The Guide to Loot Filters
" 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. YOUTUBE - http://www.youtube.com/richardbmiller2 TWITCH - http://www.twitch.tv/hellcat5gaming Last edited by Hellcat5#1740 on Jun 28, 2016, 9:05:09 PM
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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 |
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" 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
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" 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 |
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" 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
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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 |
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" 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:
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
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" 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):
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
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" 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 |
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" 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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