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NeverSink's itemfilter - version 8.5.3 - Archnemesis Finetuning and Eco-Update

05 Mar 22:17
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NeverSink's itemfilter - version 8.5.3 - Archnemesis Finetuning and Eco-Update

  • Fine-tuned endgame flask highlight and strictness a little bit. It's a bit tricky to end up with a distribution that works well for most strictnesses and use cases here, but I think we're getting there. Added back quality requirements for high level life/mana flask to prevent them spamming lower strictnesses.
  • Fragment splinter tiering has been entirely reworked. It now only has 2 tiers instead of 3 and these are economy tiered.
  • Improved the eco-tiering of stacked currency shards by making it more precise. Previously, the algorithm was using the base price of the orb, divided by 20 to get the shard price and added a very minor value ('click value' for saving time by clicking a stack instead of a single item) per stack size to calculate the stacked currency price. This algorithm was working great for normal orbs, but for shards some orbs have dropped so much in price, that the "time saving click value bonus" was exceeding the full orb price (looking at you orb of binding). This could cause 6 binding shards to be valued higher than a single orb of binding. This is now corrected.
  • Adjusted the tiering algorithm for divination cards a bit.
  • Reduced highlight for T5 currency divination cards on strict.
  • Moved amethyst ring base from T2 rare to T1 rare.
  • ID Mod Section: Improved identified mod filtering sections for ES helmets and caster weapons.
  • ID Mod Section: Spellslinger Wands - increased tier requirements.
  • ID Mod Section: BodyArmour 2x Defense + 4x Aux - enforced "corrupted false" status.
  • ID Mod Section: Added new Body Armour Recipe: 2x Defense + 1x Life + 4x Aux (any corrupted state).
  • Unique timeless and large cluster jewels (voices) have been moved from T1 to T2. They are still brightly notified on all strictnesses, but most of them don't warrant the T1 notification anymore due to their plummeting price.
  • Adjusted some edge cases where the unique tiering has been placing items into the "T3" tier, instead of the "T4" tier (such as Bramblejack).
  • Alchemy tier currencies lose their highlight (sound, icon, beam) on uber-strict, but are still visible. They're hidden on uber-plus strict, same as before.
  • Hollowpoint Arrowhead is now correctly classified as the T2 heist tool, instead of Fragmenting Arrowhead.
  • Loreweave recipe now overrides T3 rings highlight.
  • The internal structure of the filter is now correctly enumerated. Thanks to LordBlick for notifying us of that. This has no gameplay impact, but improves code readability and fixes bug in filterblade's advanced screen.

NeverSink's itemfilter & FilterBlade - version 8.5.2 - HOTFIX

03 Mar 00:53
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filter adjusted to work with stealthy name change with new patch.

NeverSink's itemfilter - version 8.5.2 - Archnemesis Second Eco-Update Latest

17 Feb 19:37
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  • The reports section has been removed and all reports have been merged into the general currency tiering. They are now tiered based on the ingame economy.
  • Orb of Concflict and all of the new eldritch currency is now tiered based on the ingame economy. Certain items have been added to stacked currency tiering as well
  • Added a new tier for expensive fated uniques (currently only asenath's chant). Fated uniques are now detected by their "identified+uncorrupted" state (this is 99% accurate, there are very few exceptions where it will missmatch). This allows filtering them out much more precisely.
  • Added a new section that highlights only itemlevel 86+ atlas bases (normal-rare) that have a price of 10+ chaos (simple matching) based on the current economy. This section right now highlight bone helmets, convoking wands, vermillion rings and sacrificial garbs
  • The "good" eldritch rare drops are now limited to T1 gloves and boots and T1 helmets (though only non-hybrid helmets), as those items seem to be the one with the most powerful implicits (armours have powerful implicits as well, but 6linking is an expensive process). Their highlight has been reduced as well.
  • Eldritch rares strictness has been increased. Very strict now hides all "random" eldritch items. Uber strict hides all eldritch items (unless tier 5+).
  • Reworked and vastly simplified the high level utility flask section. It now ignores quality (you can afford 4glassblowers if you're running lvl86 maps), highlights a larger diversity of utility flasks and is way easier to edit.
  • Moved convoking wands from T2 crafting items to T1 crafting items.
  • Retiered all economy sections ( currency.generic, fragments.generic, gems, divination, uniques.maps, currency.fossil, uniques.generic, basetypes, currency.incubators, currency.prophecy, fragments.scarabs, currency.oil, currency.vials, currency.deliriumorb, exotic.invitations... )

