#tooldev-general

1 messages ยท Page 42 of 1

mortal bone
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Ah, you have to name the assets correctly

obtuse citrus
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Actually it might not work with poeskilltree, I've copied the assests from old tree + add any new entries

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but I'd need to generate the asset files myself if I want to do it properly

mortal bone
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there is no reason proper data wouldn't work

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the asset files can be anything

velvet fog
obtuse citrus
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@mortal bone hm yeah now I fixed the assets it does work

mortal bone
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yep

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it crashes because you are pointing it to urls that don't exist

obtuse citrus
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I know

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I read the debug.txt

mortal bone
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ah ok

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could be handled better

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and should be

obtuse citrus
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yeah probably, I t hought either tool would display a placeholder but instead they just throw the errors

mortal bone
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Yeah, I don't think either of them can get to the drawing stage without assets

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so no placeholders

velvet fog
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a black placeholder is better

compact isle
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we'll be releasing beta tree data when it launches

obtuse citrus
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Good to know novynn

mortal bone
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@timid hemlock prepar yourself lol

compact isle
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oh geez now I'm famous on reddit

mortal bone
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Oh, shit. I need to do a build test...hopefully visual studio 2017 didn't mess with anything

obtuse citrus
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heh well people have been asking for the beta tree pretty often, but I'd asked if you mind this being posted on reddit at the very least

mortal bone
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if anything, I can remove it

compact isle
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nah it's fine

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I've been informed by Rory that the tree won't have all the balance changes that they want at release (no time), so expect to have it change again pretty soon

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just as a warning ๐Ÿ˜„

mortal bone
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tell Rory: "Thanks"

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then give him a high five

compact isle
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two Rory's high-fiving?! I don't know if the universe can take that

mortal bone
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maybe an elbow touch?

mortal bone
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Time Elapsed 00:03:40.05 man this build takes forever

obtuse citrus
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I take it you have never used gentoo

mortal bone
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not gentoo specifically, but I have built the linux kernel

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had a class where we were adding modules

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with 16 threads it was a 8min build time

torpid mesa
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now imagine every single useful piece of software taking that long

mortal bone
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ffs

obtuse citrus
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Now imagine doing that 10 years ago with a single core cpu ๐Ÿ˜‚

simple ravine
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@mortal bone Build time including unit/integration tests or just pure build time?

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oh, linux. got it

mortal bone
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@simple ravine yes, build time for all of that plus packing

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That is for the planner not Linux

simple ravine
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ouch, that is some serious build time

mortal bone
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Yeah, checking release number, building, tests (take some time), zipping, and installer takes a while

simple ravine
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integration checks with external things, or just local unit tests?

chrome topaz
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when are we going to have beta trading api? @compact isle

desert needle
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I thought I saw a comment saying it might be a couple days into the beta, lemme see if I can find that.

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Yes, we're working to get it up. It may take a few days after the Beta starts. Then community trade tools and sites can consume that API if they want to display items for trade in the Beta. ```
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not sure helpful but at least it sounds like it won't be right away

mortal bone
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@simple ravine I also forget the downloading of game assets (2d item artwork). The tests are just local

simple ravine
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Right now, I am working on domain logic around items, mods and stats that will be appliccable to use in different scenarios, i.e. Stash indexing, augmentive tools (ctrl+c popups etc) and other "macros", crafting simulation etc. Not ready for public collaboration right now, but I plan on open sourcing at least the central domain logic parts of it, and then use the code to develop other products, such as a poe.trade alternative (no offense to poetrade et al), and other tools.

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I am contemplating taking the opportunity to learn more about functional programming and perhaps move some of this logic over from c# (imperative / oop) to f# (functional).

torpid mesa
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what will this domain logic include? code that understands item affixes and stat scaling etc?

simple ravine
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yeah

torpid mesa
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cewlz

simple ravine
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my idea is also to do what Openarl and Emmit does with their offline planners, and create a library for that as well, down the road

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But that's a bit bigger project, however if people are interested to collaborate around this, that'd be fun. Using the word "standardized" might be to take it a bit too far, but it would benefit the community to help out with this.

Unfortunately we do however use different languages and toolsets, so I am contemplating if this could be expressed in a pseudo-language, and interpreted and still be efficient in calculations, which is important in some cases (simulations, stash ingestion)

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The problem is I don't have a very strong poe experience, but very strong development background, so some collaboration and I think we could do something interesting in the future.

torpid mesa
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Doing it in a .net language would give you the most direct usage. Then c++ for easy calling from most language since there are usually bindings

simple ravine
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Unfortunately never had the opportunity to dive into C++ logic accessing .NET libraries, but I'm sure there are ways. Not sure how efficient those bindings are though? Any insights?

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For Node, there are bindings, and I would guess there are python and perhaps even lua bindings, if that would be of any interest to people using those languages. Java has 'JNI' etc

wind garden
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If you're calling . net from c++ you're gonna have a bad time

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Doing the inverse is much easier

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Assuming unmanaged c++

mortal bone
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c++ is a good ground layer tbh

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a lot of people use c++ to be the background work horse (see the new league of legends client)

simple ravine
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To be fair, I think that C++ is not warranted (for me), considering the type of functionality that is being provided. Developing C++ vs .NET (unmanaged vs managed) is for most people quite a big difference in productivity, and I think that .NET/C# is a good common ground.

wind garden
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Been using c# for years, it's fantastic

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Both for ease of use and performance

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And with recent changes to . net standard you get portability too

velvet fog
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anyone downloaded the beta client and updated?

mortal bone
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currently connecting

compact isle
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treelink time?

mortal bone
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sure

mortal bone
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ty

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those names โค

gray osprey
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@mortal bone TAKE MY ENERGY เผผ ใค โ—•_โ—• เผฝใค

mortal bone
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lol your new naming scheme is a pain in my ass

compact isle
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;D

obtuse citrus
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that download speel holy hell

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12 bytes/sec

unique night
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we dialup now

obtuse citrus
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use steam if you can lol

elder hearth
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I'm thinking about linking my account on steam or the first time

simple ravine
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heh.

unique night
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steam download is godly

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cuz it use bunch fo CDN

obtuse citrus
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yea

ripe fractal
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Steam finished in 5 min for me

obtuse citrus
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I get 24.9 MBytes/sec

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on steam

simple ravine
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yeah, I normally get 54Mbytes/s on Steam, but opted for standalone for PoE

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and these downloads normally are quite fast for PoE standalone, but I suppose the CDN POPs havent saturated yet

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I want a Kitava Supporter dedicated CDN endpoint ๐Ÿ˜„

elder hearth
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i got Legion

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:/

simple ravine
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All support is good, don't feel bad.

obtuse citrus
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also ziz probably posted everything interesting already hehe

unique night
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u can do monthly plan

elder hearth
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damn speed jez

obtuse citrus
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time to find out if I need to fix anything for PyPoE

elder hearth
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finished to download?

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๐Ÿ˜

mortal bone
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allocating space lol

obtuse citrus
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yea

elder hearth
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i will download via steam...

obtuse citrus
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don't bother with the standalone ๐Ÿ˜„

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it's too slow atm

simple ravine
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can i link it to steam without hassle?

