Can I divine this Legacy Item ?
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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
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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 -Official Forum Dweller- -I started the hoho movement- -Exploit Early - Exploit Often- -Lost 10%? There goes my week- -Heist Enjoyer- Last edited by xPiranha#4678 on Jun 25, 2024, 2:59:06 PM
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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 - " By Mark_GGG - " By Mark_GGG - " 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
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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 This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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All speculation, can anyone give me like an actual concrete binary answer lol :D
Yes/No |
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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
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Nice
-Official Forum Dweller- -I started the hoho movement- -Exploit Early - Exploit Often- -Lost 10%? There goes my week- -Heist Enjoyer- Last edited by xPiranha#4678 on Jun 26, 2024, 6:03:04 PM
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" No need to speculate if you have access to datamined mod list. Learn to read ALT also a thing. This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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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) This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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