Releases: NeverSinkDev/NeverSink-Filter
NeverSink's PoE Filter - version 8.17.3 - Fixed and improvements
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
- Further improved the tiering of many items and added more safeguards
- Added a new optional rule to hide corrupted + magic/normal zana maps
- Added a rule for low tier zana maps
- Added economy based tiering for runegrafts and allflames
- Several filterblade specific improvements
- Several smaller itemlevel changes
- Improved the highlight of 6WhiteSocket weapons
- Mercenary modded items have more highlight now
- Adjusted several identified mod rules
- The conditional hide rules that activate as you progess further in maps now only affect armors (caused confusion when working with rare weapons on filterblade on very-strict)
- Low quality flasks now have more priority than some other early endgame flask rules
- Small gold piles are no longer shown on uberstrict and up
Developed by NeverSink
NeverSink's PoE Filter - version 8.17.2 - Secrets of the Atlas - Economy & Stable Update
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
This update focuses on improving tiering for all the new items, improves the strictness handling of certain rares and does some fixes here and there.
This is the stable tiering/economy version for this league. The stable filters will preserve their tiering for the rest of the league.
SHORT OVERVIEW:
- Retiered all items (uniques, currency, divination cards etc)
- Fixed an issue where 'of Infamy' normal mods and merc mods shared the same name resulting in weapons with attack speed being highlighted way too hard (ggg probably forgot that they already used the mod name?). Added a new section for infamy weapons.
- Made mod-based veiled highlight a lot less strong and is treated like a normal veiled mod (except for elreon). You can enable specific highlights on filterblade.
- Done a lot of fixes and improvements to the tiering safeguards. The system has proven itself to be very powerful and useful so far.
- Added tiering for runegrafts
- Added tiering for allflames
- Adjusted strictnesses for veiled items
Developed by NeverSink
NeverSink's PoE Filter - version 8.17.0 - Secrets of the Atlas
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
This is a huge updated, involving massive changes for 'Secrets of the Atlas', identified tiering, rares, influenced bases, general economy based tiering and a lot of other changes! Good luck in the new league! Also a new style!
GENERAL
- Added a new style: COBALT. It's a gradient of blue, purple and red hues, with strong white texts, smaller and strongly standardized fontsizes and a lot of finetuning. Visually I think it's a stunning and very satisfying style to play with! This style has been designed for the filter's 10th birthday!
RETIERING
- Retiered all currencies, uniques, scarabs, fragments, divination cards etc. using previous economy snapshots and carefully constructed safeguards.
- Adjusted tiering to represent mercenary equipment needs! Special thanks to Mellontoss & the filterblade team for helping with the aspect/tiering work!
MEMORY STRAND GEAR
Memory strand tiering currently considers 2 factors: the basetype and the number of memory strands (itemlevel can be specified optionally). Memory-strand gear has significantly better rolls upon identifying (scaling with number of strands) and consumes strands to enhance crafting operations.
The current implementation has 4 tiers, each with a 'high' (60+) and a 'low' number of strands (anything else) subtiers. It comes with a basetype matrix and reuses the combined crafting/rare tiering. It's likely worth identifying most stranded items as they roll significantly better, but likely only the good basetype are worth crafting on. Don't forget that you can (likely) chaos, essence or scour-alch these bases to reroll them with better outcomes. You can expect a lot of changes and retiering to this system as we learn more about it.
The structure is built in a way that it can be adjusted quickly, so the visual differences and strictness config is currently minimal.
Additionally I added 2 extra rules to always highlight any stranded items that are veiled or fractured as I suspect those should be droppable.
REWORKED RARE / VEILED / CRAFTING TIERING
As PoE changes, the filter needs to adjust. Normal rares lose most of their use after the first days and even high level crafting bases are rarely the bases you craft on nowdays (usually this is done via fractured, overquality, synthesised, influence items and stranded items in the next league specifically). I'm extensively reworking the rare/crafting tiering to reflect this state.
Rare tiering have been reworked and comes with and extra tier.
- T1 are 'exceptional rares'. These are the best atlas basetypes, such as the top armors added in 3.25.
- T2, T3, T4 and T5 correspond to the previous tiers - 1
- Removed the orange regal highlight (75+) from rares. Instead the orange highlight is now used when the rare can roll the best mods. You can find a table below that shows how this level is determined.
Veiled items have been reworked in this patch. The filter adresses the new veiled items by a mix of 3 approaches.
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- Veiled items have been more tightly integrated into the identified mod rules to detect worthwhile candidates
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- A list of lucrative member specific veiled mods (such as Elreon) still exists, because unveiled mods are inherently stronger than crafted ones
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- There's a veiled items tierlist that reuses the top tiers from the rare tiering to highlight other potentially interesting unveils. It has separate visibility/strictness controls, but shares the same tiering as the rare tiering. That being said, these items become hidden fairly quickly because the approaches 1 and 2 are better at finding interesting veiled items in a high pace gameplay.
