Antnee's Classy Item Filter for Distinguished Exiles - 3.0
Spoiler
" Since the matter of the bases re-emerged can anything be worked with what i asked a while ago? What should i change/edit or add? The bold part in the above spoiler is what im interested in. A way to highlight specific rares based on the base item above 60lvl. Personally im interested in the top three (or two or four in some cases) base items from each kind of defence (ar/es/ev). For example with what im asking above lvl 60, a different colour or border for Ezomyte Burgonet (t3 ar base) Eternal Burgonet (t1 by lvl requirement but t2 by stats ar base) Royal Burgonet (t1 ar base by stats), to easily notice them between the loot and other rares. For Evasion helmets above 60lvl : Silken hoods (t3) Sinner Tricorne (t2) and Lion Pelt (t1). Hubris and Mind Cage for ES Im especially interested for helmets. But also gloves and boots. And in a lesser extent body armours. Also i need something similar for weapons. Above lvl 60, to highlight specific bases. For example 2h maces i want special highlightning for Coronal Mauls, Piledrivers and Meatgrinders. That or the rest of the 2h mace bases are not so noticeable above lvl 60. For staves for example special highlightning for : judgement, lathi, eclipse and maelstrom. 1h Swords : Corsair and Eternals 1h thrusting : Dragoon, Jewelled, Spiraled 1h Axes : Siege Axe, Vaal Hatchet, Runic Hatchet etc. This might work by toning down the rest of the bases too. But i dont know the way. Like after lvl 60, any base that has basic level requirement lower than 60 be a bit less visible even if its a rare. In short a way for the elites(usually top three tiers) amongst item types to be more noticeable. If my request is rather confusing the way i put it message me to explain better (if i can). Also if you understood what im asking pm the way to add this to the filter (which parts should i remake etc.) if its not trouble. Regards. p.s im talking about rares highlightning only. p.s.s maybe its way too specific. EDIT : Also why the fond/size/colour and droup sound of alchemy shards is what it is? Why so extravagant? They should be similar to alteration shards. Inundated with cockroaches, I am https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions Last edited by Regulator on Sep 8, 2016, 12:12:19 PM
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"In a nutshell, this is what I'm working on. Nothing too granular, will just be some combination of DropLevel and ItemLevel, with a few exceptions (some wands and daggers are useful, even though it's a "crappy" base. Think Copper vs Gold vs Platinum Kris for crit casting) It'll take a bit of time, as I want to make sure that nothing is gaudy, and everything makes sense within the context of the filter's themes. "This is so people can "test" to see what an exalt would look like, without actually risking dropping an exalt on the ground. 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 | |
During my 2.4.4 merge, I noticed some mistakes/complexities in your latest changes:
- the 'BaseType "The Wolf's Shadow"' block should be before the 'BaseType "The Avenger"...' because 'The Wolf' card (at the end of the last) matches; - there's no 'Quality >= 12' in the magic part of #Misc - New Atlas BaseTypes; it's a copy-pasta typo from your chisel hammers' blocks (where this is required for a 4-Scraps-max craft); - the 'Class Helm Boot Glove DropLevel > 71' is enough to isolate the New Atlas BaseTypes; - the whole #Misc blocks in 000i must be private with ~ because you shouldn't switch them to Hide. Technical notes about the last mistake:
Spoiler
Check my fork. It should be "Misc - ~New Atlas BaseTypes" in your case. I've introduced 'Craftable' word instead of 'Chance' & I haven't got Chisel Hammer as I consider them as Currencies in 000a & 001a I've added, but it doesn't matter here.
My point is that I know you switch off the 'Gear' section when you use your own filter & you probably don't see that a lot of smartblocks must be private, especially "Obsolete - Gear". For example, say, your level 50, you want to display all the STR gear and INT shield but you don't want to overfilter the obsolete gear; if you comment all the obsolete gear, it's good but if you switch this 001r section from Hide to Show, all obsolete gear (including the DEX gear you don't want) will appear non-opaque (0 0 0 0 background). Thanks for your kind words about my fork. | |
"These are all fixed in 2.4.5, and some features have been added: Due to popular demand, added rare item highlighting and filtering. This will only take affect at level 60 and up. The top few basetypes will have a highlight similar to that of chaos/regal recipe highlighting. The blocks that control this are alongside the Chaos/Regal recipe blocks, in the newly renamed Rares section (000e). (also see the spoiler at the end of this post for the entire section which handles rares) It works by simply checking the DropLevel of the item, and highlighting it if it's in the top tiers. There are a few exceptions which have their own block, such as Astral Plate, all the Kris daggers, etc. Edit: Siege axes will be added, per Regulator's suggestion When you are in level 75 zones and up, the poorer rare items will be hidden. Jewelry and Jewels will always be shown. Adjusted the Crafting section, so that top tier white items (ilvl 83 and up) are more restrictive towards basetype (ie, only the top bases are shown, and only if they have the potential to roll the top mods). Also changed the border color of these items to be more in line with the border color of top tier rares/regal recipe. I've been playing with this for a few days, and I think it's pretty good. Let me know if there are any issues with this, and thanks in advance for the feedback!