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or do I even have to?

obtuse citrus
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Dont necessarily have to you can just download steam client and copy the ggpk I guess

simple ravine
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true

elder hearth
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do i need the code to download?

obtuse citrus
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On steam maybe I dont know I automatically got my key

compact isle
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no not to download

elder hearth
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It is downloading regular version first then

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My purchase takes around 6~9h to finish

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๐Ÿ˜ฆ

velvet fog
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anyone done the download?

elder hearth
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@velvet fog on steam its faster

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standalone i downloaded 33mb :/

velvet fog
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steam block my region

elder hearth
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๐Ÿ‡จ๐Ÿ‡ณ ?

velvet fog
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nope, taiwan

simple ravine
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looks like I just had to threaten the standalone client with a steam install and it picked up speed

elder hearth
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here too

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@obtuse citrus do you run some tool to compare previous/current ggpk? (at least files included/excluded)

obtuse citrus
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no

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I run tests for the .dat files

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I need to update 14 of them so it will be a bit

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I renember writing some basic diff tool based on the files added/changed but it's not in PyPoE

elder hearth
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so GGG added logout macro by pressing "M"?

velvet fog
elder hearth
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damn, that right click on tree feature is ๐Ÿ”ฅ

mortal bone
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uploading release ๐Ÿ˜ƒ

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have fun

simple ravine
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the right click in skill tree doesn't seem to do anything other than highlight the node

mortal bone
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huh?

simple ravine
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right clicking in the skill tree in PoE highlights the node

mortal bone
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yeah?

simple ravine
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but nothing else

mortal bone
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I am confused

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it isn't supposed to do anything else

simple ravine
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hehe allright. i guess i don't see the point in it

elder hearth
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So you don't get lost

mortal bone
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Nodes > 'Tagged Nodes'

simple ravine
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no, I mean in the actual Path of Exile skill tree in game

mortal bone
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oh yeah why would it do anything else lol

simple ravine
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perhaps educate the player on the nodes effeciciency, just like your app and pob

keen nest
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Does the highlighting persist through logout?

simple ravine
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will have to check that in a bit

keen nest
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Would be useful to me if it did, can highlight the entire build right off the bat, and I don't have to faff about tabbing in and out every time I get a passive point.

obtuse citrus
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When I try to figure out the foreignkeys and I get "Sacred Cow" randomly..

simple ravine
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lol

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someone's trolling you

elder hearth
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wtf

velvet fog
simple ravine
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Oh, no more charges for bandits.

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However, u get 2 points for killing them all?

obtuse citrus
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chuan y our life regen value is not correct

velvet fog
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I see, thanks

mortal bone
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hey bandits look good

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isn't that supposed to be .6%?

obtuse citrus
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no

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1%

mortal bone
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oh wtf

obtuse citrus
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game uses "per minute" values for regen

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and then converts them to seconds on display

mortal bone
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oh god

velvet fog
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got some problem in separating my databases

obtuse citrus
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the funny thing about this any item that has a range for regen would have an absurd amount of rolls because of that ๐Ÿ˜„

mortal bone
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is that only 20 skill points?

obtuse citrus
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don't forget it's missing a9 and a10

mortal bone
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ah true

obtuse citrus
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not sure if some of the A8 quests are still in there

torpid mesa
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20 passives total it looks like?

mortal bone
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if anything we are missing one

velvet fog
torpid mesa
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also the new bandit rewards marauder

obtuse citrus
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From always oak to never oak

torpid mesa
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aliras is quite viable

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but attack speed and movement speed

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also NO CHARGES?!?!

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rips

obtuse citrus
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I hope we get charges as reward in A9-10 or so

simple ravine
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60% of Life Regenerated per second <- does this look correct?

obtuse citrus
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It's not as I said before

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it's 1%

simple ravine
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Ah

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sorry, was beta testing on main monitor, sorry for ignorance

obtuse citrus
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Pushed an update for the specification

timid hemlock
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โค

simple ravine
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Nice ๐Ÿ˜ƒ

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That was quick

obtuse citrus
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I think was able to do most of the stuff during alpha

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also updated the docs on my website... I should really see if I can get gibhub to generate those ๐Ÿ˜„

simple ravine
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Ah, I see. I don't have that kind of relationship with GGG.. yet, at least.

obtuse citrus
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It was due to my wiki work

simple ravine
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Well deserved ๐Ÿ˜ƒ

timid hemlock
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And for being an amazing human being ๐Ÿ˜ƒ

obtuse citrus
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I'm humbled, but I'd not call myself that haha ๐Ÿ˜›

simple ravine
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It would be handy, and mutually beneficial if they'd gather some APIs for the things that are currently being reverse-engineered to power popular tools and services, augmenting the PoE experience.

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Like, trading tools, skill tree planners etc

obtuse citrus
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I agree I've suggested this to ggg about 1.5 years ago

wind garden
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am i the only one who isn't able to select any nodes in the tree?

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there's no pathing

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left clicking does nothing

simple ravine
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Was it a firm no, or rather "we're resource constrained" type of response?

obtuse citrus
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No, the views on differ on this

wind garden
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actually tooltips aren't working at all

obtuse citrus
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some people at ggg don't really want to give out information (and dislike the data extraction, in particular when it spoils unreleased stuff or spreads wrong info) or want players to figure out, but some people also see the use

simple ravine
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That's why I think official APIs would be a good thing

obtuse citrus
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In particular I've heard they'll also want to remove all spawn chances from data, but that hasn't happened yet

simple ravine
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I think few people are actually that interested in unreleased things, but rather want a convenient way of understanding the game stuff

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spawn chances can be gathered with some tools anyway, if you really wanted to, the same way Uncandango gathered the chaos/alt chances a few days ago.

obtuse citrus
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yeah but it's not viable at all

simple ravine
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To a certain level of course

wind garden
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@mortal bone submitted new issue, getting exception crash on launch

mortal bone
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I get the emails lol

wind garden
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heh

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but this way you know it's from me ๐Ÿ˜‰

mortal bone
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The fix is in the wiki

wind garden
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ah

mortal bone
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Maybe...

elder hearth
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also Siveran (Vorici Calc Dev) is planning on rerun some tests and get some new info about socket colors

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and update with jewels trick

wind garden
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that did it

mortal bone
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Ok

wind garden
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oh weird

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i think it's showing the 2.6.1 tree now

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or 2.6 at least

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the first time I launched there were nodes behind CI were gone

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now they are back

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copy and pasting the contents of the .zip release to the Program Files directory seems to have resolved it

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really strange though

mortal bone
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Idk

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There is something wrong with the appdata in a few users

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And I can't reproduce it

wind garden
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in this instance it appears there was a difference between the exe installed files and the zip package

mortal bone
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Not possible they are produced from the same source

wind garden
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hmm maybe bad appdata caused the app to mess up its install directory on launch and reinstalling fixed that

mortal bone
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probably

mortal bone
obtuse citrus
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geez all the spam on the reddit, most of all which is easily looked up in skill tree or poedb

elder hearth
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? at your PM?

obtuse citrus
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No I mean on the main reddit

velvet fog
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not much spam :p

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(keep mining

timid hemlock
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@obtuse citrus I can't get .dat export from the beta GGPK working; I keep getting row size mismatches, even though as far I can tell it should be using the beta specification

obtuse citrus
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Is it the CLI exporter?

timid hemlock
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Yes

obtuse citrus
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I think I forgot to implement that

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lol

timid hemlock
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:/

obtuse citrus
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gimme a sec

timid hemlock
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I did set the version in the config, but it doesn't seem to do anything

obtuse citrus
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I'll fix it

timid hemlock
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Ok thanks

obtuse citrus
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fixed

timid hemlock
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And you say you're not amazing โค

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Working beautifully so far

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No giant walls of red text ๐Ÿ˜›

obtuse citrus
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hehe

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I really need to fix my test coverage