Crafting bases have been reworked from the ground up.
They now have less priority than rares and focus on highlighting the very best bases in a class with the optimal itemlevel.
You can find the table used for base distribution below. Crafting bases come in 3 tiers (exclusive-bases, top-bases, niche-bases)
Their highlight has been also vastly reduced.
You can find the class/level distribution below
- ItemLevel 86: "Body Armours" "Boots" "Shields" "Bows" "Belts" "Quivers";
- ItemLevel 85: "Amulets" "Gloves" "Helmets";
- ItemLevel 84: "Rings" "Wands" "Staves" "Rune Daggers" "Sceptres";
- ItemLevel 83: "Daggers" "Claws" "Thrusting One Hand Swords" "One Hand Swords" "One Hand Maces" "One Hand Axes" "Warstaves" "Two Hand Swords" "Two Hand Axes" "Two Hand Maces";
- Note that amulets and rings have one more mod (WED and mana) that they can roll if you get them with an extra level, but due to pragmatic concerns I've put them a level lower
INFLUENCED ITEM TIERING
The influenced tiering has been completely rewritten. It now has less rules (we're talking about influenced bases, so there's still a lot) and has the goal of being much simpler to understand, maintain and edit. Note that if/when these rules are disabled (such as on higher strictnesses), the rare/crafting sections can still pick up the bases.
The influenced item tiering comes in 3 layers:
Layer 1. ANY influence, Demanded bases. The influenced tiering has the following rules:
- T1 bases (any influence) - any atlas exclusive top tier or armor or jewellery.
- T2 bases (any influence) - top tier shields & quivers, most rings, most amulets, select belts. Disabled on uberplus strict.
- T3 bases (any influence) - best crafting weapon bases and second grade armors. Requires itemlevel 84. Disabled on very strict
Layer 2. Class based filtering. This has 7 rules. All of these rules are disabled on Uber-Strict.
- ANY influence. Itemlevel 85. Highlights any: "Body Armours" "Helmets" "Rings" "Amulets" "Wands" "Sceptres" "Quivers"
- Shaper (Any itemlevel): "Rings" "Amulets" "Bows" "Gloves"
- Elder (Any itemlevel): "Rings" "Amulets" "Belts"
- Crusader (Any itemlevel): "Rings" "Amulets" "Belts"
- Hunter (Any itemlevel): "Rings" "Amulets" "Gloves" "Belts" "Boots" "Shields" "Quivers"
- Warlord (Any itemlevel): "Rings" "Amulets" "Gloves" "Boots"
- Redeemer (Any itemlevel): "Rings" "Amulets" "Boots" "Shields"
Layer 3: Low strictness filtering/other rules.
- Any itemlevel 86 influenced item (Disabled on very strict)
- Any random influence item (Disabled on strict)
IDENTIFIED MOD IMPROVEMENTS
With mercs wearing identified gear, veiled items being identified, kingsmarch returning identified items and endgame mapping and ritual doing their part, I think it's time to revisit the statistical puzzle that is designing identified item filtering. The details are a bit hard to describe, as it's a hundreds of small modifications, but here's the general overview:
To understand the following notes, here is the core terminology you need to know.
My implementation of identified mod crafting (considering PoE-filter limitations) searches for 1-2 core mods (from a list) on an item and 3-5 support mods. Usually those 2 overlap (every core mod is a support mod). For example on boots 30% and 35% movement speed are core mods. If they spawn, the boots additionally require three other relevant lower mods, such as 29% fire resistance to be highlighted.
- Review minion items and some other underrepresented archetypes. Minion wands now have a dedicated rule
- Better integration of veiled mods and incursion mods. Veiled mods are now always considered a 'support' mod and in some cases even a 'core' mod.
- Integration of member specific veiled mods into select rules. Depending on the power they are treated as core or support.
- General review of desired mods like chaos resistance and suppression and giving them appropriate priority when evaluating rare items. High tier chaos and suppression is now treated as core mods on certain items.
- Jewels and abyss jewels received a major review and several mods have been added.
- Reworked the bone ring rule
- Most rules that focus on armors now only look for uncorrupted items
A huge thanks to Cdr and their contributions!
OTHER NEW LEAGUE CHANGES
- The Trarthus gems are handled by the TransfiguredGem section (no change was doone, just noting, they've not been forgotten)
- Added a section to detect mercenary-exclusive mods
- Removed items that are leaving the game: memories, certian scarabs.
- Removed runes and added runegrafts
- Added allflames into the scarab tierlist (as they serve the same function)
- Added new orbs and fragments
- Added new and returning divination cards
- Put the Gold Flask and Vermillion Ring uniques into the S tier.
