Max roll tooltip QOL



Hovering over a item should have a hotkey to toggle display the max rolls for all possible mods.
Ignore the ugliness of this pic, you get the point: holding a shortcut should show us these values without having to alt+tab into wiki.

Alt+ already shows us ilvl.
You could perhaps add this function to include displaying max rolls on mods
so we could easily evaluate if our magic/rare/unique items are high or low end.
Last edited by DudeTheLegend on Jul 21, 2018, 10:24:52 AM
Last bumped on Jul 22, 2018, 6:05:54 AM
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Its already the case no? Go into options, UI, enable "Advanced Mod Description"
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byblo wrote:
Its already the case no? Go into options, UI, enable "Advanced Mod Description"


the "max value" tooltip is bugged since it got implemented, it doesn't consider the restrictions for the individual item it is shown.

example: you got a max roll on a item but another item allows higher values, the "advanced" tooltip will show it as t2 or t3 despite it being t1 for that item.

lazy impementation?
intentional fuckup to allow those with knowledge to make a deal?

nobody knows, jonathan doesn't speak to us anymore (incident reports stopped when their servers got hacked) and chris got lost in reddit.
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cronus wrote:
lazy impementation?
intentional fuckup to allow those with knowledge to make a deal?

nobody knows


False


Information about maximum values of modifiers is correct; information about "tiers" of mods in the way the community understood them before the display was added can not be correct because this information fundamentally doesn't exist in the game.
Last edited by Abdiel_Kavash on Jul 21, 2018, 1:01:50 PM
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Abdiel_Kavash wrote:
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cronus wrote:
lazy impementation?
intentional fuckup to allow those with knowledge to make a deal?

nobody knows


False


Information about maximum values of modifiers is correct; information about "tiers" of mods in the way the community understood them before the display was added can not be correct because this information fundamentally doesn't exist in the game.



you're right of yourse. i meant only tiers. not values.



no offence about that link please. but:

1) mark talks about the order mods are listed afaik??
2) what their internal code looks like is pretty uninteresting to the end user.
3) fuck reddit :-)
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cronus wrote:

2) what their internal code looks like is pretty uninteresting to the end user.


Are you being intentionally obtuse? Let's recap:

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cronus wrote:
example: you got a max roll on a item but another item allows higher values, the "advanced" tooltip will show it as t2 or t3 despite it being t1 for that item.

lazy impementation?
intentional fuckup to allow those with knowledge to make a deal?

nobody knows


"
Mark_GGG wrote:
an explicit answer to the two questions you just made showing that Mark_GGG knows exactly the answer to those questions
Getting Tier information on there at all was an unenviable task for someone - tiers aren't actually a thing that exists in any of the involved systems. Mods are arranged into types, where all mods of the same type have the same stats, but there's no actual ordering of mods within the type. We added a tier label as a string on each mod, and then someone had to go through a the mods table - with more than 10,000 rows - and add that label to all prefix and suffix mods.

Which mods occur on which items is also nontrivial information to gather, because the system is built to encompass more restrictions than that. Mods aren't limited to item types, but have a chance to spawn determined by the tags on the item. For the simple cases, boots with have a tag "boots" and some mods will give a weghting of 0 for items with that tag, but there are a bunch of other more complicated tags as well, some of which might or might not be able to occur on boots (and even when a mod can't generate on a particular item type, that doesn't mean there won't be items of that type with that mod in-game).

The way users see tiers per item type is a high-level grouping of things after the fact, and isn't always accurate - not all items of the same item type can spawn the same set of mods, even within a specific mod type. This is most notable with maps, where they're all maps, but they don't all have acess to the same mods, but there are (or at least were) some other cases as well, usually with high level bases of the item type.

And the system itself is even more complex than the ways we currently use it - mods can and do add tags to items, which affect the chances of other mods spawning. We don't currently have any mods which would allow higher tiers of other mods to spawn on the item, but that's absolutely something we might want to do in future and probably don't want the tier labels to restrict us from. We do have some existing items (mostly jewels) which have mods that can't spawn on them because of their other mods, so any system working out a mod's tier for an item by which mods can spawn on it would be hard-pressed to deal with that case. If none of the mods of a mod type can spawn on an item, what tier do you label the mod with, given that it's on the item anyway?

Adding a label to each prefix/suffix mod saying what tier it is was feasible in the time frame, and involved only a small amount of information. Adding an arbitrary number of labels and a system to try to work out which one is appropriate for a given item wasn't, and is hard to justify for the gain it would give.


It is not productive to throw around imagined conclusions criticising a system, then completely ignore an explanation that precisely shatters your imagination in favour of... continuing to imagine the conclusions that criticise the system? A certain stereotype of a large pink bird comes to mind, here.
Need game info? Check out the Wiki at: https://www.poewiki.net/

Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347
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adghar wrote:

Are you being intentionally obtuse?

had to google that. learned a new word, thanks.

Spoiler

although i'm often interested in some background info about their internals, frankly, i didn't fully read mark's post because it started off with excuse programmers are prone to bring up if their internal program models didn't match the customer's expectations.

Spoiler
if a customer asks a programmer to implement a button that makes the background white or black because the programer provided the info of a possible black and white background in his manual he doesn't want to hear that the user interface is strictly mvvm design that separates ui appearance from program logic and his cloud based property storage implementing block chain tech for security reasons doesn't allow it to gather the neccessary data in time for a optimal user experience to display in white or black so he would have to write the data by hand into the button's event handler but couldn't be bothered to do so.


and, as expected,

mark's post ends like:

adding the exact tier info would have required alot of time we found not being worth being invested into it.


Spoiler
eventually, it would have been better if mark didn't write this article because it didn't really explain why they didn't find it worth.


but tier info is the most essential thing newbies need to estimate a item's worth. bringing false information there is worse than no information and even private websites are able to provide that information correctly.

and if poe users consider tiers a thing, they're a thing for their programmers and they have to consider them.



ok, that also ended up more like a rant, not intentional though. i don't really want to punish them for revealing internals but someties i'm just shocked i took things for clever game design which aren't. which is likely the reason other companies hide them.
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Last edited by cronus on Jul 22, 2018, 6:07:03 AM

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