Ok this is probably my biggest release so here goes.
Warning:
This does not replace the static item filter that EB uses, it overrides it for rares !
If you want to keep saving 5L/6L/Currencies/Maps/unique keep them configured in your static item filter.
If you want a good static item filter to use with this dynamic filter, override yours by mine in the folder Settings/<name of EB Profile>/
Installation:
Download View attachment AdvancedItemFilterAndChaosRecipeExtension.zip and extract everything in your EB folder.
If you want to keep using your own static filter on top of this, do not override the Settings folder.
The included static filter will sell chromatics, 6S and save 5L/6L/rods/maps/gems with quality
Configuration:
There is nothing to configure, if you want to modify "desirable affixes", check the source of MyItemEvaluation and poemods.com to make it fit to your needs.
What does it keep ?
I'm using affixes scanning with a static table of desirable affixes for each type and category of weapons/armors/equipments
If a gear has 6 total affixes, it needs 4 desirable affixes to be saved, if it has 5, it needs 3. etc
What are the implemented category? How does it work?
For weapons i'm using 4 differents categories :
Phys weapons (It'll look for affixes like crit, crit multi, flat phys, phys%, hybrid phys%, aspd)
Ele weapons (Attack speed, crit, crit multi, flat ele dmg, WED)
Caster weapons (+2 to gems, cast speed, spell damage, projectile speed, global crit for spell, etc)
CoC Weapons (high crit, aspd, spell dmg, global crit)
Phys quivers + Life
Generic for every piece of armor: Resist/Life/ES/Mana
Every type of armor (ES, Armor, Eva, ES/ARM, ES/EVA, EVA/ARM)
Rarity on Helmet only (gloves/boots BiS are uniques so rarity on them aren't desirable stats)
MSPD on boots
Gloves has a category for phys (aspd/flat phys) AND ele (flat ele, aspd, accuracy)
4 categories for jewelry as well, just check the source.
Every category of desirable mods combination are distinct, if an item has 4 T1 stats of different category, the filter will consider it as trash and vendor it. It keeps the desirable stats within their own context.
Does it keep potentially high dps weapons ?
If an item has low dps but is jsut missing one mod to become GG, it means it has 5 desirable affixes, even if the dps is low, one lucky ex will turn it into a 50ex weapons, so yes it will save those. Anything saved is potentially "craftable" even if it looks trash to you.
Desirable mods/categories implemented :
Raw code :
As you can see it's mostly T3+ affixes, so don't expect it to save lots of items if you farm low level areas.
Is every build implemented ?
No of course not, some funky builds work with a combination of affixes that are pretty exotic. If you want a specific build category added to the filter set that isn't already covered by my filter, just post an example of a BiS weapon/equipment for that build and i will make a category for it in the next update.
Dynamic chaos recipe
The filter has an internal tracker for the chaos recipe, it'll save up to 20 amulets, 20 rings and 1 for the rest of the set unidentified for you to sell later. Once these caps are hit, it'll
identify them and run it against the filter.
Selling chaos recipe?
Enable the second plugin that comes with the filter, whenever a set is complete it'll vendor it for 2 chaos.
Conflicts :
Do not use these two plugins with any other Custom item filter or the bundled chaos recipe plugin, they're incompatible so make sure you disable it or even delete it.
Support/help :
If you wish to donate or even help me with some other stuff, feel free to pm me.
Any installation issue goes to this thread though, do not pm me about the plugin not workng correctly.
Warning:
This does not replace the static item filter that EB uses, it overrides it for rares !
If you want to keep saving 5L/6L/Currencies/Maps/unique keep them configured in your static item filter.
If you want a good static item filter to use with this dynamic filter, override yours by mine in the folder Settings/<name of EB Profile>/
Installation:
Download View attachment AdvancedItemFilterAndChaosRecipeExtension.zip and extract everything in your EB folder.
If you want to keep using your own static filter on top of this, do not override the Settings folder.
The included static filter will sell chromatics, 6S and save 5L/6L/rods/maps/gems with quality
Configuration:
There is nothing to configure, if you want to modify "desirable affixes", check the source of MyItemEvaluation and poemods.com to make it fit to your needs.
What does it keep ?
I'm using affixes scanning with a static table of desirable affixes for each type and category of weapons/armors/equipments
If a gear has 6 total affixes, it needs 4 desirable affixes to be saved, if it has 5, it needs 3. etc
What are the implemented category? How does it work?
For weapons i'm using 4 differents categories :
Phys weapons (It'll look for affixes like crit, crit multi, flat phys, phys%, hybrid phys%, aspd)
Ele weapons (Attack speed, crit, crit multi, flat ele dmg, WED)
Caster weapons (+2 to gems, cast speed, spell damage, projectile speed, global crit for spell, etc)
CoC Weapons (high crit, aspd, spell dmg, global crit)
Phys quivers + Life
Generic for every piece of armor: Resist/Life/ES/Mana
Every type of armor (ES, Armor, Eva, ES/ARM, ES/EVA, EVA/ARM)
Rarity on Helmet only (gloves/boots BiS are uniques so rarity on them aren't desirable stats)
MSPD on boots
Gloves has a category for phys (aspd/flat phys) AND ele (flat ele, aspd, accuracy)
4 categories for jewelry as well, just check the source.
