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FAQ

Why is there no import item function?

There was at one time an import item function, but it was disabled as it was considered too unreliable. I might work again on it in the future but the bulk of the problem is that the text output from an in-game copy paste groups similar mods together and hybrid mods are broken down on seperate lines which makes interpreting them and multiple mods that affect the same thing really difficult. Legacy mods are also an issue as there is no correspondance to find within the current dataset. If someone has found a way to reliably parse item data fully please let me know.

 

Why is there only one affix column (G1) and why can't I make more appear?

You are most likely in a crafting method that does not allow for more than 1 prefix and 1 suffix like alteration mode. Affix columns (G1/G2/G3) are managed automatically and will range from 1 to 3 depending on your selection. In the case of a setup that would result in a magic item, there will only be 1 column. In the case of a setup that would result in a rare item, there will be 3 columns maximum (2 on a jewel base). 

Why can't I have more than one affix column in alt+aug+regal mode?

The alt+aug+regal mode will only have one column but the difference is the tool will consider any combination of 3 affixes within that column (with a maximum of 2 prefixes or 2 suffixes) as a success. For example, if you have 2 prefixes and 2 suffixes set up, it will consider each of the following a success : P1+P2+S1, P1+P2+S2, P1+S1+S2 and P2+S1+S2. A column called REQ is available when in this mode which allows for the specification of one mandatory affix.

 

Why can't I select fossil mods?

Fossil mods were almost all removed from fossils in 3.10 and moved to different influenced bases. The only fossil specific mods remaining are the ones related to faceted fossil. If you are trying to find where a mod has been moved used the search for affix box on the homepage.

 

How is sanctified fossil applied?

The current way it is applied has been extrapolated from an in-game testing session done by Sectoidfodder of Theorycraft with a dataset of 1000 entries. It is applied by modifying the weight of each tiers of a modifier with the current formula : weight+(weight*((tierlvl-40)/100)). As such, a tier that is lvl 1 would get 39% of its weight removed while a tier that is lvl 86 would get 46% of its weight added. There is still an assumption part in applying it this way but for the time being this seems like the closest evaluation that can be made in regards to the dataset.

 

How are catalysts applied?

Catalysts modify the weight of modifiers they affect by 1% per quality on the item to a maximum of 20%. Their effect in regards to Orbs of Annulment is the same but the different is every eligible modifier has the same base chance of being removed by the orb, so a virtual weight of 1000 is applied to each of them after which the corresponding percentage is removed from matching modifiers.

 

How is bulk pricing applied?

For the time being bulk pricing are fixed modifiers applied to the single prices. They only affect fossils, resonators, catalysts and beasts. Here is the breakdown of how it is applied : 

  • Fossils and resonators (League) : +0-100% premium from 1-50 quantity.
  • Fossils and resonators (Standard) : +0-200% premium from 1-50 quantity.
  • Catalysts : +0-100% premium from 1-50 quantity.
  • Beasts : +0-50% premium from 1-50 quantity.
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