NeverSink's itemfilter - version 8.5.1 - Archnemesis First Eco-Update

07 Feb 21:51
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  • Split the archnemesis section into 3 separate sections - reagents, special, results. The special section currently only contains "oppulent". I don't want to force a specific playstyle upon the players. However, they can now easily tier the structure on filterblade.
  • Retiered all economy sections ( currency.generic, fragments.generic, gems, divination, uniques.maps, currency.fossil, uniques.generic, basetypes, currency.incubators, currency.prophecy, fragments.scarabs, currency.oil, currency.vials, currency.deliriumorb, exotic.invitations... )
  • Added +1 arrow (quiver), +1 to certain/all skillgems (amulets), +X to max res (shields), +bow damage and higher tier cast speed mods into the identified filtering module
  • Added section to highlight any amulet with +1 to all skillgems (rare, identified, non-corrupted), might stricten it up for now
  • Added section for anointend amulets (non-corrupted) for the new atlas node
  • Added automatic tiering for the new eldritch orbs (Chaos/Annul/Ex). They're not allowed to drop below normal chaos tier
  • Intentionally did not add auto-tiering to the eldritch ichors yet. The economy data is not ready for those yet.
  • Added tiering meta-data to the new uniques and divination cards
  • Introduced more EV and EV/ES shields into the endgame crafting section. Ensured that the endgame crafting section has at least one basetype for each slot/defense combination
  • Increases strictness for the eldritch base tiering a bit. Will iteratively further stricten it.

[LOOTFILTER] NeverSink's itemfilter & FilterBlade - version 8.5.0 - Siege of the Atlas + Archnemesis + InfluencedBases Rework/Autoupdate/Mass improvements Latest

05 Feb 10:05
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[LOOTFILTER] NeverSink's itemfilter & FilterBlade - version 8.5.0 - Siege of the Atlas + Archnemesis + InfluencedBases Rework/Autoupdate/Mass improvements

04 Feb 16:49
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NeverSink's itemfilter - version 8.5.0 - Archnemesis -

NEW STYLE:

  • ABYSS - Strong colors, dark backgrounds, with a lot of greens. Fairly constant font size across all tiers. Very clean. Strong contrasts, value based tiering, colored maps. It's like a lovechild of Elder and Gaia styles.

3.17 INTEGRATION:

  • [IMPORTANT] Removed prophecy. Added special treatment for atlas-boss-dropped-fated-items (read below)
  • [IMPORTANT] Introduced Archnemesis. Currently, it's just one rule highlighting all "reagents" equally. A tierlist will be introduced, once we know the names and more data. These are currently unhidable by the game.
  • Added all new currency items, invitations, fragments, voidstones [...]
  • Added a tierlist for reports.
  • Introduced new quivers into the filter
  • Added and tiered all known divination cards. Unknown divination cards go into the "new-card" tier
  • Reviewed the early game state of all uniques and divination cards. Improved tiering.
  • Integrated exarch/eater influenced items into the filter. The tiering is temporary and very "generous" in terms of strictness, until we know more.
  • Added a special section for the exarch/eater items for basetypes that lack implicits, but have very high base stats (such as Glorious Plate).