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it's poor atm

timid hemlock
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Evidently ๐Ÿ˜‰

obtuse citrus
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39.1%

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It's a bit of a pain since a lot depends on having an UI and the ggpk around

timid hemlock
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Now I get to find out how badly my export scripts broke ๐Ÿ˜›

obtuse citrus
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I don't think I've changed many headers, just "MonsterLevel" to "AreaLevel" in WorldAreas.dat

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besides new/old stuff

timid hemlock
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Yeah I didn't see anything too drastic in the spec diff

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Well, except for whatever the hell it is they did to GrantedEffectsPerLevel

obtuse citrus
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I believe it has to do with the effectiveness stuff

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Something I actually wanted to test out but forgot about

timid hemlock
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Yeah, well whatever it is I'm going to have to sort it out :/

obtuse citrus
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the new values relate to the stats invidually more or less

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I don't think GGG communitcates this on the skills themselves anyway

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I've seen dmg on spells being adjusted 0.8 for minimum and 1.2 for max whatever that means

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And StatData at the end had values depending whether it actually does anything... 1 was used as far as I can tell for no effect

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"3" when there were values like above

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That's what I vaguely renember from memory about this stuff when I first looked at it

timid hemlock
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Hmm ok

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Now I get to figure out why all the minions skills don't have multiple levels

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Aw... I think they scale to level now, and god knows what the formula is

obtuse citrus
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doesnt seem much different to before

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checked raise zombie for instance

timid hemlock
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No, I mean skills used by minions ๐Ÿ˜›

obtuse citrus
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Oh

timid hemlock
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They used to have multiple levels, with the minion using the highest possible level

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Now nearly all of them have only 1 level

obtuse citrus
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Did it really? usually minion skills go by the level of minion, which would only then use the highest level if it wasn't restricted to being lower IIRC

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but if they scale of the minion base damage it's easier

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then they dont need multiple levels I guess

timid hemlock
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No, minion/monster skills use the level with the highest level requirement less than or equal to the monster/minion level

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I check it with the Lightning Golem's wrath aura

obtuse citrus
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that's what I meant

timid hemlock
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Oh yeah

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Oh, I compeltely misread you haha

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But yeah

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God only knows how they scale now

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Actually, since the wrath aura scales this way, it should be testable

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I wonder if those float values in GE/GEPL have anything to do with it

chrome topaz
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@compact isle is there not going to be forum-based trading in beta? other than text-only at real forums (assuming you cannot link beta items there)

compact isle
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yeah no forum trading for the beta

echo summit
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Are the "null" account names coming from the public stash API event from events or something?

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nvm found my answer

deft jolt
simple ravine
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@deft jolt heh, what is that funky thing?

elder hearth
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@simple ravine looks like an API sniper based on poe.ninja prices

simple ravine
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yeah, funky console ui

deft jolt
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aye, i wanted to learn python so i made one of those api consumer things. console printing is done with asciimatics

elder hearth
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๐Ÿ˜
so is it actually console printing?

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or a GUI with console printing?

deft jolt
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i've not got much idea how it actually works but from i can gather it creates a screen on the console and outputs there

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it will be a GUI soon, ill add some interaction later

elder hearth
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so those "COPY" are place holder?

deft jolt
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yes

elder hearth
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haha almost tricked me

deft jolt
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it does have come control through numpad keys

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but that's just for booleans

sturdy sparrow
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@timid hemlock are the minion changes done?

prisma prism
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Hmm how do you guys datamine minion's skills?

mortal bone
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pretty sure they released a spreadsheet

sturdy sparrow
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that was just got skeletons zombies and srs

mortal bone
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not sure they are datamine-able

prisma prism
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I saw a lot of minions for Spectres in PoB

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There are also a lot of information on the poedb.tw that seems to be taken from somewhere

mortal bone
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spectres are just monster data

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has nothing to do with minions

prisma prism
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Oh... yeah, my question was incorrect sorry

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So what about monster data then?

mortal bone
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DefaultMonsterStats I think

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I haven't messed around with the files much, but what I have gathered from this chat that should be close to what you want

prisma prism
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thanks!

obtuse citrus
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MonsterVarieties.dat is a good place to start

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it has links to the mods a monster has, its skills, its type etc

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DefaultMonsterStats for the base stats of the specific level

mortal bone
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Ah, thanks for the clarification

timid hemlock
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@sturdy sparrow Not yet, but minions are next on my TODO list

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There's a few wrinkles there though, since GGG seem to have changed the way monster skills scale

chrome topaz
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wow did the poeapp guy get banned from reddit?

velvet fog
mortal bone
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huh?

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That is a reddit ban completely. He may have to contact admins

wind garden
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what did he get banned for?

desert roost
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We don't know. That's a ban from actual reddit admins, not PoE subreddit moderators.

velvet fog
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@chrome topaz you don't receive a beta access? as I know, many streamers got alpha test

chrome topaz
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the unfair monopoly must've got him

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@velvet fog no

topaz whale
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so, where are they releasing this beta api link whne thye do?

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i feel like parsing json

velvet fog
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They will setup a beta domain to provide beta stash api

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I don't have beta access too, it's too short, no much thing can be tested now

elder hearth
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RIP eventloop

topaz whale
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oh hey, youve been the topic of discussion it looks like

mortal bone
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@polar island yeah, who did you piss off lol

elder hearth
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maybe he posted some anti-trump speech

prisma prism
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Hey guys, i'm still discovering monster data for spectres. I found some nice info in the GrantedEffectPerLevel.dat, but values exsits only for lvl 1 and 68, i assume they are intepolated for any other level linearly?

simple ravine
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@polar island what he heck is a shadowban?

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The entire reddit community seems so so strange to be fair

chrome topaz
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it's probably the self promotion rule

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since that account was only posting links to their website

simple ravine
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so if i would tell the community about some funky tool i just made for poe

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i shouldn't tell reddit about it?

chrome topaz
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of course you should. but if you post about it every week and don't post anything else you might get into trouble

simple ravine
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ah, gotcha

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i read a few rants about reddit audience hating the people who made reddit, and the thing that was a hype before reddit, that 'if you dare to add advertisements, we're just gonna hate on ya'll'

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quite toxic/hostile environment, which is kind of strange mob behavior-state-of-mind that people enter when typing reddit.com in their browser

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like, they have completely different expectations on reddit and its content than other corners of the interwebs

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</rant>

torpid mesa
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reddit started with a 'community' feel and went away from that

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so it prob impacts those rants

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it functioned a bit different too

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it had a recommendation engine

simple ravine
torpid mesa
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yea

simple ravine
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i'm sure they're regretting that acquisition heh

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unless they're using it completely for datamining behavior

chrome topaz
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it's basically a shithole now

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but lets talk poe instead

simple ravine
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Has anyone contemplated or tried to use a (or multiple) machine learning algorithms to determine pricing based on properties and their values on items?

mortal bone
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Tons of people

simple ravine
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Do you know of anyone who had any success doing it?

mortal bone
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As far as I know nothing has been too good

chrome topaz
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[6:15 PM] stungravy: update on my attempt to predict jewel prices: the dummy estimator (just guesses the mean price) has mean squared error of 17 chaos. my best attempt with linear regression has 14.7 chaos mean error. so not great.

mortal bone
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You can't tell when something is sold or removed, so it is hard to get a read

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Something removed doesn't necessarily mean sold

simple ravine
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Right, you can only know when it's not for sale anymore. Whether it was sold or just removed from the...

