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Implicit/Explicit Bug?

IeU

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I think the EB is reading Explicit stats as Implicit.

I have for example this filter:

Code:
ExplicitStat BaseMaximumLife Value >= 20 Required
ExplicitStat BaseColdDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat BaseLightningDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat BaseFireDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat AdditionalStrength Value >= 1 Optional Group 2
ExplicitStat BasePhysicalDamageReductionRating Value >= 1 Optional Group 2
ExplicitStat PhysicalDamageReductionRatingPosPct Value >= 1 Optional Group 2
ExplicitStat LocalPhysicalDamageReductionRatingPosPct Value >= 1 Optional Group 2

And a few others, but all of them require that there is at least 20 of life on the item . . .

It has happened a few times already, but i see a lot of belts being stashed, that have 1 res, some armor and >20 life, but this life is not Explicit, but Implicit.

Could you take a look at it Pushed?

I have a pic of the belt and i can send it to you, pushed, with my filter too, if needed (please let me know).
 
Last edited:
I think the EB is reading Explicit stats as Implicit.

I have for example this filter:

Code:
ExplicitStat BaseMaximumLife Value >= 20 Required
ExplicitStat BaseColdDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat BaseLightningDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat BaseFireDamageResistancePct Value >= 6 Optional Group 1
ExplicitStat AdditionalStrength Value >= 1 Optional Group 2
ExplicitStat BasePhysicalDamageReductionRating Value >= 1 Optional Group 2
ExplicitStat PhysicalDamageReductionRatingPosPct Value >= 1 Optional Group 2
ExplicitStat LocalPhysicalDamageReductionRatingPosPct Value >= 1 Optional Group 2

And a few others, but all of them require that there is at least 20 of life on the item . . .

It has happened a few times already, but i see a lot of belts being stashed, that have 1 res, some armor and >20 life, but this life is not Explicit, but Implicit.

Could you take a look at it Pushed?

I have a pic of the belt and i can send it to you, pushed, with my filter too, if needed (please let me know).
Um What I think is going on is, since Forsaken masters, the stats have been merged into one stat.
Meaning Implicit + Explicit = the stat you are getting.
I'm not too sure, but i'm sure Pushedx can elaborate.
 
Hum that could be the reason,. which sucks . . .
 
Yeah, Ive been picking up some junk lately because of this. The amount of good rares I get though I just vendor now
 
This issue is what is talked about at the top of the Item Filter Editor Guide:

Important: As of 1.2 the affix stat system in Path of Exile has changed. Implicit and Explicit affixes are now merged, so there is no longer any way to process the data like previously possible. This means any affix filtering will be inaccurate if you're relying on Implicit or Explicit values being a certain value. In essence, users now need to filter by TotalStat instead, as ImplicitStat and ExplicitStat now TotalStat in the game itself. ImplicitStat and ExplicitStat have not been removed as tokens though, so users don't have to redo filters.

In the future, I'd like to redo the entire item filter editor system, using the same things I talked about for CR changes, but for now, there's no way to change things for what's there.

Code wise, you'd have to use an entirety different setup for matching stats to fix the problem. I have everything in place to do that already, but you're looking at a lot of work to get it working how you'd want.

For example (I think this is correct):
Code:
int val;
if(LokiPoe.ExtractStat("+30 to Dexterity", "+VALUE1 to Dexterity", out val))
{
 // you know the item has 'val' worth of dex on it
}

The first string comes from ImplicitProperties / ExplicitProperties / CraftedProperties. The second string is the actual stat text that appears on the item, with the # replaced with VALUE1 for the first one, and VALUE2 for the second one (for stats with ranges).

Basically, I need to wrap all meaningful stats in a way to expose the data in a 'nice' way to users, less they want to do all that work themselves. Having to parse and process strings is the only way to obtain the information now though.
 
This issue is what is talked about at the top of the Item Filter Editor Guide:



In the future, I'd like to redo the entire item filter editor system, using the same things I talked about for CR changes, but for now, there's no way to change things for what's there.

Code wise, you'd have to use an entirety different setup for matching stats to fix the problem. I have everything in place to do that already, but you're looking at a lot of work to get it working how you'd want.

For example (I think this is correct):
Code:
int val;
if(LokiPoe.ExtractStat("+30 to Dexterity", "+VALUE1 to Dexterity", out val))
{
 // you know the item has 'val' worth of dex on it
}

The first string comes from ImplicitProperties / ExplicitProperties / CraftedProperties. The second string is the actual stat text that appears on the item, with the # replaced with VALUE1 for the first one, and VALUE2 for the second one (for stats with ranges).

Basically, I need to wrap all meaningful stats in a way to expose the data in a 'nice' way to users, less they want to do all that work themselves. Having to parse and process strings is the only way to obtain the information now though.

Thank you Pushed, missed this change.

So, instead of using Implicit/Explicit, i could use this TotalStat tag?

Are there any other tags/syntaxes available or just Implicit/Explicit/TotalStat?
 
You don't have/need to change anything in your filter; all three tags now refer to the same data (which is a merged value). I'm not going to remove the ExplicitStat/ImplicitStat tags anytime soon, since there's no real reason to make everyone rename them. They are no longer accurate by name, but there's no way to fix them in the current system, since the data no longer exists in an easily accessible format.

The affix filter system through the GUI is exactly as described by the guide still. It was added way back when, and has not been touched since. However, as it's always been the case, if you don't use the GUI and use the API itself, you'll have access to way more stuff, you just won't have the GUI to work with (unless you made your own).
 
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