Divine Orb Legacy CoD

Okay, this one's my bad. That post with the patch notes cleared things up!

Well, move along! All iz well!
Build:
- DzSz's Pillar : https://www.pathofexile.com/forum/view-thread/2524656
I saw this in chat, multiple people told you what would happen
Mark_GGG 2012
If you put on your full plate mail, and I throw hundreds of toothpicks at you, you'll basically not feel it.

If someone catapults a whole tree at you, don't expect the Armour to prevent as much of the damage.
WTF? Why 10% roll deleted from legacy CoD?
GGG said that divine orb roll ONLY numbers (value)

There was question somewhere about legacy Item Quant roll on ring and what happened if use Divine orb guess what? GGG clearly said that Item Quant roll will be THE SAME, WTF NOW? They changed everything? New rules?
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HunterKalla wrote:
WTF? Why 10% roll deleted from legacy CoD?
GGG said that divine orb roll ONLY numbers (value)

There was question somewhere about legacy Item Quant roll on ring and what happened if use Divine orb guess what? GGG clearly said that Item Quant roll will be THE SAME, WTF NOW? They changed everything? New rules?


Not new rules, it has always been this way. You can sum up the way a divine orb will work on a legacy with three rules:

If the numeric range changes on a variable stat than the item will roll within the new range (doesn't matter if new is a buff or a nerf).

If the old version had mods/affixes that the new version doesn't, it will lose those mods.

If the new version has mods the old one didn't have, the reroll will NOT add the new.mods.

PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Well, GGG any clarification? I understand the revert of item stats aren't allowed. But an explanation will be good! Because I believe most of us didn't see this coming when the Divine Orb will only reroll numeric values.


Divine will roll it to the current new one which doesn't have the 10%
It's hard to remember what you have forgotten
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Why are police looking for missing people? None of them were missing last time I saw them
The divine re-rolls the mod within it's new value range (0-0). It's not doing anything other than changing the numeric value of the mod.
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Mark_GGG wrote:
The divine re-rolls the mod within it's new value range (0-0). It's not doing anything other than changing the numeric value of the mod.

And then the UI doesn't render affixes that +/- 0 (of something)?
That's... certainly weird.
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pneuma wrote:
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Mark_GGG wrote:
The divine re-rolls the mod within it's new value range (0-0). It's not doing anything other than changing the numeric value of the mod.

And then the UI doesn't render affixes that +/- 0 (of something)?
That's... certainly weird.


The game designers approach the rules with the mindset of a lawyer. To set something to 0 is to remove it. Yet they won't say that they are removing it (lol).

For example I could say I'm gonna set the number of fingers on your hand to 0. Or I'm going to set the number of dollars in the cash register to 0. But it doesn't really change the meaning, I'm removing things.

I have no dog in this fight other than how funny it is the way GGG expresses themselves about the game mechanics.
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BearCares wrote:
The game designers approach the rules with the mindset of a lawyer. To set something to 0 is to remove it. Yet they won't say that they are removing it (lol).
Setting a mod's value to zero does not remove the mod from the item - it's still there and is still taking up a mod slot. They are distinct actions. A stat with zero value is not displayed, because a stat with zero value has no effect, but the mod is still there in the item info. If a future patch were to undo that change, it could be divined back, which is impossible if the mod were removed, for example.

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pneuma wrote:
And then the UI doesn't render affixes that +/- 0 (of something)?
That's... certainly weird.
The value zero on a stat is equivalent to not having a stat - it's impossible for a stat with zero value to affect something, and that includes the stat description system.
Within the item's stat container, anything which asks how much of a stat you have will respond "0" if you've been given a zero value for the stat, or if nothing's given you the stat - the two are equivalent in terms of anything looking into the container to query stat values. So no, zero stats are not displayed, and that's not weird to me at all.

The mod is still on the item, it's just providing zero of the stat (which is equivalent to the mod not giving the stat, but not to not having the mod at all, because it still has a value 0 that could potentially change in future).
Last edited by Mark_GGG on Mar 27, 2015, 12:06:54 AM
Well thanks for that info Mark. I think I understand the trouble. The word "mod" is being used interchangeably to address two different things.

Players don't view an item from the point of view of a programmer. We see whether or not it has a modifier actively making modifications. And think of those as "mods" - well, at least I do.

GGG is also looking at the code which makes the players' mods possible, and calling that code a mod as well.

So basically we got mods on mods (on mods). The way divine orbs work is the culprit. Divine orbs are effecting code that a player doesn't even know exists. No wonder everyone gets confused.

That's my theory.

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