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right

mortal bone
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Yep

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Also, flipping.

simple ravine
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But with enough data and some anomaly detection, you could get a decent hint

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It requires a lot more work though

mortal bone
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Yeah, it would require a ton of work, but no one wants to put in the effort

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Not much gain tbh

simple ravine
#

If we can assume that most of the items that are removed are due to it being sold, if a fraction of those are not sold, it's still good enough.

mortal bone
#

I don't know that it is

woeful sphinx
#

Isn't there some "group of data science devs" that is trying to do it currently with a more systematic approach?

mortal bone
#

Yeah

#

The tool that prices stash tabs and what not

simple ravine
#

I think they were newly graduates right, someone wrote a paper and then attempting this now. They have some poe-pricing webpage

#

It's not great though, heh

mortal bone
#

Ye

simple ravine
#

In my opinion, you need to factor in a few other things as well, including

  • Popularity of modifier combinations (tri-res, flat-es+es% etc) by perhaps learning from ladder data, and so on, clustering/k-means etc
#

Then also factor in the difficulty or crafting this item (cost of crafting currency)

mortal bone
#

Ladder is good for meta builds

#

As well

#

I think you also need to take into account steamers and their builds

#

And popular build guides

simple ravine
#

Those will be mimicked and be noticed in the ladder.

#

The "mathil-effect" is a bit overestimated

#

It also depends on what the question you're looking to answer.
a) What is the "true" value of this item
b) What can I get for this item

#

they're both interesting

desert needle
#

One of the biggest problems as well is the sheer volume of noise in pricing.

#

You can pull a list of 100 rares with stats within a few percentage points of each other and they will be priced everywhere from 1c to 10ex

#

It even happens with unique items which is absolutely amazing since they are generally so easy to price these days.

simple ravine
#

You have to look at the normal distribution

#

you can't blindly take em all

desert needle
#

Right, my point is that the idea of a "normal distribution" does not effectively exist for rare items in POE.

#

I'm not talking about extreme edge cases, but rather than the datapoints are often evenly spread throughout an extreme range of values.

#

In theory actually knowing what was sold would mitigate that, which is why that always comes up.

simple ravine
#

I think it's doable.

#

However, you need to do some trade-offs and use a bit pragmatism

desert needle
#

For sure take a crack at it, either way you'll learn a lot. I wasn't saying not to do it, just pointing out some background from some of us who have spent significant time trying to do it and some of the hurdles that made various people back off.

simple ravine
#

Absolutely, much appreciated for sure

desert needle
#

the tl;dr is that when you look at the data available in depth, it is a lot more complex than many other similar datasets to the point where it almost seems random

simple ravine
#

I'm just providing my perpsective on it, because it's such noisy and untrusted data source

desert needle
#

I had some fair level of success in predicting in general which combination of mods would be more likely to be valuable.

#

That part of the problem is somewhat easy at least and is a good starting point, instead of going straight to a price.

simple ravine
#

I agree and I hinted at that approach a bit earlier

desert needle
#

A great example we saw awhile ago was that when Lightning Coil was the meta, rings with life and lightning resist were generally turned over faster than rings with life and other resists

simple ravine
#

Understanding the domain can be beneficial, but sometimes it's also a drawback - because you get too caught up into the problems

desert needle
#

yeah totally

simple ravine
#

One of the businesses I'm a stakeholder in, does around 2 million transactions a day from customers in many different countries with various demographic

#

I think I can take some lessons learned from the ongoing BI project there... perhaps

#

It's somewhat similar in the way that it's very random on the surface

desert needle
#

nice. I didn't have much luck with financial models, the closest I got to anything usable was using an RNN designed to find patterns with an outcome, such as one that processes data to predict likelihood of certain diseases from combinations of genes

simple ravine
#

I think I'll start with an azure ml model to quickly try some things out

desert needle
#

also do note that you will need to do a fair bit of pre-processing

simple ravine
#

it's also esay to stack algorithms next to eachother, and then predict on their values

#

oh for sure

desert needle
#

the API data is in a JSON format, yes, but it is NOT in a consumable format unfortunately

simple ravine
#

80% of data science work is cleaning ๐Ÿ˜ƒ

desert needle
#

it always bugged me that they didn't turn it into a problem machine consumable format

simple ravine
#

yeah, I have been experimenting with the data quite a bit on and off for the past few months

#

I completely agree!

desert needle
#

Increases fire resistance by 50% in awkward situations is the stupidest thing ever

simple ravine
#

Why on earth using human readable modifiers?

desert needle
#

it was ported from a system that used the JSON data to directly display items for the overlays on the web site

#

that's why it's in a bunch of arrays and stuff

#

it was never intended to actually be parsed

#

they just kept that old display format

simple ravine
#

I mean no offense when I say this - but game developers rarely are good system architects

#

And it's not the first evidence I've seen supporting that statement

desert needle
#

and, to be fair, there seems to be a bit of a desire to actually not make that stuff too easy

simple ravine
#

There seems to be a bit of an internal divide in GGG around this

desert needle
#

in this case not cleaning it up and updating it is one of the ways they show a lack of support for a trade system they don't necessarily believe in

simple ravine
#

According to a couple of interview I've listened to

#

So yes, I think that shines through quite well

#

I also read some funny comments on how they rather trust their own opinion and gut feeling, rather than looking at the data.

#

That will be the end of GGG at one point, mark my words.

desert needle
#

it definitely makes it harder to support the game by developing third party tools

simple ravine
#

Some people being a little bit too proud. These people are not necessarily the same people that will take GGG to the 'next level'. With 'next level' I don't mean become this bloated undersirerable company that people frowns upon when thinking about, but rather making sure that it statys relevant and interesting to the audience.

#

Of course, they're not bad people in anyway...

#

But it's the same mentality as saying 'Why would we want technology A when we have technology B'
Blockbuster vs Netflix, Altavista vs Google

#

Oh, and that jewel problem reminds me of something, actually @desert needle...

The data used needs to be temporal. An item and its price a week ago isn't relevant anymore.

#

sorry, mistag, @chrome topaz

desert needle
#

yeah, though there tends to be some stability about two weeks into a league for a couple of months

#

barring meta changes

simple ravine
#

Jewels change in price as more and more people add them to their builds, which normally happens when they reach 80+

chrome topaz
#

?

simple ravine
#

Your quote on the guy attempting to price jewels a few minutes ago. It might be because he used too wide range of sample data, and not limiting it to the past N days of pricing data.

chrome topaz
#

alright, well I myself don't know much about any of that

simple ravine
#

fair enough

velvet fog
#

chris_wilson said: We're working on getting the trade API hooked up for beta. The tricky part is that there's no public website for beta, but one is needed to host the API. Should be up within a few days I hope (though aiming for today of course).

elder hearth
simple ravine
#

interesting, looking now

#

is this with 3.0 data or 2.6?

elder hearth
#

2.6 ๐Ÿ˜ข rip regalias

#

i have no idea what to test for 3.0

simple ravine
#

so what is your conclusion - what is the best method to gain a useful item in general?

elder hearth
#

for 2.6 regalias?

simple ravine
#

yeah, or in general

elder hearth
#

general is too complicated, because you can't chaos spam weapons (odds are TOO low, so alt+regal is always the best)

#

but simulating would be good too know an average how much would cost to craft one

simple ravine
#

indeed

elder hearth
#

i think i will try some weapon

#

this league i crafted some good DPS 2h sword and claw

simple ravine
#

so with regalias, what was the best method?

