antnee didn't mention that to you xhul)

Since i was sceptic, i did some tests, and it seems to be more complicated than that.
Actually, we can officially talk about a bug.
Alright, here is what i tried.
A "1" will indicate that the class is processed properly.
A "0" will indicate that the class isn't.
There you go :

Class Divination Body > result : 1 1
Class Body Divination > result : 1 1
Class Quest Body > result : 1 1
Class Body Quest > result : 1 0
Class Body "Quest Items" > result : 1 0
Class "Body Armours" "Quest Items" > result : 1 0

Conclusion :
In a multiclass conditional line, if the "Quest Items" class isn't the very first class stated, the default text & sound settings will be used for that class, no matter how you spell it.
Technically, the filter parser finds a matching object, but ignores the settings for that object.


Now, the real question is, are there some other classes affected by this, or is it specific to quest items ?
Further tests required at this point...

Note :
I forgot to test : Class "Body Armours" Quest
But i'm pretty sure only the first class would be processed.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul#1978 on Jun 29, 2016, 2:41:56 PM

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