Mods Compendium

Not sure if the lightning damage is correct but I got an amulet with Ldmg 4-50, but in the compendium it says 2 to 4 / 46 to 48.



Btw, great document!
IGN: Tiamos
Last edited by Swen88#0105 on Feb 19, 2013, 6:03:45 AM
Edit: I can't read for shit
Last edited by hendrikahn#7874 on Feb 19, 2013, 11:29:49 AM
"
hendrikahn wrote:
I just rolled a pair of boots with +30% Item Rarity, which exceeds the maximum stated in your spreadsheet by 10%? I can post a link if you'd like


You probably rolled both a prefix and a suffix for a total of 30% rarity.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
"
maoz wrote:
Can anyone confirm that an ES helmet can actually roll incandescent or resplendent (+ 100-145 base ES). I've spent over 300 alterations rolling an ilvl75 ezomyte helmet, and have yet to see either of those prefixes. I've gotten the lower +base ES prefixes dozens of times.


I just did a quick verification using the Shops Indexer (great tool btw) and not only I haven't seen any helmet linked with the 2 top +ES mods (Incandescent or Resplendent) but Scintillating (73 to 106) doesn't seem to spawn either. Can you confirm that Scintillating can spawn on helmet ?

I also notice that for boots and gloves, the highest mod seems to be radiating (16 to 19).

What this tell me is that the defense mods for chests and shields seems to be higher than the mod that can spawn on helmets. And defense mods available for boots and gloves appears to be lower than ones available for helmet. Its true for Energy Shield and Life and I suspect its also the case for evasion and armor.

So I'll run verifications and updated the compendium accordingly.

Thanks for the heads up !

Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
"
Velkor wrote:
"
maoz wrote:
Can anyone confirm that an ES helmet can actually roll incandescent or resplendent (+ 100-145 base ES). I've spent over 300 alterations rolling an ilvl75 ezomyte helmet, and have yet to see either of those prefixes. I've gotten the lower +base ES prefixes dozens of times.


I just did a quick verification using the Shops Indexer (great tool btw) and not only I haven't seen any helmet linked with the 2 top +ES mods (Incandescent or Resplendent) but Scintillating (73 to 106) doesn't seem to spawn either. Can you confirm that Scintillating can spawn on helmet ?

I also notice that for boots and gloves, the highest mod seems to be radiating (16 to 19).

What this tell me is that the defense mods for chests and shields seems to be higher than the mod that can spawn on helmets. And defense mods available for boots and gloves appears to be lower than ones available for helmet. Its true for Energy Shield and Life and I suspect its also the case for evasion and armor.

So I'll run verifications and updated the compendium accordingly.

Thanks for the heads up !



Thanks for updating. the same thing was bugging me:

http://www.pathofexile.com/forum/view-thread/143718/page/1

ign: Aan_allein
Last edited by koticgood#7827 on Feb 20, 2013, 2:36:05 PM
ammy can have at least +28% item rarity
Projectile Speed (on wands at least) can get up to 41%, while the spreadsheet lists the max as 40%.



Saw this on a vendor and thought I remembered the value being listed as 40, so bought it.


Row 24 of your POE Mods sheet has a value of (2 to 4/46 to 48).

This ring has 4-40 lightning damage, which doesn't fit the mods below or above and is closest to this mod. Likely the mod is 2-4/40-48.

Edit: maybe I'm reading the table wrong? Your mod values differ a lot from the mod list here (on pathofexile.com).


Also, just a suggestion for a modification of the Description names (and the entries included in them). The difference between Local/Non-local can be very non-intuitive when it comes to looking up certain mods. For example, in your spreadsheet there are seperate "Description" values for Local Armour Rating and Base Armour Rating, even though the "Value" and "Name" values are identical, the only difference being the selection of equipment capable of including the respective mods.

Would it not be simpler to have a single Description value of "Armour Rating?" The local/non local state of the mod should be apparent when it's on a ring or belt, etc. Also, it should be obvious when you see each mod Name/Value listed twice because there will be data entries for each local and nonlocal.
IGN FuryOfLina
Shop URL: http://www.pathofexile.com/forum/view-thread/116363/
Last edited by Jack_Cookie#1754 on Feb 25, 2013, 9:29:17 AM
"
Jack_Cookie wrote:


Row 24 of your POE Mods sheet has a value of (2 to 4/46 to 48).

This ring has 4-40 lightning damage, which doesn't fit the mods below or above and is closest to this mod. Likely the mod is 2-4/40-48.

Edit: maybe I'm reading the table wrong? Your mod values differ a lot from the mod list here (on pathofexile.com).


Hmm, I noticed it too. But didn't realized the values were different from the official site. Maybe ggg changed them lately. Cause I originally took them from there. I'll fix it.



"
Jack_Cookie wrote:

Also, just a suggestion for a modification of the Description names (and the entries included in them). The difference between Local/Non-local can be very non-intuitive when it comes to looking up certain mods. For example, in your spreadsheet there are seperate "Description" values for Local Armour Rating and Base Armour Rating, even though the "Value" and "Name" values are identical, the only difference being the selection of equipment capable of including the respective mods.

Would it not be simpler to have a single Description value of "Armour Rating?" The local/non local state of the mod should be apparent when it's on a ring or belt, etc. Also, it should be obvious when you see each mod Name/Value listed twice because there will be data entries for each local and nonlocal.


If the local and base values are the same, it would make sense to just merge them, I agree. I'll do that when its possible.


Thanks !

Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
"
Swen88 wrote:
Not sure if the lightning damage is correct but I got an amulet with Ldmg 4-50, but in the compendium it says 2 to 4 / 46 to 48.



Btw, great document!


GGG recently changed the mods values for + elemental and physical dmg. The compendium is now updated to reflect that.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)

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