#

I'll finish my version soon as well, and we can compare methods ๐Ÿ˜ƒ

elder hearth
#

yes, that would be nice

i think current best method for SC is Chaos Spam but you must know that you may not have an open suffix (to metacraft Prefixes cannot be changed)

so if you want good regalias, chaos spam. (remember, SC)
if you want mirror worth ones, alt+regal (so you are 100% sure to have an open suffix)

simple ravine
#

SC?

elder hearth
#

Softcore

simple ravine
#

oh, as in lower threshold on the ES value?

elder hearth
#

no, currency prices makes the difference, but you can read as the following:

Chaos Spam:

0,19 ex```
avg per try to hit good regalias
806 ES (52,81%)
806+ ES (47,19%)
#

Alt-Regal:

Alts: 2573,86
Augs: 185,62
Regal: 83,68
Scour: 83,68
Exalteds: 1,71```

avg per try to hit:
806 ES (82,01%)
806+ ES (17,99%)
#

so you need to know your league prices, to check what is worth to try

simple ravine
#

yeah

#

would be interesting to see what the price would be if you set the threhshold higher, say ~950 es

elder hearth
#

lol want to know to hit a perfect 3T1 only? 23079 chaos + 11,3 ex

simple ravine
#

that is... expensive

elder hearth
#

yeah, but you hit a lot of 900+ in the process

simple ravine
#

true

elder hearth
#

how are you going to make some advanced crafting simulation with your tool?
chaos spam is "easy", but weapon crafting and alt+regal requires some conditions

simple ravine
#

I think I will attempt to create a brute-force algorithm to find the best order first, and then go from there

#

I have some vague ideas, but haven't tested them yet

#

to make it easier to simulate multiple different items without knowing the perfect order etc

#

but by giving it a goal, with must-have, should-have, nice-to-have, acceptable etc

elder hearth
#

what do you have in mind to test the odds to generate "X" mods when chaos spamming?
I tested in game and got some values.
Then went to poeapp.com and got a 1300 items sample and it matched.
I don't know if @polar island would help us querying his DB
also don't know if items in public stash would be "biased"

simple ravine
#

not for chaos spamming, as that is unpredictable as you know, but with transmute-alt-aug-regal-exalt

elder hearth
#

with normal > magic, its pretty much 50% 1 mod, 50% 2 mods
for chaos spam i'm not 100% sure if it really is 65/25/10 or 65/27.5/7.5

prisma prism
#

http://betaapi.pathofexile.com/api/public-stash-tabs?id=0-0-0-0-0

prisma prism
#

@compact isle Can you enlighten me a bit about new monster's skill effect power calculation? I noticed changes in GrantedEffectsPerLevel.dat, it seems like new float fields used somehow to interpolate values between levels, but i'n not sure what is the real formula there...

compact isle
#

I just do web stuff ๐Ÿ˜„ I have no idea how that works

prisma prism
#

๐Ÿ˜ฆ Do you know anyone who can help me with this question? ๐Ÿ˜ƒ

timid hemlock
#

You could just wait for me to figure it out ๐Ÿ˜‰

#

It's next on my list of things to fix

prisma prism
#

@timid hemlock That's my fallback plan ๐Ÿ˜„

timid hemlock
#

๐Ÿ˜›

#

Well I think I know how to go about doing it, so with some luck it won't take long

chrome topaz
#

@compact isle did you see my email I sent to Paul and Thomas?

#

about an hour ago

#

or even, did they see it

compact isle
#

It's 8pm on a Saturday here so not sure

#

I didn't receive anything at least

chrome topaz
#

okay well Chris told me to email them, it's about beta online api having wrong encoding

#

it would be great if you could make it utf-8 instead of latin-1

compact isle
#

does the regular one have utf8?

chrome topaz
#

yeah

topaz whale
#

foreign language suppport prob means everything will have utf-8. Char names n such

#

but latin 1 is weird

prisma prism
#

rip non-asci char and stash names?

topaz whale
#

maybe? dont know about latin 1

compact isle
#

it's for a different API than the public stash one

#

looks like it's wrong all the way down, so you'll have to wait for Thomas to fix it I'm afraid @chrome topaz

chrome topaz
#

you mean like the db's wrong encoding?

compact isle
#

no the tool used to export the data

chrome topaz
#

ah okay

#

weird that it's only on beta though

compact isle
#

indeed

prisma prism
#

@chrome topaz thanks for poe.trade for beta man

velvet fog
#

anything improved on beta stash api?

chrome topaz
#

I don't think so

mortal bone
#

Looks like it was just reposted on a different sub domain. No changes that I can see

obtuse citrus
#

@timid hemlock Not sure what your progress is, but my idea was to check old vs new skill values

#

There are new values in default monster stats, possibly the StatXFloat is just a multiplier to that

obtuse citrus
#

After looking at it it's more complciated

#

This is what might be of relevance

GameConstants.dat:

SkillDamageIncrementalEffectiveness 360246
SkillDamageBaseEffectiveness 3885209

DefaultMonsterStats.dat:

Unknown2 column
"Difficulty" column
Damage2 column

GrantedEffects.dat:

Multiplier1 column
Multiplier2 column

GrantedEfffectsPerLevel.dat:

StatXFloat columns
Keys0 [I'm guessing this is a link to GrantedEffectGroups, which may determine how it works exactly]
StatData

elder hearth
#

@obtuse citrus how can you guess those weird long values are linked to something? (is that a pointer value?)

obtuse citrus
#

longs are almost always pointers

#

(well, foreign keys to be exact. pointers into data and self are ints)

elder hearth
#

@obtuse citrus so long = pointer to table value + row value?

obtuse citrus
#

no, long are usually foreign keys containing the row number of another dat file

elder hearth
#

@obtuse citrus do you use any HEX editor? to view those files or something?

obtuse citrus
#

uh

#

I use pypoe

elder hearth
#

so u don't need to extract them raw and view for any particular reason?

obtuse citrus
#

Not really

prisma prism
#

I looked through the damage growth formula for the SRS and it seems like it is some sort of quadratic function.
The basic formula for it is: a * x^2 + b * x + c
Two multipliers from GrantedEffect can be used as a and b coeffs
I tried simple formula (Mult2 * (level ^ 2) + Mult1 * level) * effectValue for lvl3 GrantedEffect and the result was surprisingly close to the lvl68 GrantedEffect values (i used Flame Sentinel data)

#

3: 7,36 - 12,27
8: 24,36 - 40,61
13: 47,28 - 78,79
18: 76,10 - 126,83
23: 110,83 - 184,71
28: 151,47 - 252,45
33: 198,02 - 330,03
38: 250,48 - 417,47
43: 308,85 - 514,75
48: 373,13 - 621,89
53: 443,32 - 738,87
58: 519,42 - 865,71
63: 601,44 - 1002,39
68: 689,36 - 1148,93

While the lvl68 values for Flame Sentinel should be 612 - 920

#

I'm pretty sure here float values comes into play to tune formula even more

simple ravine
#

What, are there APIs that only a select have access to?