000e - Rares
# Section: Rares - 000e
Hide #~Rares - Low Level Bases in Maps Rarity Rare Class "Bow" "Two" "Stave" "Helm" "Boot" "Glove" "Body" "Wand" "Shield" "One" "Stave" "Claw" "Dagger" "Sceptre" DropLevel < 58 ItemLevel > 74 Quality < 15 SetBackgroundColor 0 0 0 0 #Hidden Obsolete Gear Opacity Show #~Rares - High Level Bases Rarity Rare ItemLevel > 81 DropLevel > 65 Class "Helm" "Boot" "Glove" "Body" Shield SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show #~Rares - High Level Bases Rarity Rare ItemLevel > 81 DropLevel > 66 Class Bow One Two Claw Sceptre Stave Wand SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show #~Rares - High Level Bases Rarity Rare ItemLevel > 81 BaseType "Kris" "Astral Plate" "Imbued Wand" "Ambusher" "Maelstr" "Vaal Axe" "Fossilised Spirit Shield" "Thicket Bow" SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show #~Rares - High Level Bases Rarity Rare ItemLevel > 74 DropLevel > 65 Class "Helm" "Boot" "Glove" "Body" Shield SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show #~Rares - High Level Bases Rarity Rare ItemLevel > 74 DropLevel > 66 Class Bow One Two Claw Sceptre Stave SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show #~Rares - High Level Bases Rarity Rare ItemLevel > 74 BaseType "Kris" "Astral Plate" "Imbued Wand" "Ambusher" "Maelstr" "Vaal Axe" "Fossilised Spirit Shield" "Thicket Bow" SetTextColor 255 255 119 255 #High Level Rare Text SetBackgroundColor 0 0 0 254 #High Level Rare Background SetBorderColor 40 80 30 255 #High Level Rare Border Show ItemLevel >= 75 Quality >= 15 Rarity = Rare Class "Bow" "Two" "Stave" "Helm" "Boot" "Glove" "Body" SetTextColor 255 255 119 #Regal Recipe Text SetBackgroundColor 0 0 0 254 #Regal Recipe Background SetBorderColor 40 80 30 #Regal Recipe Border Show ItemLevel >= 75 Rarity = Rare Class "Ring" "Belt" "Amulet" SetTextColor 255 255 119 #Regal Recipe Text SetBackgroundColor 0 0 0 254 #Regal Recipe Background SetBorderColor 40 80 30 #Regal Recipe Border Show #~Rares - Mid Level Bases Rarity Rare ItemLevel > 59 ItemLevel < 75 DropLevel > 65 Class "Helm" "Boot" "Glove" "Body" Shield SetTextColor 255 255 119 255 #Mid Level Rare Text SetBackgroundColor 0 0 0 254 #Mid Level Rare Background SetBorderColor 70 20 50 #Mid Level Rare Border Show #~Rares - Mid Level Bases Rarity Rare ItemLevel > 59 ItemLevel < 75 DropLevel > 59 Class Bow One Two Claw Sceptre Stave SetTextColor 255 255 119 255 #Mid Level Rare Text SetBackgroundColor 0 0 0 254 #Mid Level Rare Background SetBorderColor 70 20 50 #Mid Level Rare Border Show #~Rares - Mid Level Bases Rarity Rare ItemLevel > 59 ItemLevel < 75 BaseType "Kris" "Astral Plate" "Imbued Wand" "Ambusher" "Maelstr" "Vaal Axe" "Fossilised Spirit Shield" "Thicket Bow" SetTextColor 255 255 119 255 #Mid Level Rare Text SetBackgroundColor 0 0 0 254 #Mid Level Rare Background SetBorderColor 70 20 50 #Mid Level Rare Border Show ItemLevel >= 60 Quality >= 15 Rarity = Rare Class "Bow" "Two" "Stave" "Helm" "Boot" "Glove" "Body" SetTextColor 255 255 119 #Chaos Recipe Text SetBackgroundColor 0 0 0 254 #Chaos Recipe Background SetBorderColor 70 20 50 #Chaos Recipe Border Show ItemLevel >= 60 Rarity = Rare Class "Ring" "Belt" "Amulet" SetTextColor 255 255 119 #Chaos Recipe Text SetBackgroundColor 0 0 0 254 #Chaos Recipe Background SetBorderColor 70 20 50 #Chaos Recipe Border Show Rarity = Rare Class "Bow" "Two" "Stave" "Helm" "Boot" "Glove" "Body" "Quiver" "Wand" "Shield" "One" "Stave" "Claw" "Dagger" "Sceptre" SetTextColor 230 230 107 230 #Rare Text SetBorderColor 0 0 0 #Rare Border 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 Last edited by Antnee on Sep 10, 2016, 8:13:33 AM
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Antnee a quick notice, from the pictures you linked Siege Axe is not highlighted and it has the maxixum potential raw dps achievable for 1h axes (up to this day both for physical and elemental dps).
