So guys, i finally could update the Thread Title, this will help especially all the new guys coming in recently, to recognize this my filters as updated!
Thanks at the devs for allowing us to edit the threads again!
So guys, i finally could update the Thread Title, this will help especially all the new guys coming in recently, to recognize this my filters as updated!
Thanks at the devs for allowing us to edit the threads again!
Is there a minimum level before this filter kicks in (currently 12)? Copy/pasted from pastebin and import looked great. Settings have everything checked, but nothing is being hidden. My Acolyte class items are being recolored, but no change otherwise. Still seeing all the whites and blues, etc.
It’s probably the “Show ilvl 20 below char weapons until lvl 60”. If you don’t want to see normal items at all, just drag the “hide all normal weapons” above that. You can also create a hide all magic items and move it up as well if you want those hidden.
No, that is not what this rule is for.
The order of my rules is exactly how it should be.
White Items are hidden once you reach lvl 15.
That’s usually the latest point, where you have all item slots filled with at least a white item.
If you wanna hide white items earlier, you can just remove the level dependancy of the “Hide All Normal Items” Rule
But usually seeing some white items so early in the game doesn’t “overload” the amount of items on the ground, sicne generally there are very few items dropping.
Ah okay. Makes sense - thanks for clarifying
Thanks for making these! Found it helpful for two characters before I started getting to know the game enough to want very specific things.
However, I noticed that the Rogue filter has bows, quivers, and daggers disabled, while all other weapon types enabled. I used the pastebin version, not the file download.
In the Mage filter (also from pastebin), unique/set/exalted items were in the wrong place in the list, and weren’t necessarily showing up (or maybe they weren’t showing up at all, I can’t remember since I fixed it a few days ago).
Thank you for the feedback, but i just double checked, all filters just in case, everything both files and pastebin are how they are supposed to be.
The unique/set/exalted rule that was not in correct order was probably an accidiental click & drag from you. (Or mabye some other kind of bug)
Sometimes when you scroll through the filter you can easily click and drag stuff without noticing.
The bow, dagger, quiver rule is just optional for people that may want to collect the “new” items, those item types were implemented with Patch 0.8 and were brand new.
This is supposed to be a optional rule, since you do not need to use those base types as a rogue anyway.
Are the v2 rogue filters bugged? Regardless of whether I import from Pastebin or from .XML, all Rogue specific weapons are hidden.
In particular, the two rules for showing weapons have all weapons checked except for rogue weapons.
So basically, in one of my first iteration i had literally all rogue-specific weapons recoloured, but thats waaaaaaaaay too much.
It’s really hard to recolours stuff, without showing too much, so i decided to only show 3 bases for daggers and 3 bases for bows with the “Recolor Bow Endgame Bases” and “Recolor Dagger Endgame Bases”.
Quivers are all endgame viable, but showing all of them is way too much and there are very build specific, so i excluded them and you can tick “Recolor (New Items!) All Bows, Quivers & Daggers”, to see the highest bases for your level.
But you Sir indeed made me double check everything and i had one flaw in my filter hiding more quivers than intended.
TLDR: You will only see the highest usable Quiver. And the 3 highest Daggers and Bows.
I fixed a few rules now, to show slightly more quivers, namely the 20lvl and 30 lvl below character level, did not included quivers for some reason (i forgot to add quivers to those rules).
Thank you Sir. I will update the OP with the new Version
Changelog
v2a (02.04.21) (Rogue only)
Thanks to @Hidden
Hey Heavy,
So I’ve gotten to the point where I wanted to start tweaking your filter for my specific build. It was a little more complicated than I thought it would be. I had to create five new filters and disable some of yours. Took a couple of hours of picking stuff up and dropping it, but I think I got what I want.
I’m worried though that my logic might be off, or that the filter might be too strict somewhere and I could miss an important drop or crafting base. I’m basically hiding certain weapon types towards the top of the filter and hiding all magic, rare, and idols at the bottom. Then recoloring around 40 affixes (that’s probably a lot, but wanted to be safe for now and figure I can get stricter later), and putting that on top of those three hide rules.