#

That must be very aspiring for other developers to get into supporting POE with auxialiary tools

prisma prism
#

I think there is a special api to check player's online for poe.trade

velvet fog
#

they never said an API improve at 3.0

#

yes, a api with access key with a online players accouont name list

#

for privacy issue, they don't want to provide this in public

simple ravine
#

i completely understand that it's not open for anyone at any time

topaz whale
#

which is fine for most people, if an inv is updated in the last couple mins, player is most likkely online

simple ravine
#

but documenting that it exists for site developers such as xyz/poe.trade in case you want to provide an alternative site, and document how it works so you can mock its functionality and plan for it

#

because all of the sudden, someone with the resources and the will to invest some time and effort into this game will get addicted to this game, and may want to develop something, and make a noticable impact with their efforts... cough hint

#

but if it's near impossible... well...

velvet fog
#

I hope they can provide private stash as an API, it's really hard to access large private stash

simple ravine
#

I hope they wake up from their indie-stubbordness and realize that growing a company to the next level isn't the same as getting it off the ground with a good idea.

mortal bone
#

45 requests every 60 seconds sucks

velvet fog
#

but this API may against how they want to sell pubic stash for earn money

mortal bone
#

what kind of functionality are you looking for?

simple ravine
#

if they provide a public stash api with literally 0 documentation (except the one u have to google and dig for on various forum posts and reddit), you'll be having gray hair before you figure it all out

topaz whale
#

its not that bad

mortal bone
#

I bet that if you were to create a sucessful site they would be more than willing to give online api access

topaz whale
#

its just json

simple ravine
#

the json itself is fine

mortal bone
#

pretty easy to consume

simple ravine
#

right, but i have 0 knowledge if that's also a river, or a lookup API or whatever it is

velvet fog
#

the format for public stash api is pretty bad

topaz whale
simple ravine
#

@mortal bone I'm well aware

mortal bone
#

It is just a river

#

I am confused by what you want in terms of documentation

simple ravine
#

I believe it was pretty clear

velvet fog
#

they just merge forum display json and left much garbage inside it

mortal bone
#

you don't get to know what the online api is

#

that is just how it goes

#

develop something and build their trust

simple ravine
#

I don't expect to get the actual data. I would love to see how it works, so I can plan for it in my architecture

velvet fog
#

online api a url like online-users-api, and every line is current online account name

simple ravine
#

i don't understand

mortal bone
#

You could just ask @chrome topaz if he can say anything about how the data is presented. I highly doubt that he can though

velvet fog
#

I got one for garena

mortal bone
#

it is a big list of account names

velvet fog
#

yes

mortal bone
#

that are currently online

#

that is easy to consume

#

more or less a lookup table

velvet fog
#

a utf8 txt file, each line is an account name

topaz whale
#

lastCharacterName is about as close as your going to get, and can check a db to see if the user has any recent changes unless you talk to devs and see if they can open up that API for consumption for you

#

that or accountName

velvet fog
#

accountName for online api

simple ravine
#

I guess you're missing the point

#

I appreciate you letting me know

velvet fog
#

you just need a well formatted documents :p

mortal bone
#

You wanted to know how it was laid out, so he told you lol

simple ravine
#

What I meant was, if GGG would have invested a couple of hours into documenting and outlining the details, people might have picked it up, and made something interesting that would impact GGG's popularity and indirectly revenues

mortal bone
#

I get that you want official information, but if you have an open online api, you can cause a lot of problems for players

#

It doesn't really

simple ravine
#

I... do not care... if it is open

#

I just wanted the documentation

#

so I could plan for it

topaz whale
#

docs on the stash tab api? or just on a player online/offline change api?

mortal bone
#

We all have sat down and figured it out. It doesn't impact them at all. We all sit here and bitch about lack of documentation, but we get over it and figure it out

#

@topaz whaleI think he wants public design documents

topaz whale
#

mm

simple ravine
#

Right. But what you do not know is how many that gave up, and might have made something very impactful if they had official documentation.

mortal bone
#

You don't know that either

simple ravine
#

And I understand that you couldn't care less about that, but GGG should

mortal bone
#

We are making the an assumption, albeit opposite sides, but we have the same data pool lol

simple ravine
#

Heh, whatever bud

mortal bone
#

Most of the 'apis' we use are chopped up things that were meant to be used internally

#

We have 2 apis that are official, and they have documentation

simple ravine
#

You call that documentation

#

I mean no disrespect or offense whatsoever

#

But that documentation page is as barebones as it gets

#

I'm not sure what you're used to, but... I wouldn't call that documentation

topaz whale
#

it was enough for my purposes, not sure what the issue is still

mortal bone
#

Well, I am finishing up college, so I am pretty used to figuring shit out. I also work with a ton of legacy software with almost no documentation. That documentation page has the end point and tells you how to consume the json

#

Seems good enough

simple ravine
#

well...

mortal bone
simple ravine
#

Thanks for pointing it out (seen it). I just wish that GGG as a business would tkae it more seriously

mortal bone
#

I get that you want what means what, but none of this was meant to be consumed publicly

simple ravine
#

I'm a shareholder/stakeholder in a company roughly at the same size as GGG, slightly bigger, but probably a bit larger turnover. If we would have 'winged' it like they do, we'd be out of business by now.

mortal bone
#

The river is a bandage for the hack we had before

#

Thing is, they aren't in the business of devs

#

Third party software helps them, but the lack of it doesn't hurt.

simple ravine
#

Indirectly, it does.

topaz whale
#

its player QOL, but people are happy with xyz's work right now, so its not going to help thema ton to hold peoples hands through making new stuff

mortal bone
#

Honestly, if you don't want to do third party dev work then don't, but you will have to use the resources everyone has put together to dev or figure it out on your own.

#

At the end of the day it isn't changing, nor will complaining about it fix it. We have been doing it for years.

simple ravine
#

I'm not sure why you take such an offense because I voice my opinion

topaz whale
#

don think anyone is taking offense

simple ravine
#

I thought GGG set this thing up

mortal bone
#

It was a bandage on a system that was hacked together

#

There are tons of points where Chris says that he regrets the river, and they were very reluctant for years

#

Not taking offence, it just seems odd that you seem to be ignoring all of the information being given lol GGG documentation won't happen, and you are in an echo chamber here. We want more documentation and official support, but it just won't happen

simple ravine
#

How do you know it just won't happen?

mortal bone
#

Because we have been asking for years. Lol

simple ravine
#

You're saying that investing effort and resources into GGG third party stuff is betting on a dead horse?

mortal bone
#

Yep, pretty much

velvet fog
#

I think yes

simple ravine
#

If so, I'll jump on another bandwagon

mortal bone
#

You can definitely get value out of your investment (Poe.trade), but you will have to put some effort into it.

#

If you are looking to make money, you may want to look somewhat else though. I think there are only a couple of websites that are profitable, and I think that is it.

simple ravine
#

I'm not in it for the money, to be honest. I don't need the money. But I don't want to put effort into something that is never going to improve whatsoever.

topaz whale
#

poe.trade monoploy is strong. for people who want more stuff, they usually dev for themselves and keep it from others so they have a competetive market edge

mortal bone
#

The public stash tab is the only 'improvement' that has happened for devs

#

I can't think of any other improvements that have been done

simple ravine
#

Evolve or get extinct. Trust me. I've been in the online business game for quite a while

#

not 'game' as in a game to play... you get it

mortal bone
#

The thing is devs aren't their main business. As long as Poe.trade sticks around they don't need anyone else.

simple ravine
#

right.

#

and one day, xyz takes the same decision as trackpete

mortal bone
#

And if it goes down someone will pick up their place because it is profitable.

#

No, xyz makes too much to leave lol

simple ravine
#

well, then..