I can make you a list for every single weapon category if you would like. Showing best bases for raw physical dps and best ones for critical later today. Another example for this one is boots. Boots rarely need anything more than a good ms roll and 2 resists to be considered in the 10+ chaos category. Any evasion, armour or hybrid ar/ev base for example with droplevel 40+ and ilvl 60+ can be usefull in the endgame, while the same is not true for pure ES or hybrid es. Almost the same as above applies to gloves too. But since gloves dont have a mandatory affix (like ms for boots) their bases haave a higher role in the final item. To be honest i havent tried the new filter and i wont do until later, jut wanted to mention these. Regards. Inundated with cockroaches, I am
https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions | |
" 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 | |
Weapons
t1p = best possible theoritical physical dps
t2p = second best -//- -//- Maximum raw phys dps achievable t1e = best possible theoritical elemental dps Maximum raw ele dps achievable t1crit = best critical chance base for physical dps Optimal combination of good crit base + high raw phys t1cast = best possible option for casting purposes t1u = Utility options (pen/aoe/bleed/block/dodge etc) Numbers show the minimum level the items are possible to drop Claws : Imperial Claw 68 (t1p-t1e) Hellion's Paw 62 (t2p) Gemini Claw 72 / Eye Couger 64 both (t1crit) Daggers : Ambusher 60 (t1p-t1e) Imperial Skean 66 (t2p-t1crit) Kris 64/47/24 (t1cast) Sai 70 (t1u) 1h Axes : Siege Axe 59 (t1p-t1e-t1crit) Infernal Axe 69 (t2p) Runic Hatchet 71 (t1u-t1cast) 1h Maces : Behemoth Mace 70 (t1p-t1e-t1crit) Nightmare Mace 68 / Legion Hammer 62 (t2p-t1u) Sceptres : Karui Sceptre 56 (t1p-t1e) Opal Sceptre 60 (t1crit) Sambar Sceptre 70 (t1cast-t1u) Wands : Imbued Wand 59 (t1p-t1e) Prophecy Wand 68 (t1crit) Profane Wand 70 (t1u-t1cast*) *when cast speed >spell damage Thrusting Swords : Spiraled Foil 64 (t1p-t1e) Jewelled Foil 68 (t2p) Vaal Rapier 66 (t1crit) *Since ascendancies and newer uniques where implemented Dragoon Sword 72 was rendered obsolete while before it could be considered (t1u or even almost t1crit+t1u) 1h Swords : Tiger Hook 70 (t1p-t1u-t1crit) Corsair Sword 58 (t2p-t1e) 2h Swords : Exquisite Blade* 70 (t1p-t1crit-t1u) Lion Sword 65 (t2p-t1e) *by far the best 2h sword base 2h Maces : Coronal Maul* 68 (t1p-t1crit-t1u) Meatgrinder 63 (t2p) *by far the best 2h mace base 2h Axes : Vaal Axe 64 (t1p) Fleshripper 70 (t2p-t1crit) Staves* : Lathi 60 (t1p) Imperial Staff 66 (t1crit) *Staves are in a very weird spot and anything works for casters with the right mods. While its almost futile to search/highlight anything for physical. Eclipse 70 is (t1cast) due to the global crit chance and Maelstrom 64 is (t1u) because it has 18% block chance. Staves as they are atm are not worth any extra highlightning at all. Seriously. Bows : Maraketh Bow 71 (t1p-t1u*) Thicket Bow 56 (t1e-t2p-t1u*) Harbinger Bow 68 (t1crit**) *Maraketh offers ms and at higher levels ms = clear speed. Thicket offers best possible AS for bows and is at least t1u for two bow builds. **Decimation Bow 53 should also be highlighted when dropped as rare, it can reach the exact same crit chance as his big brother and their dps differ only by 37 with best rolls possible.