Every category of desirable mods combination are distinct, if an item has 4 T1 stats of different category, the filter will consider it as trash and vendor it. It keeps the desirable stats within their own context.
Does it keep potentially high dps weapons ?
If an item has low dps but is jsut missing one mod to become GG, it means it has 5 desirable affixes, even if the dps is low, one lucky ex will turn it into a 50ex weapons, so yes it will save those. Anything saved is potentially "craftable" even if it looks trash to you.
Desirable mods/categories implemented :
Raw code :
Code:
public List<string> DesirablePhysWeaponMod = new List<string>(new string[]
{
"Annealed", "Razor Sharp","Tempered","Flaring",
"Bloodthirsty","Cruel","Tyrannical",
"Champion's","Conqueror's","Emperor's",
"of Skill","of Ease","of Mastery","of Renown","of Acclaim","of Fame","of Infamy","of Celebration",
"of Fury","of Ferocity","of Destruction",
"of Piercing", "of Puncturing","of Penetrating","of Incision"
});
public List<string> DesirableElementalWeaponMod = new List<string>(new string[]
{
"Glaciated", "Polar", "Emtombing",
"Incinerating", "Blasting", "Cremating",
"Shocking", "Discharging", "Electrocuting",
"Infusing", "Empowering", "Unleashed",
"of Mastery","of Renown","of Acclaim","of Fame","of Infamy","of Celebration",
"of Fury","of Ferocity","of Destruction",
"of Piercing", "of Puncturing","of Penetrating","of Incision"
});
public List<string> DesirableCoCWeaponMod = new List<string>(new string[]
{
"Professor's", "Occultist's", "Incanter's", "Glyphic's",
"Warlock's", "Mage's", "Archmage's",
"of Mastery","of Renown","of Acclaim","of Fame","of Infamy","of Celebration",
"of Calamity", "of Ruin", "of Unmaking",
"of Fury","of Ferocity","of Destruction",
"of Piercing" , "of Puncturing","of Penetrating","of Incision"
});
public List<string> DesirableCasterWeaponMod = new List<string>(new string[]
{
"Professor's", "Occultist's", "Incanter's", "Glyphic's",
"Warlock's", "Mage's", "Archmage's",
"Winterbringer's",
"Lava Caller's",
"Tempest King's",
"Paragon's",
"of Legerdemain", "of Prestidigitation", "of Sortilege",
"of Propulsion", "of the Zephyr",
"of Floe","of Glaciation",
"of Immolation","of Ashes",
"of Discharge","of Arcing",
"of Calamity", "of Ruin", "of Unmaking",
"of Fury","of Ferocity","of Destruction",
});
public List<string> GenericResistEquipmentMod = new List<string>(new string[]
{
"Virile", "Athlete's", "Fecund", "Vigorous",
"of the Walrus", "of the Polar Bear", "of the Ice",
"of the Furnace", "of the Volcano", "of the Magma",
"of the Tempest", "of the Maelstrom", "of the Lightning",
"of Expulsion", "of Exile"
});
public List<string> ArmorEquipmentMod = new List<string>(new string[]
{
"Plated", "Carapaced",
"Thickened", "Girded",
"Elephant's", "Mammoth's"
});
public List<string> EvasionEquipmentMod = new List<string>(new string[]
{
"Blurred", "Vaporous",
"Phantasm's", "Nightmare's",
"Dragonfly's", "Hummingbird's"
});
public List<string> EnergyEquipmentMod = new List<string>(new string[]
{
"Scintillating", "Incandescent", "Resplendent",
"Fearless", "Dauntless", "Unconquerable",
"Naga's", "Djinn's", "Seraphin's",
"Chalybeous", "Mazarine", "Blue"
});
public List<string> ArmorEvasionEquipmentMod = new List<string>(new string[]
{
"Plated", "Carapaced",
"Blurred", "Vaporous",
"Duelist's", "Hero's",
"Elephant's", "Mammoth's"
});
public List<string> ArmorEnergyEquipmentMod = new List<string>(new string[]
{
"Plated", "Carapaced",
"Scintillating", "Incandescent", "Resplendent",
"Inculcated", "Interpolated",
"Naga's", "Djinn's", "Seraphin's",
"Chalybeous", "Mazarine", "Blue"
});
public List<string> EvasionEnergyEquipmentMod = new List<string>(new string[]
{
"Blurred", "Vaporous",
"Scintillating", "Incandescent", "Resplendent",
"Evanescent", "Unreal",
"Dragonfly's", "Hummingbird's",
"Chalybeous", "Mazarine", "Blue"
});
public List<string> GlovesMod = new List<string>(new string[]
{
"Thirsty",
"Honed", "Gleaming",
"of Mastery", "of Grandmastery"
});
public List<string> BootsMod = new List<string>(new string[]
{
"Gazelle's", "Cheetah's"
});
public List<string> HelmetsMod = new List<string>(new string[]
{
"Pirate's", "Dragon's",
"Summoner's",
"of Archaeology", "of Excavation"
});
public List<string> ShieldsMod = new List<string>(new string[]
{
"Winterbringer's",