NEW FEATURES:

  • [IMPORTANT] Not all uniques in 3.17 are known. New or unknown new uniques will be added to the filter in the first economy update. I don't recommend hiding any uniques during the first days until we know all the new bases!
  • [IMPORTANT] Added a new section for uniques with a blue border/star (same appearance as jewels) for previously fated uniques that only drop from atlas map bosses.
  • [IMPORTANT] Reworked the entire logic for influenced item tiering. It should be easier to edit and hopefully a bit more accurate. Rebalanced all itemlevels levels, changed the way prices are checked vs realism (system is better at detecting things like: 10000c shaper Iron Staff being a bogus price), added 3 hardcoded common tiers. You should not lose any changes on filterblade, but I personally recomend resetting this section to defaults.
  • [IMPORTANT] 20+ quality vaal gems that are either expensive already or are worth leveling are now highlighted
  • [IMPORTANT] Implemented economy-based currency tiering for currency-shards.
  • Added economy tiering for 9/10/11 sized large cluster jewels (8/12 were already handled). This helps detecting second tier, yet super expensive jewels like 11 node large minion jewels that are still worth 2ex.
  • Introduced a whole bunch of improvements to increase the accuracy of the economy based tiering. Also retiered all items based on that system. This affects all ~25 tierlists (uniques, currency...)
  • Introduced the new quivers and attempted to retier quiver bases.

MAJOR FILTERBLADE FEATURES:

  • FilterBlade now relies on an updated poe database. It will now accurately show item stats, implicits, explicit modifiers etc.
  • FilterBlade sortable lists have been completely reworked. This is part of a larger overhaul to increase stability and performance of systems
  • We recently released a filterblade auto-update feature: https://www.youtube.com/watch?v=i8RJx0s0zsA . Spoiler: awesome feature, but costs us a ton, so as of now - not free. It's a neat way to support us and get something out of it. I'm a bit ashamed and worried about promoting something paid (for the first time in 7 years), but it might be a road to becoming a full-time tool dev, which would be a dream come true.
  • Ctrl+clicking or rightclicking on filterblade is now much more powerful. It can detect rules that are disabled but would highlight the item.
  • Removed the command builder. It tended to create problems within savestates with hundreds of changes and was costing a ton of additional development time.

MISC:

  • Improved essence-modded item highlight
  • Reviewed the rare tiering and resorted it based on probable skill and defense usage. This adds a lot of focus to things like ar/ev bases, claws and other things that were a bit underrepresented before
  • Adjusted chancing bases, early crafting bases, endgame crafting bases etc. as part of this process
  • Further improvements to identified mod tiering.
  • Slightly changed the color used for archer-items while leveling to make it less confusable with flasks.
  • Removed perfection (variable defense) for influenced items. High perfection items were picked up by default influenced rules anyway, low drop level perfect items did not matter. This section was nearly 100% redundant. It did confuse everyone though.
  • Reduce the strictness on high level flask highlight
  • Finetuned the economy tiering strategy for alt.quality gems
  • Minor structural improvements to all tierlists in the filter and massively reworked the handling of tierlists on filterblade.
  • Changed the sound of all low tier uniques
  • A ton of small changes and minor improvements to improve consistency, such as fixing border colors on certain styles, improving tiering for exotic cases etc.

NeverSink's itemfilter - version 8.4.1 - Finetuning and endless delve prep

03 Dec 17:20
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NeverSink's itemfilter - version 8.4.1 - Finetuning and endless delve prep

MAJOR GOALS:

  • Improve some odds and endless
  • Adjusted strictness a bit more
  • Prepare filterblade for endless delve

MISC CHANGES:

  • Updated all 24 economy-based tierlists such as uniques, divination cards etc.
  • Added a new section for stacked (3+) sacrifice fragment drops
  • T4 uniques (cheapest uniques) are now hidden on very strict instead of uber strict
  • T3 uniques (uniques with value in the 2-5c area with average rolls, that either rarely or barely sell) are now hidden on uber strict instead of uber plus strict
  • The lowest tiers of heist gear are now hidden on very strict (t1/t2 are still seen). Further strictness changes incoming.
  • More fractured items are now highlighted by class, but the highlight intensity has been reduced. Strictness adjusted.
  • Added 2 additional rules to highlight abyss jewels of itemlevel 86+
  • Did some minor adjustments to the tiering of unniques

