RhysGGG

RhysGGG



18 Feb

Comment

Originally posted by _xhul_

I wasn't expecting that.

Are you implying that "SocketGroup < 4RG" is parsed the same way as "SocketGroup < 4 R G"?

Not parsed the same, but they are effectively equivalent


17 Feb

Comment

Originally posted by Dissolator

Thanks! So exact match "==" with "5RRR" will not match if item has 4 red sockets, but match item with 3 red and 2 sockets of any other color?

what if it's SocketGroup == 5RRG - it'll match 2 red 1 green and others are not red and not green? while regular match = will allow at least 2 red and 1 green and others may be red or green too?

How < will work with "4RG" ? It will match 3 or 2 linked items with at least 1 red and 1 green in the link? so "RG" part does regular "=" check, not "less then", otherwise it hard to get what "less than 1 red and 1 green" shall check. So < <= => > operators are only applied to number of links, and socket types are have regular "=" match in all those cases?

So exact match "==" with "5RRR" will not match if item has 4 red sockets, but match item with 3 red and 2 sockets of any other color?

Yes

if it's SocketGroup == 5RRG - it'll match 2 red 1 green and others are not red and not green? while regular match = will allow at least 2 red and 1 green and others may be red or green too?

Yep

How < will work with "4RG"

The < and > operators are a bit weird for sockets. I'm not sure how useful they will be in practice. They will match an item that is "greater" or "less" in some way. So if you specify SocketGroup < 4RG then it will match any item with less than a 4 link, or any item with less than 1 red socket, or any item with less than 1 green socket. Operator > is similar, but only checks the number of sockets if you specified a number.

Comment

Originally posted by Abdiel_Kavash

The "continue" option does almost everything that my massive preprocessor built on top of your filter language ever tried to achieve, many thanks for that! I think I'll switch to using native filters again once this goes live. (I am using a LOT of disjunctive conditions that previously weren't possible to do natively).

If I may be so bold as to ask for one more thing; it would be variables/macros, even on a purely textual substitution basis. Just one example of what I mean and what this would be useful for:

Define $GoodCurrencyColor 255 240 160

Show
    BaseType "Exalted Orb"
    PlayAlertSoundPositional ShExalted
    SetTextColor $GoodCurrencyColor

Show
    BaseType "Divine Orb"
    PlayAlertSoundPositional ShDivine
    SetTextColor $GoodCurrencyColor

Show
    BaseType "Chaos Orb"
    PlayAlertSoundPositional ShChaos
    SetTextColor $GoodCurrencyColor

This would be good for both good coding practices (don't repeat yourself), also for m...

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Thanks for the suggestion. I'll have a think about it and see what we can do.

Comment

Originally posted by Dissolator

Please check if those are correct:

SocketGroup == 5RRR

shall fail in any case since it needs 5 links and exactly "RRR" group, which is 3 link, so it doesn't match

Sockets == 5RRR

will work and catch any 5 sockets (may not be linked) with 3x Red sockets in any order, since "RRR" here is not a socket group but just a condition to have number of specific types(colors)... or "==" will require number of sockets to be matched to number of listed socket types?

SocketGroup == 5RRR can match items with exactly 5 linked sockets, if the link has exactly 3 red sockets. This should be more useful than just matching nothing.

Sockets == 5RRR will match items with exactly 5 sockets and exactly 3 red sockets.


16 Feb

Comment

Originally posted by Xeverous

/u/RhysGGG, can you clarify this? And /u/_xhul_, FYI:

https://cdn.discordapp.com/attachments/175290321695932416/678285728093831177/unknown.png

  • I got the post on == vs = but:

  • I'm unsure whether the syntax is SocketGroup "GGG" or SocketGroup GGG. There are 2 conflicting examples (in red).

  • I'm also unsure how both Sockets and SocketGroup will behave when there are multiple color groups (with = and == we have 4 different cases)

  • It's also not specified whether the order of letters matters - you never published any EBNF spec or anything similar and the parser container multiple unintuitive/bugged assumptions previously so I'm asking if there is anything regarding syntax that is worth to know

  • It's unc...

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The syntax for SocketGroup should be unchanged: SocketGroup GGG

Ordering of letters doesn't matter.

As with all rules, if you specify multiple matches if match against any (rather than all). So you could use SocketGroup == RRR GGG BBB to match items with exactly 3 sockets all the same colour. If you didn't use the == operator, it would also match items with extra sockets.

CorruptedMods actually takes any number, but currently nothing in the game drops with more than two corrupted mods. Not even Hands of the High Templar.

I've updated the post to be more accurate, thanks.


13 Feb

Comment

is the implicit operator really an exact match for the number, but not for the colours? is it just a typo?

No typo. For Sockets and SocketGroup, the default operator (=) is a little odd, in order to preserve backwards compatibility. So yes, the number is an exact match but the colours are not.

The exact equals (operator ==) will force both number and colours to exactly match, if you want. Or you can use operator >= to make both number and colours accept more.

does such condition apply to multiple groups on the same item?

Yes, operators affect all conditions, if multiple conditions are specified.

would SocketGroup 4 match an item that has 1 group of 4 linked sockets and 1 group of 2 linked sockets?

Yes. SocketGroup matches items that contain a matching link. It doesn't care if there are other non-matching links. If you want to filter for 4 links with no ot...

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12 Feb

Comment

Originally posted by StupidFatHobbit

please more light options please more light options please more light options

...f**k

AreaLevel changes everything though. One of the main reasons for having separate filters is because you can't distinguish area levels. Now you can have wisdoms showing at low level, but not high level, in the same filter. There's a ton that can be done with that command alone and it's possible that I could eliminate a strictness level and go down to 2 filters from 3. At the very least a lot of the override blocks will be reduced or removed.

Mirrored is nice, especially for chance bases. Sockets finally recognizing Abyss sockets is also neat.

edit:

SocketGroup "X": Groups of linked sockets on an item, for example "RGB". Can have multiple SocketGroup requirements within one filter, for example 'SocketGroup "RGB" "BB"' would filter for any option in that line rather than all options in that line.

Not sure what's cha...

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SocketGroup could already filter for multiple options in one line - it's how my levelling section has been written for over a year now.

Ah, you're right. This isn't new.

Comment

Originally posted by NeverSinkDev

Thoughts:

  • CorruptedMods, Mirrored, Socket changes will add a lot of QOL to the state of the filters.

  • AreaLevel is huge. It's much more reliable than droplevel and allows highlighting currencies and gems, only while leveling. Things like starter-gems will never be hidden again, no matter the strictness.

  • Continue is a gamechanger, when it comes to filter-making. It adds nothing new, but makes things much more elegant and allows more control for custom styles, aspects and advanced constructs. FilterBlade will benefit from it greatly as well!

  • In short I'm excited for these changes (especially since I've been suggesting/asking those). Most of these are rather easy to integrate into my filters and will find their uses!

  • You'll likely see use of all of these commands in 3.10. "Continue" is a tricky one to bring to www.FilterBlade.xyz , ...

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Thank you for your detailed suggestions! Sorry I couldn't implement everything you wanted, but hopefully there's enough here to keep you busy for a little while.

The linked sockets rework was mostly QoL but was also necessary to support multiple Abyss/Delve socket matching, i.e. "Sockets AA" and "Sockets DDDD" which couldn't work with SocketGroup since Abyss/Delve sockets are not linked.

(also, for anyone reading this still wondering what Delve sockets are, it just means Resonators)


06 Feb

Comment

Outstanding work! I love it!

Help Alva find the Vaal Architects

nice


24 Jan


23 Jan

Comment

Originally posted by Onceuponanupvote

Really happy with the change but is there any way we can get to display the region while hovering over the map in the map tab?

Comment

Originally posted by hakitabaraki

Hoping this also works when you encounter Zana in a map, If we hold alt over the maps she offers for her mission.

It does. And her shop, too.


21 Jan

Comment

Originally posted by rEDNiNE150

For the record this problem is not all too uncommon, and there are scenario's where the wiggling trick (to reveal a bit more of the fog) does not work to resolve it. For clarity's sake, the wiggling "bug" can be used very, very frequently even when such a long delve node does not exist. Or at least, I don't think it has to exist. The wiggling bug works almost all the time whenever used in a place of fog that almost "overlaps" horizontal and vertical fog clearing, if that makes sense. Like a horizontal line where you have also gone 1 cell up.

