Should a divine orb be more valuable than a exalted orb?

First of all it is my opinion here and I‘m open for other ideas :D

Based on my knowledge the drop rate of a divine and an exalted orb is almost identical. The reason why a divine costs more chaos in the current trade league than an exalted is because there are no divine shards and a divine is used more often.

This league is special in many different ways. I thought alot about the divine orb and wanted to share this. And I am interested in the opinion of other people whether it makes sense to them that a divine is more „valuable“ than an exalted orb. Valuable has here two different meanings. First currencys are related to how good their ability is to craft/change something on piece of equipment related to their drop chance and how often it is used. This defines more/less the price in trade. So there is clear correlation between seldom drop rate and increasing trade prices.

What that means is that if a currency for example an exalted orb augments a rare item with a new random modifier which is pretty powerful (endgame crafting) therefore the drop rate is low. An orb of augmentation which can augment also but only a magic item with a new random modifier the drope rate therefore is much higher.
This leads me to the divine orb which does not augment but reroll the values of the existing modifiers.

With an equivalent amount of chaos at the moment (kalandra league) it is possible to buy almost 12x times more exalted orbs than one divine orb.
This makes no sense for me. I’m thinking also about SSF or SSF HC in which I obtained alot of divine orbs by selling 6-links to vendors. With this method i could fix my bad rolled rain of splinters (only one modifier, 30-50% reduced damage). And for me to reroll those values has nothing to do with endgame crafting. Grinding multiple certain uniques (like rain of splinters/ brass dome/ carcass jack) seem unrealistic to me to obtain one which is good rolled.

I think the divine orb should be more common or obtained also trough 20 divine shards. When you find a brass dome in SSF and it is not max rolled you actually think about reroll your Brass dome instead of saving your divines to crafting your bow because you now require also divine orbs for certain crafts at the crafting bench.

What are you guys thinking about the topic let me know.

Last bumped on Nov 2, 2022, 9:45:15 AM
First of all, I just argue from the viewpoint of Trade SC, as all other more restricted mods are a personal choice.

There were a LOT of bad changes in 3.19, the swap from exalts to divines was in my opinion actually a good one.
Reason is very simple: while in theory the exalted orb should hold more value in regards to its functionality, in the past he didn't due to how big an investment a slam was. Now, with far lower value, people are way more incentivised to use exalted orbs for crafting rather than trade it. And since most items have such a variety of modifiers in general, as well as tiers how they can roll, it's still very gambly to just throw an exalted orb on items rather than for example multimod.

As for divines, now that they are worth a lot very well rolled unique items actually are worth something. And I am not only talking t0 items, you can get up to half a divine for rather common but useable items if you hit close to perfect rolls. That is a big win for me.

What I personally would like to see is a change to the exalted shard recipe so that influence sets give divine shards. This helps economically weaker players to have a fairly easy way to work their way towards some divines.
I would also like to see the shards being dropped from harbingers, as this mechanic is in desperate need of some kind of buff due to the far lower value of exalted shards. Right now it's not at all competitive with other mechanics.
Thanks for your opinion.

I‘m totally agree on you with the divine shards.
I‘m sure there will be some adjustments :)
"
Vennto wrote:

There were a LOT of bad changes in 3.19, the swap from exalts to divines was in my opinion actually a good one.
Reason is very simple: while in theory the exalted orb should hold more value in regards to its functionality, in the past he didn't due to how big an investment a slam was. Now, with far lower value, people are way more incentivised to use exalted orbs for crafting rather than trade it. And since most items have such a variety of modifiers in general, as well as tiers how they can roll, it's still very gambly to just throw an exalted orb on items rather than for example multimod.

Did you ever craft any item worth more then 20ex? Ex slam is not in crafting equasion at all. Leo slam exists longer then harvest. And still almost nobody used it. Because ex slam is UNEFFICIENT. You roll dice over hundreds of mods. Its exactly opposite to crafting process, which target is to maximally reduce mod pull.

Ex slam is very niche. You need decent not corrupted item with full pref/suff and TWO empty mods (one for bench ofc). Moreover, market will adjust instantly, and not slammed items will cost more. If you have 2/2 item you will use eldrich ex. If you actually "crafting" you will use aisling or target reroll (because when crafting you expect concrete result).
You can slam jewels, but not any. You still need decent base to justify 15c gamble.


"
Vennto wrote:

As for divines, now that they are worth a lot very well rolled unique items actually are worth something. And I am not only talking t0 items, you can get up to half a divine for rather common but useable items if you hit close to perfect rolls. That is a big win for me.

You contradict yourself. Good roll uniques are rare. And good good roll uniques even more rare. Plus GGG already adjusted unique rarity: Solution: Reduce the number of unique items dropped throughout the game. Rebalance a large number of unique items to make them much more distinctive and exciting https://www.pathofexile.com/forum/view-thread/3293287#rebalanceofuniqueitems. So all price increases nuked by rarity.

