Divine Orb

I was just now made aware that Divine orb doesn't give the chance to change the prefix/suffix in the same class. So let's say you have movement speed of 15%, you could not get them to 30% using a Divine orb. I think this should be changed and the values that it can change are not within it's certain suffix(I.E Sprinters=10% movement speed). So you have a chance of changing the affixes to one within that tree(for example the movement speed tree).

I was under the impression based on reading what divine orb does, that the number next to the mod could change to anything within it's range. In this example, movement speed, could go from 10% to 30% using a divine and anywhere in between.

Thanks to a nice fellow in the game, I am now aware that it cannot do that(I paid him a gcp for his efforts in penetrating my thick skull as a thank you).

Now I don't think that if an item has only a prefix and not a suffix of the same type(say armor) that it should have the chance to get both with a divine. However, since divnine orbs are one of the more rare orbs, I think they should be more valuable in what they do and this would be the answer to that, it would put them in a high demand and make crafting your gear much more fun.

I was attempting to boost these
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and trying to make them better than these
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Hopefully in the future, we will all have that option if we can get ahold of a Divine.

This topic is meant almost as a poll in whether you agree or disagree if Divine orbs(very rare) should be able to change the number next to a stat regardless of affix for it.

Please offer your opinions.
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This has been discussed quite a bit already, and yes, you are right that it's stupid the way it is. Divine is useless and the only reason for why it has any market value at all is because people just as you discern from the description for the orb that it SHOULD be able to re roll prefix / suffix.
I would rather not have to roll a 20-149 enchanted damage roll, when I can roll a x - x+19 roll

just find a better pair of boots and try your luck with that
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Etna wrote:
I would rather not have to roll a 20-149 enchanted damage roll, when I can roll a x - x+19 roll

just find a better pair of boots and try your luck with that


Yea, I like the smaller range of random values you can achieve. Just gotta know which back-end pre/suffixes you have before you go hogwild with orbs.
Why is Divine so rare than? It doesn't make sense when it is less useful than an alteration orb. That's kind of my arguement here, Divine orbs are very rare, and to my way of thinking, should be more useful than very common orbs. As far as I can tell, there is very very little reason to waste a Divine on any orb as long as they hold their value in trading. I think once more and more people realize how useless they are, the value will drop dramatically.

Also it would be nice to have an orb that can do as I think Divine orbs should do...reroll the number next to a mod, regardless of the affix.
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RinTheToon wrote:
Why is Divine so rare than? It doesn't make sense when it is less useful than an alteration orb. That's kind of my arguement here, Divine orbs are very rare, and to my way of thinking, should be more useful than very common orbs. As far as I can tell, there is very very little reason to waste a Divine on any orb as long as they hold their value in trading. I think once more and more people realize how useless they are, the value will drop dramatically.

Also it would be nice to have an orb that can do as I think Divine orbs should do...reroll the number next to a mod, regardless of the affix.


If you get an item with only mods that are on the low end, you can use a divine orb on it and nearly get a guarantee better item, the use off a divine orb is very specific, but it is not useless at all, just trade them away if you rather roll a new item, I'm sure there are people who rather use this orb instead
This is just a stupid suggestion. Allowing divine to roll higher (improved) mods also mean that it can roll lower (worse mods) as well. The reason it's being so rare is because its the truly last step in item crafting. When you have the rare with absolutely all the best mods possible (through regal/exalt or chaos/exalt) then you will start using divine. Now here's the worse part. Maxing 1 mods among 6 will be simple with a couple of divine. However, the perfect item with 4/6 or 6/6 maxed mods will take at least hundreds of divine to get there.

This is the end game that GGG envisions, perfect item that take forever to craft. The value of a mirror is now much higher than you think it is.
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
The orb has the ability to max out the highest available mods on any given item, making it extremely powerful, and SHOULD be damn rare. This is the kind of item that people seek out when they trying to maximize and get the absolute most out of their weapons/armors.

Their use is limited, and should remain this way.
GORLAK SMASH WORDS!!
--------------------
The Greatest Plate Vest Of All Time! http://www.pathofexile.com/forum/view-thread/293910
So store. so item. http://www.pathofexile.com/forum/view-thread/136100
Glad I found this thread before I used my first and only Divine orb on this:
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Just to be sure.. if I did use my Divine Orb on that axe, I could only get the new mods in these ranges?

Serrated Level 11
Local Physical Damage +% 50 to 69

Glinting Level 1
Local Minimum Added Physical Damage 1
Local Maximum Added Physical Damage 2

of the Goliath 55
Additional Strength 33 to 37

of the Brawler Level 20
Base Stun Threshold Reduction +% 8 to 9

of Collecting Level 2
Base Item Found Quantity +% 5 to 10

I am so glad that I still have my Divine orb. Been wanting to know how it works
Legacy items are BS
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Soulsniper wrote:
Glad I found this thread before I used my first and only Divine orb on this:
Unavailable


Just to be sure.. if I did use my Divine Orb on that axe, I could only get the new mods in these ranges?

Serrated Level 11
Local Physical Damage +% 50 to 69

Glinting Level 1
Local Minimum Added Physical Damage 1
Local Maximum Added Physical Damage 2

of the Goliath 55
Additional Strength 33 to 37

of the Brawler Level 20
Base Stun Threshold Reduction +% 8 to 9

of Collecting Level 2
Base Item Found Quantity +% 5 to 10

I am so glad that I still have my Divine orb. Been wanting to know how it works
This is correct. Divine orbs only re-roll the value of the mod that is on the item, it cannot replace the mod with a different mod of the same type.
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