NeverSink's itemfilter - version 8.4.0 - Strictness and ID-Mod Filtering overhaul

16 Nov 15:47
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NeverSink's itemfilter - version 8.4.0 - Strictness and ID-Mod Filtering overhaul

MAJOR GOALS:

  • Establish a solid strictness progression with "very strict" being for comfortable farming for well equipped characters in the league endgame.
  • Rework identified mod filtering to be more flexible and reliable highlight rares of interest (this only works with non-influenced explicit mods, not implicits/corruptions). Additional modules will be added in the future to expand it's functionality.
  • Polish up existing sections and economy tiering for scourge-league long-term.

STRICTNESS CHANGES:

  • [IMPORTANT] Strictened up all versions of the filter significantly with the focus of making "very strict" a solid allrounder setup for the endgame. Due to the number of changes the changes below might not be 100% complete, but should outline the most important differences
  • [IMPORTANT] Every single rule in the filter (except the leveling section) has been reviewed and it's strictness adjusted if necessary.
  • [IMPORTANT] All "generic" rare gear with the exception of T1 amulets/rings is now hidden on very-strict.
  • [IMPORTANT] The "perfection-based-highlight" is now changed to itemlevel 86 instead of 85 and it's strictness adjusted as well
  • [IMPORTANT] Significantly increased the strictness for filtering leveled gems
  • [IMPORTANT] Slightly adjusted strictness for all currency with the focus of normalizing strictnesses.
  • [IMPORTANT] All scourged items are hidden even earlier. Scourged items are now hidden on higher strictnesses instead of disabled to prevent them to "Leak through" into regular rares. This is much more intuitive and simpifies filterblade editing.
  • [IMPORTANT] Uber strict now hides all cluster jewels that didn't get picked up by the economy-based cluster jewel tiering, except 8-node jewels.
  • [IMPORTANT] Random influenced items are now hidden on very strict filters (instead of uber strict). This excludes economy tiered items, jewellery, special bases etc.
  • [IMPORTANT] Strict now hides small stacks (less than 5) of wisdoms/portals
  • [IMPORTANT] Very strict now hides large stacks of wisdoms/portals (less than 10)
  • [IMPORTANT] Many sections lose their notification (mapicon, beam, sound) on very strict, but are still shown, such as 6S items and trashy uniques, to minimize distractions
  • All chancing bases are now hidden on semi-strict
  • T2 veiled items are now hidden earlier on uber+ strict.
  • Slightly strictened low tier oil highlight.
  • Trash divination cards are hidden even earlier (semi-strict)
  • Uber strict now hides more veiled items
  • Very strict now hides large/random veiled items
  • All incursion items that don't create "strong" combinations are now hidden on uber+ strict
  • Increased strictness on fractured items
  • Increased strictness on random crafting bases
  • Increased the strictness on the early-league-harvest bases section
  • Increased strictness on high level flasks
  • Increased strictness on rules of items with quality 29-30%
  • Increased strictness of sub-level 82 breach rings

IDENTIFIED MOD TIERING OVERHAUL:

  • [IMPORTANT] All identified mod tiering sections have been completely reworked
  • [IMPORTANT] All items caught by the identified mod filtering now have a faint purple background
  • [IMPORTANT] The system is not perfect. It's also rather demanding of potential item drops. It's not designed to "drop items from inventory and check if they're expensive". It's somewhat finetuned vs corrupted/veiled items. That said it's pretty sophisticated and robust. It'll monitor and improve it over the next updates.
  • Currently supported item slots are: all equipment slots. Flasks and most jewels, are not supported yet.
  • The new system is capable of detecting strong combinations with much higher precision
  • Some sections require more mods/rolls if the item is corrupted.
  • The new system relies on a "core-mod" concept. This means, the system assumes that most ID mod items have some mods that are much more important than other. For instance for boots movementspeed is the core mod. Items need to have a total of 1 coremod and 3-4 aux mods (the coremod being one of them) to be good enough for ID mod filtering.
  • The system is also capable of somewhat compensating. For instance, if you roll a wand with "+1 to fire gems", "30% burn damage" and "30% dot multiplier" (1 core mod + 2 aux mods) the system will match it a a good fire wand. However, if it'll roll +1 to cold gems instead of fire, it'll require 3 aux mods instead of 2 to compensate for the lacking match.
  • The setup is much more maintainable than the old version.

OTHER CHANGES:

  • Updated all 24 economy-based tierlists such as uniques, divination cards etc. (Popquiz: Can you guess all 24?)
  • Extended the gem-tiering with functionality for Empower-class tiering. If they're expensive enough (such as empower/enlighen right now), they'll land in a special tiergroup.
  • Added section for better detection of the new "Squire" unique. I doubt you'll get to see it. The Oppressor shield now lives permanenty in the trash tier though, so this is a buff.
  • Added section for better scourged unique highlight. This way you can observe your -60% global defenses && -2 to all gems bramblejack in all of it's glory
  • Adjusted the aspect-tiering of many divination cards. This gives divination cards a "nudge" into the right direciton, if the economy data is not clear. For instance "The Wretched" will be pushed into a higher tier.
  • Added a separate section for sacrificial garbs for that sweet Shadowstitch krangle action.
  • Added a section for 6 socketed unique highlight.
  • Blight ravaged maps now have the same highlight as blighted maps since their value is "meh".
  • Adjusted talisman section to use the improved identified mod filtering code.
  • Adjusted highlighting for stacked currencies
  • Fixed a bug where stacks of certain splinters were hidden earlier than individual splinters in regards to tiering

NeverSink's itemfilter - version 8.3.1 - BaseDefencePercentile bug-fixes and scourged item handling and eco-adjustments

26 Oct 14:51
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NeverSink's itemfilter - version 8.3.1 - BaseDefencePercentile bug-fixes and scourged item handling and eco-adjustments

PERFECION/BASE-DEFENCE-PERCENTILE FILTERING BUG:

Currently the 3.16 version of the game includes a bug that displays weapons and jewellery ingame with the perfection rating (basedefencepercentile) of 0, instead of 100 as stated in GGG's descriptions ( https://www.pathofexile.com/item-filter/about )

This bug has caused certain items to be hidden, when they should've been shown. This practically mostly affects the highlight of normal/magic atlas-base-jewellery, such as opal rings, vermillion rings, crystal belts etc. Rare versions very still shown consistently, but were given the wrong highlight. To address this issue, I've removed the perfection rating filtering from high level crafting bases.

Perfect influenced and perfect non-influenced selected armours of itemlevel 85+ will still be highlighted correctly with a purple moon.

SCOURGED ITEMS:

Scourged items are way less potent than expected. The vast majority of dropped scourged item drops is sadly not worth using. This is due to dropped items requiring a good explicit roll (without the ability to mastercraft them and improve by conventional methods). On top of that one is often stuck with link and color prblems and the scourged item implicit is usually detrimental to the item usefullness.

Due to this situation as of now, I'm reducing the highlight of all scourged items, hiding them early on lower strictnesses and minimizing the number of "useful scourge" bases in the filter.

ECO-BASED TIERING:

  • Retiered all items to better match the current POE scourge economy
  • Tainted currencies are now economy-tiered by POE.ninja data. They both have single orb and stacked drop tiering
  • Added aspects and handling for different new basetypes and items.
  • Added handling for all the new divinaiton cards
  • Fixed a few bugs for economy based cluster jewel tiering. The filter now attempts to highlight Cluster jewels if they're expensive

NeverSink's itemfilter - version 8.3.0 SCOURGE

22 Oct 16:39
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NeverSink's itemfilter - version 8.3.0 - Scourge League

STRUCTURE:

  • Added Gaia Style
  • Added Necros Style
  • Added Maven sounds to filterblade
  • Added the ItsYoji SLURP sound. You're welcome.