"Lava Caller's",
"Tempest King's",
"Occultist's", "Incanter's", "Glyphic's",
"of Calamity", "of Ruin", "of Unmaking"
});
public List<string> BeltsMod = new List<string>(new string[]
{
"Plated", "Carapaced",
"Scintillating", "Incandescent", "Resplendent",
"Empowering", "Unleashed"
});
public List<string> QuiversMod = new List<string>(new string[]
{
"Polished", "Honed",
"Virile", "Athlete's", "Fecund",
"Empowering", "Unleashed",
"Thirsty",
"of Ease", "of Mastery",
"of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction",
"of Puncturing", "of Penetrating", "of Incision"
});
public List<string> GenericResistJewelryMod = new List<string>(new string[]
{
"Robust", "Rotund", "Virile",
"of the Walrus", "of the Polar Bear", "of the Ice",
"of the Furnace", "of the Volcano", "of the Magma",
"of the Tempest", "of the Maelstrom", "of the Lightning",
"of Expulsion", "of Exile",
"of the Rainbow"
});
public List<string> GenericRarityJewelryMod = new List<string>(new string[]
{
"Pirate's", "Dragon's",
"of Archaeology", "of Excavation"
});
public List<string> PhysRingMod = new List<string>(new string[]
{
"Honed", "Gleaming", "Annealed",
"Phased",
"Thirsty",
"of Skill",
"Blurred", "Phased",
"of the Assassin",
"of the Comet"
});
public List<string> CasterRingMod = new List<string>(new string[]
{
"Blazing", "Scintillating", "Incandescent",
"Chalybeous", "Mazarine", "Blue",
"of Talent",
"of Sleet",
"of Coals",
"of Static",
"of Bliss", "of Euphoria", "of Nirvana",
"of the Comet"
});
public List<string> ElementalRingMod = new List<string>(new string[]
{
"Polar", "Emtombing",
"Blasting", "Cremating",
"Discharging", "Electrocuting",
"Empowering", "Unleashed",
"of the Ranger", "of the Assassin",
"of Skill",
"of Rejuvenation"
});
public List<string> PhysAmuletMod = new List<string>(new string[]
{
"Razor Sharp", "Tempered", "Flaring",
"Thickened", "Solid", "Impregnable",
"Scintillating", "Incandescent", "Resplendent",
"Dauntless", "Indomitable", "Unassailable",
"Blurred", "Phased", "Vaporous",
"Thirsty", "Parched",
"Mazarine", "Blue",
"of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction",
"of Puncturing", "of Penetrating", "of Incision"
});
public List<string> CasterAmuletMod = new List<string>(new string[]
{
"Scintillating", "Incandescent", "Resplendent",
"Dauntless", "Indomitable", "Unassailable",
"Mazarine", "Blue",
"Thaumaturgist's", "Wizard's",
"of the Galaxy", "of the Universe", "of the Infinite",
"of Nimbleness", "of Expertise",
"of Ice",
"of Cinders",
"of Electricity",
"of Bliss", "of Euphoria", "of Nirvana",
"of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction",
"of Puncturing", "of Penetrating", "of Incision"
});
public List<string> ElementalAmuletMod = new List<string>(new string[]
{
"Thickened", "Solid", "Impregnable",
"Scintillating", "Incandescent", "Resplendent",
"Dauntless", "Indomitable", "Unassailable",
"Blurred", "Phased", "Vaporous",
"Polar", "Emtombing",
"Blasting", "Cremating",
"Discharging", "Electrocuting",
"Empowering", "Unleashed",
"of the Ranger", "of the Assassin",
"of Regrowth"
});
As you can see it's mostly T3+ affixes, so don't expect it to save lots of items if you farm low level areas.
Is every build implemented ?
No of course not, some funky builds work with a combination of affixes that are pretty exotic. If you want a specific build category added to the filter set that isn't already covered by my filter, just post an example of a BiS weapon/equipment for that build and i will make a category for it in the next update.
Dynamic chaos recipe
The filter has an internal tracker for the chaos recipe, it'll save up to 20 amulets, 20 rings and 1 for the rest of the set unidentified for you to sell later. Once these caps are hit, it'll
identify them and run it against the filter.
Selling chaos recipe?
Enable the second plugin that comes with the filter, whenever a set is complete it'll vendor it for 2 chaos.
Conflicts :
Do not use these two plugins with any other Custom item filter or the bundled chaos recipe plugin, they're incompatible so make sure you disable it or even delete it.
Support/help :
If you wish to donate or even help me with some other stuff, feel free to pm me.
Any installation issue goes to this thread though, do not pm me about the plugin not workng correctly.
Last edited: