Can I divine this Legacy Item ?

Everything points towards it not adding the detrimental mod, I don't think you're going to get a much clearing answer, other than from GGG directly or someone who has done it themselves unfortunately. Testing on other legacy items with detrimental mods might give an indication but would also not be confirmation. I will say one thing, I don't see a bunch of posts of people complaining their melding of the flesh has been bricked, again, not the confirmation you are looking for. For reference I looked up on trade, with detrimental mod is selling for 100c, without selling for 200d.

I'm interested to know if anyone knows of a legacy item where the variety of mods, and not just the range of values, can be updated?
Last edited by Belegur85#5784 on Jun 25, 2024, 3:06:24 PM
Yeh people were talking about it on another thread involving legacy cloak of defiance.

from what I gathered a divine orb cannot add mods basically what Neohongkong said.

tough call is the -9% worth shaving off?


https://www.pathofexile.com/forum/view-thread/1216437/page/1
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Last edited by xPiranha#4678 on Jun 25, 2024, 2:59:06 PM
Hmm, Interesting post from 2015, you would think it would be clearer by now, I think this is something that needs to be improved in the game, this might make sense to the developers at the time, but how are players that did not play or know this in 2015, supposed to know or trust this information a decade later without spending a lifetime researching, particularly when it was confusing and not well clarified at the time. Surely a defined rule should exist and be available on the wiki page for legacy items.

Some interesting comments from the thread that may or may not be correct then or now for melding of the flesh:

By DalaiLama -

"
"
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.


By Mark_GGG -

"
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.


By Mark_GGG -

"
"
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.

"
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).


So as I understand it, if this was and still is correct, Divine only every rerolls mod values, never adds or remove mods. However, If the mod doesn't exist on the new version of the legacy item, it will remain, but be rolled to (0,0) range and therefore not show on the item as would happen with rolling say a 0% roll on a ventors gamble, the mod is technically still there, you just cant see it, only in this case it will never roll out of the 0,0 range. In the case where a new mod is added to the new version, it will not be added by divining, because divining does not add mods.

Which all sounds to me like, Divining your melding of the flesh won't add the detrimental mod, but as xPiranha stated, is it worth gambling that any of this is accurate, to gain potential +9 all res against gaining the -all max res mod.

This rule/information, if true, should be clearly defined somewhere accessible like the wiki, and not just forum post or patch notes in my opinion, given there are multiple changes to unique items occurring every 4-months.

I did find this on the wiki for Divines:

"Legacy items
When a Divine Orb is used on a legacy variant of a unique item, affixes will re-roll to the new range of values.[1] When using on a magic or rare item, the affix will re-roll assuming the new range of the same tier. If a new modifier was added to a unique item, the new modifier will not appear by using a Divine Orb. There are some exceptions, such as

Willowgift
and

The Coward's Trial
, where some existing mods became hybrid mods. In cases where a modifier was removed, the affix will become disabled with a hidden value of zero.[2] This also means that magic or rare items will have a hidden mod that will prevent new mods from being crafted.[3]"

Perhaps it should be on the page for legacy items as well.
Last edited by Belegur85#5784 on Jun 25, 2024, 3:41:56 PM
Divine cannot add mod. All mod ids on unique cannot change.

What ggg can do is mapping each mod id with what mod text, but sometimes retaining the same mod value, so that they sometimes can add one line, del on line of mod text, or completely different mod text (that is how they do on removing dodge mod from items)



e.g. The Coward's Trial. The legacy map has zero additional wave, but can be add back via Divine

or

Willowgift, you can waste a Divine to add back the "+4% chance to Suppress Spell Damage per Fortification" mod text to the item, since it is GGG add one more line on existing mod to make it a hybrid mod


or

Fairgraves' Tricorne, the entire 15% increased Stun and Block Recovery mod is deleted from the item, even for existing legacy item


or

Hopeshredder. You can add "s 15-25% increased Attack Speed" back to the item by wasting a Divine. GGG attach a line to the Accuracy rating mod to make it hybrid





So that you have to rely on ALT to make sure, or rely on datamining
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All speculation, can anyone give me like an actual concrete binary answer lol :D

Yes/No
ok I just confirmed it, it doesn't add -4 max resist, I divined it to perfect roll, I will update my main post so others know
Nice
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Last edited by xPiranha#4678 on Jun 26, 2024, 6:03:04 PM
"
Rinzlow wrote:
All speculation, can anyone give me like an actual concrete binary answer lol :D

Yes/No



No need to speculate if you have access to datamined mod list. Learn to read ALT also a thing.
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e.g. , if a Divine would add back one line of mod text to the item, it would look like this





But sometimes the game just crap on showing value. E.g. Additional arrow on Death's Opus is not properly show it can be divined into +3 arrows (+1 from one mod and +2 from another)
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