This problem is at least as old as last league and to my knowledge a lot of people get it.

But is that what you guys actually need? For us to throw you our account names when our delve is in such a state? Because I'd like to see this (sometimes, very, very costly/annoying problem depending on re-route time) tackled as much as the next guy.

Generally speaking "long" Delves work perfectly. I already fixed the problem last league, afaik, but apparently it can still rarely happen. This is literally the first report I've seen of this in months.

The wiggling thing is known and on my todo list.

Comment

Is this one of cases where "wiggling" the map around reveals a but more? Does that fix it for you?

Otherwise can you link me your account/character so I can have a look?


19 Jan

Comment

Originally posted by FreedomOfNothing

I suspect its worse; that an impasse has been reached. That the delay in ignite applying is caused by the server not wanting to blindly allow for damage which would kill the targeted boss if unchecked.

My theory, having seen none of their code:

  1. The game attempts to check to determine if the damage is real, putting all damage on hold, but by the time it figures out it is real, a new ignite has been applied.

  2. Only one ignite can be on a target at a given moment, and the one picked is the bigger one. Since the second ignite has not yet been evaluated, no ignite is applied because the game doesn't know which is bigger.

  3. Then, the second ignite evaluates and a third ignite is applied, but the first ignite has already expired, and the same scenario ensues. Infinite loop of zero damage.

This theory holds up in that the threshold for doing zero damage varies based on boss life. You can run into this wall very ear...

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We have a fix for this coming. It was indeed caused by overflow, so your damage will be capped instead. There are plans for a larger refactor to the damage pipeline, but this is quite a major task.


16 Jan

Comment

Originally posted by jhuseby

I’ve been joking for many leagues now, but I’d be super happy if they just made a league where they didn’t add anything new and just made QoL and QA improvements.

There’s so much low hanging fruit of basic QoL features they could crank out in a week of effort.

As someone said the other day. It’s one thing if your game is in depth and deep due to content or mechanic (that’s good!). But it’s a whole nother (bad) thing if it’s deep because of poor QoL or lacking basic features.

What simple/easy QoL features do you want to see? We're always interested to hear about easy ways to make the game feel a lot better.

edit: the original topic is a good example

Comment

Originally posted by izfz

Hello u/RhysGGG u/Rory_rackham can we get a comment on whether Volatile Dead is working as intended? Balls are supposed to explode when you reach the cap, but now they are just despawning - this is a huge loss in DPS since we can quite easily hit the cap and despawn balls without dealing any damage

Not intended, they should be exploding. But this won't be fixed in 3.9.2b. Hopefully the next patch after.


09 Jan

Comment

Originally posted by NorthBall

I am not trying to Delve into a Beyond node though. Or are you saying it affects other nodes as well?

It can still cause problems if it is close enough to be generated near your Delve path. You probably need to keep at least 2, maybe 3 cells away from it.

Comment

Originally posted by izfz

Hey can I just check on an issue with volatile dead? There was an issue where if you ran too far away from a volatile dead before it exploded, it would refuse to despawn and you'd end up fighting the boss with like 10 VDs. Has this been fixed with your VD cap fix?

Yes


08 Jan

Comment

Originally posted by NorthBall

I'm sorry to poke at you, but... I've been completely unable to delve properly this league due to a bug that prevents loading into the mine with certain nodes. There are multiple reports on the forums (including mine) but the problem is not even in the known issues list yet. I get that it's probably not getting attention due to being a widespread issue but it still sucks.

https://www.pathofexile.com/forum/view-thread/2706450

Edit for some extra info:

Some nodes that disallow teleporting to them can be walked to from others. This has let me do a few delves that seemed impossible at first.

However, some nodes attempt to refresh the instance when you try to start a Delve from them - obviously because the area of the instance I entered from another node is limited. Similarily, you can't walk around endlessly in Delve due to the same area limitations. This means that just walking to the b...

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The Beyond node in the Mines biome specifically cannot generate atm. This will be fixed, but in the meantime you will need to path around it.