And what you lose with div swap? Lets assume you alch and go farm "golden classic" delirium tropicals.
3.18 in 100 maps you get: 2ex and 2div drop, 3 scouts, 6div from strongboxes and 18ex shards from harbingers. Total: 2x180 + 2x16 + 3x150 + 6x16 + 0.9x180 = 1100c
3.19 in 100 maps you get: 2ex and 2div drop, 3 scouts, 120fus from strongboxes and 18ex shards from harbingers. Total: 2x16 + 2x200 + 3x13 + 120x0.2 + 0.9x16 = 509.4c
1100 - 509.4 = -590.6c Seems like very big loss to me.
The thing one of the reasons that they did this switch is to make exalted orb more usable

people didn't exalted slam items before because syndicate leo and harvest aug random existed, idk why this isn't mentioned more

I exalted alot of jewels/rings before but only used the cheaper method ofc
"
shadow_rps wrote:
Did you ever craft any item worth more then 20ex? Ex slam is not in crafting equasion at all. [...] Because ex slam is UNEFFICIENT. You roll dice over hundreds of mods. Its exactly opposite to crafting process, which target is to maximally reduce mod pool


This. Ex slamming has almost no value, except if you get lucky on some niche items. The mod pool you are drawing from is waaaaaaay too big.

Imagine having an nice item with 5 T1 mods on it, then Ex slamming for a T9 accuracy or life gain on hit...

So, yes, the Ex Divine swap makes sense, especially when combined with rarer (and maybe meaningful) unique items.
"
shadow_rps wrote:
"
Vennto wrote:

Spoiler
There were a LOT of bad changes in 3.19, the swap from exalts to divines was in my opinion actually a good one.
Reason is very simple: while in theory the exalted orb should hold more value in regards to its functionality, in the past he didn't due to how big an investment a slam was. Now, with far lower value, people are way more incentivised to use exalted orbs for crafting rather than trade it. And since most items have such a variety of modifiers in general, as well as tiers how they can roll, it's still very gambly to just throw an exalted orb on items rather than for example multimod.
Spoiler

Did you ever craft any item worth more then 20ex? Ex slam is not in crafting equasion at all. Leo slam exists longer then harvest. And still almost nobody used it. Because ex slam is UNEFFICIENT. You roll dice over hundreds of mods. Its exactly opposite to crafting process, which target is to maximally reduce mod pull.
Ex slam is very niche. You need decent not corrupted item with full pref/suff and TWO empty mods (one for bench ofc). Moreover, market will adjust instantly, and not slammed items will cost more. If you have 2/2 item you will use eldrich ex. If you actually "crafting" you will use aisling or target reroll (because when crafting you expect concrete result).
You can slam jewels, but not any. You still need decent base to justify 15c gamble.

Yes, tons - and thats not the area where exalt-slams would come into play. Due to their random nature in most cases you could use them on items before you attempt for 4-5 perfect mods. Before the exalt was worth more than the item probably, that was the whole point of my argument. Now you can invest it for a basic improvement, and maybe get lucky with a bigger buff than expected.


"
shadow_rps wrote:
Spoiler
"
Vennto wrote:

As for divines, now that they are worth a lot very well rolled unique items actually are worth something. And I am not only talking t0 items, you can get up to half a divine for rather common but useable items if you hit close to perfect rolls. That is a big win for me.

You contradict yourself. Good roll uniques are rare. And good good roll uniques even more rare. Plus GGG already adjusted unique rarity: Solution: Reduce the number of unique items dropped throughout the game. Rebalance a large number of unique items to make them much more distinctive and exciting https://www.pathofexile.com/forum/view-thread/3293287#rebalanceofuniqueitems. So all price increases nuked by rarity.

I don´t know how you read a contradiction in it - most unique items lost their value faster than anything in a new league. Now if you get good rolls they hold their value longer, as its not feasable anymore to just throw like 4-5 divines onto them like before.

"
And what you lose with div swap? Lets assume you alch and go farm "golden classic" delirium tropicals.

That was never part of the initial argument.
I get your points but..

So I was thinking not about a random ex slam rather:

i.e 2 suffixes 1 prefix then block suffix. 2x ex slam and if bad modifiers
prefixes cannot be changed and use an orb of scouring.
Repeat…

But atm when even random ex slam are worthless and crafts in the bench costs now divines why is the exalted orb still existing? I think the function of this rare currency has to changed like others here have already suggested.

Also extremly good rolled unqiues atm do not represent the value which they really would have if you want to rolled yourself.

But thanks to your inputs I see it from an other perspective :)

No they shouldn't, I also don't think they should work on uniques.

Exalts are currently correctly valued for how often they produce a worthless result/crafting bench, 20c is about right.

Divines are tied to metamods though which is what sets the base price and here is where they shoulda just moved to a different drop currency all together IMO the game needs divines to some degree its fun gear iteration.

The current version doesn't really bother me though and I still think the biggest reason they did it was to render all the exalt fragments/card sources obsolete.
I definitely used Divine Orbs before the change. I only used one Exalted Orb after the change; for the challenge.

I personally hate the change.


^ All from natural drops. Nothing to do with them except maybe trade for a couple Divines I suppose. For me, mostly just meh.
Thanks for all the fish!
Last edited by Nubatron#4333 on Oct 31, 2022, 10:26:38 AM

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