#

you seem to have all the answers

elder hearth
#

well, about trading, GGG DO NOT want to be easier as it already is.
So what we can expect about trading (or API related to it) is to stay the same way it is or get worse.

topaz whale
#

its really not bad how it is

elder hearth
#

yes, its currently "fine"

mortal bone
#

Eh, I am just providing counter examples to your points.

simple ravine
#

No, you're "telling me how it is"

#

Meanwhile I disagree.

mortal bone
#

You're telling me if you had a site with ~6mil page views a month you would leave it?

simple ravine
#

it depends

#

different factors in play, cogs, opex and ebtida

topaz whale
#

eh, think ur just being difficult. if you can articulate your point a little better maybe we could see your side. right now youre making it sound like no dev would want to touch the api to make something... and that its terrible docs that you cant use to figure out how to consume the data. As a hobby dev coming from softwae QA thats messed with it i dont see that thats a valid arguement

simple ravine
#

Ok, so the documenttion clearly points out how the data is supposed to be used?

topaz whale
#

there is no intended use, thats up to the 3rd party dev

#

some do price stats, some do trade tools

#

its all just whatever u want

simple ravine
#

"frameType": 4,

#

simple example.

#

self documenting, right?

mortal bone
#

It is if you understand where the data comes from

topaz whale
#

thats a gem

#

docs show that

mortal bone
#

It is forum display data that has evolved over the years, and there is documentation explaining what it means

simple ravine
#

not the official docs, no

#

Emmitt, you've pointed that out, and that is so totally besides the point

topaz whale
#

k, so you just want the wiki rewritten on official site?

mortal bone
#

Go view a gem on forums then look at frameType

#

The wiki is official, btw

simple ravine
#

๐Ÿคฆ I think we'll end this topic now

#

Last time I checked, it was unofficial

#

But GGG acknowledges it

velvet fog
#

asking GGG to provide more API or more documents is a dead end

simple ravine
#

because the business is operated by developers, and not by business people

#

and develoeprs hate documenting

topaz whale
#

devs do hate documenting.. except for commenting in code. lol

#

ha

elder hearth
simple ravine
#

devs that don't document and comment code in my businesses are quite short-lived

#

it's boring but extremely important

topaz whale
#

from what I've seen in my time as software QA at companies, it usually an effort form both QA and docs coordinating learning sessions with docs peeps so they can write it up. left alone adev isnt likely to document much except for thier own use

#

*with devs

simple ravine
#

it depends on how your organization looks like

topaz whale
#

obviosly if you dont employ docs people it has to happen differently

simple ravine
#

management is another thing that needs certain qualities

#

had a cto in one of our businesses, that was technically savvy, young and wasn't ready for the role - he was there when we acquired it

#

after some time, it was apparent we had to replace him with someone with more business experience

#

now, the team thrives

chrome topaz
#

lack of documentation is not even the worst part

topaz whale
#

i think its easy enough too figure out once you break it down

#

but I only do simple name, price , league searches, so i dont have to deal with the nightmare of figuring out rolls and junk

#

btw, just curios what your current db size right now is @chrome topaz it has to be huge

mortal bone
#

@chrome topaz notice any major changes to the beta api?

chrome topaz
#

not even minor changes

topaz whale
#

still not utf-8?

mortal bone
#

Damn, OK...

chrome topaz
#

I think it always was utf8, no?

topaz whale
#

you mentioned it being in latin 1 the other day. I havent looked at beta api yet. my tool is only really useful when your site is having issues so i can stilll trade

#

maybe I just misinterpretted the convo. dunno

chrome topaz
#

it was online api

topaz whale
#

ah. k

thin loom
#

Does anybody know what is the class type of vaal skill gems for lootfilter syntax?

obtuse citrus
#

Active Skill Gem

thin loom
#

That's showing all skill gems though

topaz whale
#

Class Gem
BaseType "Vaal"

thin loom
#

ah OK

topaz whale
#

jus searched it out in neversinks filter since i have it downloaded

thin loom
#

I'm trying to modify carcass's since it's simpler

#

Good idea to search stuff in Neversink's, he has pretty much everything in there

topaz whale
#

yeah, i figured he had something like that

#

btw, http://filterblade.xyz/ is pretty good if you want to graphiclly edit lootfilters. its neversinks latest project

timid hemlock
#

@obtuse citrus Well I'm getting nowhere trying to figure out this stat scaling

#

The values don't seem to scale in any reasonable way from any input I can find

topaz whale
#

you doing fun maths?

timid hemlock
#

Very

topaz whale
#

is it just trying to find a furmula for a sequence?

timid hemlock
#

Pretty much

topaz whale
#

you have the values?

timid hemlock
#

Yeah

topaz whale
timid hemlock
#

I doubt it would help; assuming it's a polynomial, it appears to be at least 4th degree

topaz whale
#

worth a try

#

just coma seperated

#

with ...

#

if not u lose like 3 min

thin loom
#

I can't find a way to filter gems by their level

#

Like if I want to hide all but level 20 gems

timid hemlock
#

Right, so that was a waste of time ๐Ÿ˜›

#

Got nothing useful at all

topaz whale
#

๐Ÿ˜ฆ

lethal flume
#

can you link the wolfram pahe?

#

page?

timid hemlock
#

It's gone now

lethal flume
#

gone with the rage

timid hemlock
#

Yes.

obtuse citrus
#

I messed around a bit as well and didn't get any results

#

I think first step to take here is to go in game and start recording damage values on skills and then see if that helps getting anywhere

#

or maybe ask chris about it but idk if they want to share the info on monster dmg calcs

topaz whale
#

you tring to do monster dmg or player skill dmg?

obtuse citrus
#

monsters

topaz whale
#

yikes

obtuse citrus
#

they changed stuff in 3.0.0 for spells, before you had the values

#

now they scale differently

topaz whale
#

sounds like a nightmare. ingame tests have so many variables to consider

prisma prism
#

What is the easiest way to guess function from dataset?

topaz whale
timid hemlock
#

Oh, I don't think I've mention in here the one thing I am certain of: the float values in GEPL scale the stats from one base value that is calculated for each level

#

So most of my number crunching has been working from those base values

#

And the float values in GE are definitely correlated with those base values

#

Beyond that, NFI

prisma prism
#

@timid hemlock Yep, came to the same idea suddenly

timid hemlock
#

Also, I think I know what those 2 float values imply

#

Multiplier1 is the magnitude

#

Multiplier2 is the scaling rate

#

Higher values of Multiplier2 cause the base values to scale up more quickly

prisma prism
#

@timid hemlock Do you have example with Multiplier2 higher then 0.05?

timid hemlock
#

Not yet

prisma prism
#

Most of those i've seen were around 0.03

timid hemlock
#

Yeah

#

I'm trying to gather more data on that ATM

#

Bit of a pain in the ass to do though

prisma prism
timid hemlock
#

Hmm

#

Ok, Multiplier2 is 100% the scaling rate

elder hearth
#

why does monster damage matters? for Minions?

#

or spectres*

timid hemlock
#

Because people who play spectre builds like to know how much damage they can deal, and my program can tell them, but only if I know how to calculate said damage ๐Ÿ˜ƒ

elder hearth
#

nice, I never played spectre.
Are their damage just the same as the wild ones or they scale down/up when they are a spectre?

prisma prism
#

yeah

#

this is also may be usefull to answer questions like "How many damage will deals X boss"

obtuse citrus
#

Still need to figure out the formula and what kind of formula it is at the end of the day

timid hemlock
#

Yup

prisma prism
#

Currently i'm looking for two samples with fixed M2 and variable M1 both to be present in old and new data

obtuse citrus
#

if they just didn't copy damage scaling 1:1 there is a chance that new values would deviate from old values

#

hence it might be good to pick a monster and test it

timid hemlock
#

True, but I'm guessing they'll be close enough to at least hint at the formula, given enough data

obtuse citrus
#

might be yea

#

In the python shell you can have both versions side by side pretty well

prisma prism
#

I'm pretty sure it will be close enough, i've seen exmples with 8-10 EffectPerLevel in new data to match old values

timid hemlock
#

I don't think the stat values in GEPL are even used when there's scaling in play

obtuse citrus
#

yeah I suspect so as well

mortal bone
#

What files are you guys looking into? I might be able to help a bit as well

timid hemlock
#

GrantedEffects and GrantedEffectsPerLevel

mortal bone
#

๐Ÿ‘Œ

mortal bone
#

Do we have any target values?

timid hemlock
#

Oh I can give you a massive text file of target values ๐Ÿ˜›

mortal bone
#

Are you assuming they are the same as live?