SCOURGE LEAGUE:

  • Added all the new tainted currencies
  • Added the sacred orb
  • Added a tierlist for scourged items
  • Added the unset amulet
  • Introduced all the new uniques to tiers
  • Introduced uber blight maps, uber-emblems and uber-breachstones
  • Added all divination cards

STACKED CURRENCIES (ECONOMY BASED):

  • Completely reworked stacked currency tiering
  • Stacked currency tiers are now economy based
  • Single stacked currencies like alchemy shards and horizons shards have been moved down as a result.
  • For most currencies, there's a 3+ tierlist and a 6+ stack currency tierlist
  • "Supply-Currencies" (wisdom, portals, augments, transmutes, armorers, whetstones) have their own stacked currency tiering, split from the main tiering mechanic (with tiers for 4+/7+/10+ items)
  • The "normal" currency tierlist now treat any items of stacks 1-2 or anything that is NOT listed in the stacked tiers below (for instance all exalted orbs are highlighted by it, no matter the stacksize)

HIGH-LEVEL FLASKS:

  • Introduced a section for itemlevel 82 flasks (best life, mana and utility flasks), itemlevel 84+ flasks (jade, basalt, granite) and itemlevel 85+ flasks (quicksilver)
  • These sections come in two versions quality and non-quality and scale with strictness
  • Deleted the old identified mod flask section due to all modifiers getting krangled by the patchnotes

CLUSTER JEWELS (ECONOMY BASED):

  • Cluster jewels received their own economy based tierlist. This tierlist will be updated every 4 hours, same as all other economy-based tierlist
  • The cluster jewel tiering is only available/activated in filters after 3 days after league start. It's too unreliable and wild before that and mostly based on previous league economy, which is a massive trap in this case.
  • The tierlist attempts to detect expensive clusters with the node size of 2/3/4-5/6/8/12 at levels 68/75/84 using poe.ninja data.
  • The filter generator now cluters the rules in 6 different optimal node configurations, 3 level configurations and 2 pricing tiers
  • Increaed the strictness on cluster jewel filtering due to good jewels being highlighted by the eco-based section
  • Moved the jewel sections lower in the filter to optimize for performance

VARIABLE DEFENSES ADJUSTMENTS (refered to as "PERFECTION" in the changelogs):

  • The variable defenses that roll on items and change the base ar/ev/es/ward values on an item from 0-15% additional percent will be refered to as "perfection" in the changelog
  • Added a new NON-INFLUENCED ONLY section with 3 tiers of armours to detect high level (85+) armours with 99%+ perfection as part of the 3.16 adjustments
  • Added a new INFLUENCED ONLY seciton with 3 tiers of armours to detect high level (85+) armours with 99%+ perfection rolls as part of the 3.16 adjustments
  • Crafting bases now require 66%+ perfection to be highlighted
  • Early league crafting bases now require 66% perfection to be highlighted
  • Added a ton of perfection sliders into filterblade to customize the player requirements

ECONOMY TIERING ADJUSTMENTS:

  • Very slightly lowered the T2 threshhold for uniques
  • Given several divination card the "timeless" property (such as " Arrogance of the Vaal" and "Costly Curio"). This prevents these cards from falling below T3, no matter the economy data to fight pricefixing scenarios.
  • Improved the list of divination cards that receives higher tiering at the start of the league
  • Adjusted the T4 threshhold for oils and fossils to a static of 0.7c (chaos orb threshhold for currency), instead of having an without an ex-dependent component. This results in better tiering in my tests.

MISC:

  • Adjusted rare tiering to compensate for different armour changes
  • Adjusted early crafting bases tiering
  • Adjusted chancing based tiering
  • Introduced a new tierlist for scourged items.
  • Added uber blighted maps
  • Added separated rule for breach rings level 82+
  • Very slightly desaturated T4/T5 divination card color
  • The veiled section is now split into two sub-sections. The T1/T2 veiled section has priority over the normal ID-mod section, to solve some rare priority issues with custom filterblade rules. This should have near no effect for most users.
  • Added unset amulets
  • Removed hollowed pledge prophecy
  • Migrated aura/curse/dodge cluster jewels
  • A lot of misc changes that I definitely forgot to bring up