It’s a filter for a cold based totem/ice thorns shaman. Could you take a look at it and let me know if it’s a bad way of going about this?
Heavy’z CLF Primalist 081 v2.xml (47.5 KB)
Hey Daemys,
so i just looked into your filter.
Looks fine.
I just assume that the affixes you choose are all affix that have some value to you, since i don’t know your build specifics i will just assume you put some thougt into this.
If you are really uncertain just choose a few more affixes, even if they are not “the most optimal” ones, and when you played a little bit and you see that maybe certain items that are getting recoloured are not really interesting for you, you can start making the filter more strict.
Not sure if you tried reading my Guide to creating a Loot Filter Guide, but there i explain the same.
I would always split rules for gear and idols, just to make adjustments easier and more precise.
At some point you might only want to show gear that has desired affixes at least T2, 3 , 4 or 5.
But Idols do not have different tiers, they all have Tier 1 Affixes, with big roll ranges.
If you want this rule as a “safety rule”, put it below the affix recolours.
So i did all the modifications i suggested (except the 3rd rule for defensive affixes) to the filter, please look through this, just to make sure it still recolours all your desired affixes.
Heavy’z CLF Primalist 081 v2 daemys.xml (48.0 KB)
To recapitalize what your filter is doing:
It hides all weapons and off-hands, except Shields, Catalyst, Wands and Scepters
It still hides all base types of armours that are hidden through my base filter
It recolours specific affixes you choose on any item that was not hidden previously
It hides all idols, magic and rare items, that get not touched by any of your recolours rules.
So far this is a solid filter.
You could also think about making more strict hiding rules for all the base types you do want to see, like Wands, Scepters etc.
If you create a hide rule just for Scpters, you can choose subtypes and hide all subtypes of scepter that have no value for you.
That way all scepter that get through the initial hiding and get recoloured by your affix rule, is at least high lvl/a base you desire.
If you have any more questions, just go for it.
Yeah, I pretty much just did the testing of the filter by throwing an inventory worth of stuff on the ground and seeing if the recolors worked correctly. That option did not seem to interfere with recoloring like the other ones I had to disable, so I just left it on. Wasn’t sure if that was the right choice long term or not.
I’m still undecided about whether or not I wanted to go with shield or catalyst (don’t know enough about end game to decide yet), so I left them both on. I seen one useful shield that had freeze multiplier in the base stats, and I also thought that “minion health” recolor would make some shields appear too. I thought about enabling “health” as a defensive stat but I wasn’t sure if that would let too many items through. For the most part, I was thinking I could maybe just ignore most defensive stats in the filter, as I could craft those stats on to filtered items or they would just be secondary/tertiary stats that happened to be on my filtered items anyway. Is that a bad practice for filters?
Yeah, you are pretty much spot on. I had to disable a few of your rules like ilvl one and hide all weapons to get it to work correctly. One of my concerns is that disabling those would cause problems later on. The other concern being I did not have the rules I added in a correct order.
Anyway, thanks once again for your help!
Just as a head-up for everyone that didn’t notice, we are getting some more advanced options for the loot filter (hopefully) in the next patch, but since Mike did teaser them already i am sure they are soon to arrive.
Here are the 2 things Mike teasered on the latest Dev Stream:
While this will probably not affect my generic class loot filters in this thread that much, i will most likely try to make a more advanced guide than my previous loot filter guide here in the forum.
Another heads-up.
I will rename my filter to version 082 without adding any additional functionality at first, so potential new player will not think that my filter is outdated.
But i will include some minor changes including some of the new functionality asap (within the next days), but it’s nothing that is really necessary to have a functional filter.
Quickly updated to Version 2.1
I huryed up because i am currently streaming.
I will update the version history asap.
Thanks Heavy
So i just finished my stream today, i will update my filter further the coming days and keep you guys updated here.
But for the time being my loot filter is usable and i already included one of the news feature for an opptional rule.
I will also update the desciptions of all teh optional stuff in the OP.
Update:
v2.1 (24.05.21)
I’m to the game and started a rogue today, I downloaded your filter for rogues and realize that you can all bows/daggers hidden, is it suppose to be like that?