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Trinity Item Valuing System

NinjaRaziel

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Nov 5, 2012
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I've searched for a while trying to find out how we can change way trinity evaluates various stats. Now before you go HIT THE CONFIG BUTTON AND MOVE THE SLIDER, that is NOT at all what I'm talking about. I'm not talking about how to change the score limit for sell/salvage or keep. I'm talking about the way in which trinity assigns the scores itself. Currently, it seems like expensive stats (crit chance, crit damage, as%) are undervalued to base stats (str, dex, int, vit) so I would like to find out how to go in and bump up the point value of certain stats and also devalue other stats (thorns, etc.). I thought I found a way to do it with an older version of trinity back when it was just one big .cs file but now it's all split up and I've no idea where to find it. Any help would be greatly appreciated.
 
While I can't help you with adjusting point values, you can go ahead and open ItemValuation.cs
scroll down about 2 pages and you'll see a list of all the stats it considers in its calculation

for example, the first 3 lines look like this
case DEXTERITY: TempStatistic = item.Dexterity; break;
case INTELLIGENCE: TempStatistic = item.Intelligence; break;
case STRENGTH: TempStatistic = item.Strength; break;

then I just add a // in front of whatever stat i want to ignore, e.g.
//case THORNS: TempStatistic = item.Thorns; break;

I hope this alleviates some fustration, otherwise I think it's best that you learn how to use scripted rules xD
 
Yeah, I've seen some rules but they always seem to be wayyy too stringent and I'm worried I'm losing loot. My gear isnt the greatest so I know my standards for keep items arent on the same scale as other people.
 
well m8, the "base" config of trinity scoring keeps real much "trash" (in the most peopls eyes) i think its not worth keeping more items.

but for the question i have not real a answer.

the Item Rules 2 keeps in "soft" nearly all items 1million + worth.
 
I would like to know this aswell - i know it's in the ItemValuation.cs that you can adjust the stat values - I just don't dare to mess around in that file.... It was alot easier in the "old" version of trinity, though I do believe that the valuation is much better in the newer version - I would still like to adjust what affixes are worth. But for now I've just left i alone and are relying on the 'slider' not to throw away something good (as often).
 
Check Constants.cs, you will find what you seek!
 
Can someone tell me the basic math for how trinity scores each item? It makes 0 sense to me. The max is 100 000? ...

to keep a weapon in stache. Weapon score must be 70 000 +

What does this mean?

Can someone give me a rough estimate of the requirements of such a weapon that will pass this score?

Would like to know the basic math though. value( Stat # ) = 70 000

Im not aware of how it works but id like an answer like that.

Thanks :)
 
It's one pinch magic, two dashes of crazy and a dab of something different.

The formulas for all the calculations are in ItemValuation.cs :)
 
Can I use your scoring as a reference to trinity's scoring requirements? IS this how you came up with it? Or is this your interpretation from the .CS itself? Can I use this as a reference? Thanks :)
 
Can I use your scoring as a reference to trinity's scoring requirements? IS this how you came up with it? Or is this your interpretation from the .CS itself? Can I use this as a reference? Thanks :)

My scoring is completely different to the old way trinity was scored but you can use it as a basis to write your own
 
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