Helmets
Numbers show the minimum level the items are possible to drop t1=best base possible Armour based : Royal Burgonet 65 (t1) Eternal Burgonet 68 (t2) Ezomyte Burgonet 60 (t3) Evasion based : Lion Pelt 70 (t1) Sinner Tricorne 64 (t2) Silken Hood 60 (t3) Energy Shield based : Hubris Circlet 69 (t1) Mind Cage 65 (t2) AR/EV hybrids : Nightmare Bascinet 67 (t1 ar<ev) Pig-Faced Bascinet 63 (t1 ar>ev) Fluted bascinet 58 (t2 ar=ev) AR/ES hybrids : Praetor Crown 68 (t1->t2 ar & t1 ES) Prophet Crown 62 (t1->t1 ar & t2 ES) Bone Helmet 75 (t1-> t2 ar & t2 ES & Implicit) EV/ES hybrids* : Deicide Mask 67 (t1->t2 EV & t1 ES) Vaal Mask 62 (t2->t1 EV & t2 ES) *The difference in evasion between the two is minimal while the ES can be noticeable. Thats why vaal mask is not considered t1. Hope the lists help a bit (and not confuse, explanation/expression might suck). I figured there's no need for shields/boots/gloves/body armours (might be in the future). In the weapons category all should be equally extra highlighted, in the helmet one all t1 should have a slightly different extra highlight that t2 or t3, all though (t1/t2/t3) should have a clear indication that are in the upper bracket of bases. Another idea for highlightning to still have a meaning, tone down the font/backround of items not mentioned (like the ones showcased in the recent images) even more (a bit more opaque/grey than the recent images you linked). Implement the extra highlighting only for every t1 helmets/gloves/boots (since they are 4slot items and im confident you have already divided gloves/boots to tiers) and keep the vanilla rare highlighting for the weapons i mentioned plus the t2 and t3 helmets (and gloves/boots if you divided them in tiers) and the more valuable/usefull body armours and shields. Just an idea. Anyway i'm gonna fire up PoE and the filter right now. Keep up the good work man, by far the most relaxing, eye pleasing, non-intrusive and classy filter of them all. Inundated with cockroaches, I am
https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions | |
Just noticed that with the current version (2.4.5) some rares are completely hidden. Rare conjurer boots and rare engraved hatchet were hidden like other trash magic and common items. Pressing alt showed them but with small font, just like trash.
While this might be somewhat helpfull, those items are great for chaos/regal recipies. Is it intended that they are completely hidden? Shouldnt just their backround be greyout out and opaque? Inundated with cockroaches, I am
https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions | |
"This is intended, and only takes effect at level 75 and up, and only affects gear lower than DropLevel 58. It's very easy to disable this feature; just delete or comment out the first block in the rares section. Alternatively, you could adjust the number down to be more "loose" with what gets hidden. Graying out/making something translucent while still being shown is really very distracting (I experimented with it...), and moves the filter further towards the "rainbow vomit" end of the spectrum than I'd like. This is also why I'd rather not have "tiers" of rare highlighting by default. It ends up becoming something like this: Rares are yellow with no border. But good rares are bright yellow with a faint border. (This is where we are now) Really good rares are bright yellow with a bright border and a large font. Really Really good rares are bright yellow with a bright border and a large font and a bright background color. ...and now we have rainbow vomit. See what I'm sayin? I've no problem with helping people to make their version something like that if they'd like, but it's not something I'd want to distribute to everyone. 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 Last edited by Antnee on Sep 10, 2016, 12:21:26 PM
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I recently added new Jewelry smartblocks in the 001k (just after the ItemLevel < 8 case & before the ItemLevel < 69 one). I did this to avoid the new Atlas Jewelry to be hidden when the itemlevel is above 68 and below 83 (T1).
Spoiler
Show #Jewelry (Atlas) - Magic
Rarity Magic Class Ring DropLevel > 79 Show #Jewelry (Atlas) - Normal Rarity Normal Class Ring DropLevel > 79 Show #Jewelry (Atlas) - Magic Rarity Magic Class Amulet DropLevel > 73 Show #Jewelry (Atlas) - Normal Rarity Normal Class Amulet DropLevel > 73 Show #Jewelry (Atlas) - Magic Rarity Magic Class Belt DropLevel > 77 Show #Jewelry (Atlas) - Normal Rarity Normal Class Belt DropLevel > 77 Anyway, GG on the 2.4.5/6 for the better 75+ rares & High Level Bases filtering. Last edited by hondana on Sep 14, 2016, 5:24:49 PM
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