MISC CHANGES, STREAMLINING AND SIMPLIFICATION
- Merged Brachstones into Fragments
- The overquality section now has less rules
- Merged several rules in the overquality crafting section
- Merged the 29 and 30 quality rules in the overquality section
- Stacked Scarab rule has been moved
- Adjusted the quality threshold for high level and quality gems to be 13% instead of 14%
- The rules to highlight items with eldritch implicits are now disabled.
- Made the early endgame quality flask less strict (15%->10%)
- Streamlined a lot of filter configuration and structure
- Changed ideal heist gear level 81->83
Developed by NeverSink
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NeverSink's PoE Filter - version 8.16.0 - Legacy of Phrecia Support
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
SHORT OVERVIEW:
Idols dropping in the Legacy of Phrecia league have been added to the filter!
NEW FEATURES:
- Added a rule for every of 6 idol types - Magic version
- Added a rule for every of 6 idol types - Rare version
- Added a rule for unique idols dropping
- Added a safety rule for normal idols dropping. Just in case.
IMPORTANT TECHNICAL CHANGES:
I've massively improved my filter-generation tooling, this enables some new capabilities!
- I can now support even-specific filters: The legacy of phrecia - of Phrecia Event now has full economy support! FilterBlade will have 2 legacy of phrecia dedicated versions of the filter for the duration of the event. The stable filter supports both legacy/main league event gameplay.
- Added a new system to create whitelist/blacklist tiers for individual items during a specific league state. This helps with making better and safer tiering decisions at the start of new leagues!
Developed by NeverSink
NeverSink's itemfilter - version 8.15.4 - Kalguur League Finetuning
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
SHORT OVERVIEW:
I wanted to address a large number of small issues and QOL improvements in this update.
NEW FEATURES
- Leveling gem rules now require arealevel of 2+ in order to exclude them from popping up in kingsmarch inventories.
- The rule for gems you receive at level 1, now requires the gems to have 0 quality and gem level 1. Additionally it requires the gem to be one of the active and support gems that can drop in twilight strand. This minimizes chances of them appearing in kingsmarch rewards.
- Removed corrundum flask from most utility flask lists.
- Normalized overquality rule treatment: pretty much any best basetype of 21%+ quality will not be hidden on any strictness now (tinctures, flasks, weapons, armors). This may show some items that are not worth much.
- Reduced the tiering of scouting reports in the stable version. Economy based versions should be tiered based on the economy correctly already.
- Added a new rule to highlight ILVL85 tinctures (disabled on uber-plus-strict)
- Gave explorer scouting reports an extra bonk, since they were still overtiered
- Increased the itemlevel offsets for generic rare items in the leveling section to prevent inconsistencies that could result in boss-drop rares being unintentionally hidden a few levels to early (this will likely receive a rework in the upcoming league). Thanks to CDR for pointing out the issue.
Developed by NeverSink
NeverSink's itemfilter - version 8.15.2c - Of Dust, Omen and Perfection
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Adjusted endgame perfection rules, due to them misbehaving.
Developed by NeverSink
NeverSink's itemfilter - version 8.15.2b - Of Dust, Omen and Perfection
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Minor adjustments to the strictness progression of overquality items.
Developed by NeverSink
NeverSink's itemfilter - version 8.15.2a - Of Dust, Omen and Perfection
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Minor adjustments to the strictness progression of overquality items.
Developed by NeverSink
NeverSink's itemfilter - version 8.15.2 - Of Dust, Omen and Perfection
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
SHORT OVERVIEW:
This update adds much requested uniques-for-disenchanting-rules to the filter! These are disabled by default, but can be enabled on filterblade. This update further improves strictness balance, basetype tiering etc.
NEW FEATURES
- Added 3 new OPTIONAL rules (can be enabled on FilterBlade): Unique items that are worth 5000+/2500+/1250+ dust-per-inventory slot. The content of these rules has been originally compiled by S1D3WYZ, I modified it further and added some additional bases. These are entirely separate and are not part of the unqiue tierlist and placed in a way that it will never override T1, T2 and valuable mutlibase drops.
BASETYPES
- The expensive bases rule can now contain the new endgame armors, not just old atlas bases.
- Added a new rule to highlight high perfection new bases.
TIERING
- Omen tiering has been improved
- Omen now have 5 tiers instead of 4.
- Made scarab rules strictness slighlty less strict
- T4 currency divination cards are now hidden on uber-plus strict instead of uber-strict
MISC
- Corrupted abyss jewels have now more priority (hiding ilvl 86 jewels will no longer hide corrupted ones)
Developed by NeverSink
NeverSink's itemfilter - version 8.15.1c - Further Adjustments
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
- Tinctures now have stricter filtering
- Sundering axe has been moved to a higher tier in multiple tierlists
- Reflecting Mist is now T1
- Fixed currency tiering being weird around the alchemy tiering and vastly prefering to put items into either chaos or chrom tier.
- Fixed relic tiering
Developed by NeverSink