#

Oh, ok

timid hemlock
#

Yep

#

And my analysis so far seems to strongly suggest that it is the case

#

I've made some other discoveries, BTW

#

Multiplier1 is the final multiplier for the base value

#

So, if Multiplier2 is, say, 0.03, then a Multiplier1=2 gives twice the base values of Multiplier1=1

#

But Keys0 seems to interfere with that somewhat

#

Only when the corresponding Keys0 is the same for both stats do the values line up properly

mortal bone
#

Hmm, interesting...

prisma prism
#

I think Keys0 determines state aproximation

#

Some stats are remain the same

timid hemlock
#

Anyway, if you want to muck about with the base values...

prisma prism
#

For example Stats0 = 8 mean that there is no approximation

timid hemlock
#

Yeah I got that far

prisma prism
#

1 - damage scaling

timid hemlock
#

Anyways, I gotta sleep; so good luck ๐Ÿ˜ƒ

prisma prism
#

Also there are different damage scaling mods

#

I spotted mode 1 used for DOT damage in RepeatedPulseDegen

simple ravine
#

the feeling when updating wildcard ssl on your microservices, you realize a dev use the SSL cert to sign JWT tokens... ๐Ÿคฆ

simple ravine
#

Guys... in stats, there are (for an eaxmple) these stat objects:

  "spectral_throw_deceleration_override": {
    "alias": {},
    "is_aliased": false,
    "is_local": false
  },
  "spectral_throw_projectile_deceleration_+%": {
    "alias": {},
    "is_aliased": false,
    "is_local": false
  }
#

however, only the second has a translation

elder hearth
#

๐Ÿค”

torpid mesa
#

perhaps the first is for monsters

simple ravine
#

might be, indeed

#

I'll just index the stats tthat actually have a translation and throw the other ones away, and see what happens.

torpid mesa
#

there is a monster that has a modified projectile speed in the beta

#

for spec throw

#

so its prob related

simple ravine
#

this is 2.6 data still though

torpid mesa
#

hmmm

elder hearth
#

there's no "StatsKey1": 2731, (2731 = spectral_throw_deceleration_override in Stats.dat)
in Mods.dat

#

maybe not used

simple ravine
#

and then, there seems to be no 'local_jewel_effect_base_radius' in stats

#

ugh

#

(reading mods, trying to find the equivalent in stats)

elder hearth
#

isn't local_jewel_effect_base_radius just a radius value? (don't need description, its visual)

simple ravine
#

probably, however I would of assumed that there was going to be an entry in stats.dat for it

elder hearth
#

it is there

simple ravine
#

hmm, ok - perhaps I need to rerun RePoE with other options

elder hearth
#

? what did you want in stats.dat besides

                "Id": "local_jewel_effect_base_radius",
                "Flag0": true,
                "IsLocal": true,
                "IsWeaponLocal": false,
                "Unknown2": 3,
                "Flag3": false,
                "Text": "",
                "Flag5": false,
                "Flag6": false,
                "MainHandAlias_StatsKey": null,
                "OffHandAlias_StatsKey": null,
                "Flag7": false,
                "Unknown3": -349201562,
                "Unknown0": []
            }```
simple ravine
#

nothing really, to be honest, i wrote my application assuming that every stat-id on each mod generated would have an equivalent entry in stats ... based on the json files that are generated by RePoE using PyPoE

#

so my application threw an exception when there was no entry in the dictionary for that

elder hearth
#

yeah you will need to get exceptions hehe

simple ravine
#
DEFAULT_APPNAME Warning: 0 : There is no stat object for movement_velocity_while_spider_+%
DEFAULT_APPNAME Warning: 0 : There is no stat object for is_intimidated
DEFAULT_APPNAME Warning: 0 : There is no stat object for local_off_hand_visual_identity_override_hash
DEFAULT_APPNAME Warning: 0 : There is no stat object for local_jewel_effect_base_radius
DEFAULT_APPNAME Warning: 0 : There is no stat object for some_passives_apply_to_minions
DEFAULT_APPNAME Warning: 0 : There is no stat object for phase_through_objects_while_spider
DEFAULT_APPNAME Warning: 0 : There is no stat object for power_charge_art_variation
DEFAULT_APPNAME Warning: 0 : There is no stat object for shock_art_variation
#

(and a lot more)

elder hearth
#

while_spider
wtf

simple ravine
#

heh

#

funky stuff

elder hearth
#

what kind of stuff your app is going to work with? (i mean items like, jewels, flasks, equipments, maps, map areas, monsters, etc)

simple ravine
#

right now, i'm creating the underlying generic library that the application will use

#

linking together mods, stats, translations and base-items with domain model logic

elder hearth
#

hmm, maybe you can filter your stuff by domain (if you need it)

simple ravine
#

I made json deserializing into domain models, and indexing them - and the unit test threw an exception

#

so at this point, it doesn't filter by any domain or groups, it'll index whatever it's given to it

timid hemlock
#

Ok, made another discovery with the stat scaling

#

Keys0 is an index to EffectivenessCostConstants

#

The values in that table serve as an extra multiplier to the base value

mortal bone
#

Can't get pypoe to play nice with the beta data ๐Ÿ˜ฆ

timid hemlock
#

Oh? I've had no trouble

#

Well, I did have a little trouble but Omega clonked it on the head

mortal bone
#

Yeah, I am having incorrect rowsize troubles

#

I saw that he had fixed it at some point above, but I have the latest release and have issues

timid hemlock
#

This in the exporter?

mortal bone
#

both exporter and cli

timid hemlock
#

Hmm

#

You did change the version in the config, yes?

mortal bone
#

I'm dumb

timid hemlock
#

K ๐Ÿ˜›

mortal bone
#

I had set the path but not the version...

timid hemlock
#

Yerp, that'd do it ๐Ÿ˜ƒ

mortal bone
#

Thanks ๐Ÿ˜ƒ

timid hemlock
obtuse citrus
#

It's pretty

timid hemlock
#

Very

#

And it still tells me nothing :/

#

So, there's some function that takes level and Multiplier2 and produces that output

obtuse citrus
#

I'll change Keys2 since you got that one

timid hemlock
#

๐Ÿ˜ƒ

#

So the formula for calculating a stat value that I've derived so far is:
StatXValue = F(level, Multiplier2) * Multiplier1 / EffetiveCostConstant * StatXFloat

#

It's "F" that's the tricky bit now

compact isle
#

so what column names do you guys have at the moment?

timid hemlock
#

For what exactly?

compact isle
#

GrantedEffects / GrantedEffectsPerLevel

#

I see a lot of "Keys2" and "Multiplier1"

compact isle
#

oh cool, I'll take a look

obtuse citrus
#

starting @ line #2268

timid hemlock
#

Or he could just search for the .dat name ๐Ÿ˜‰

compact isle
#

^ is what I ended up doing ๐Ÿ˜„

#

huh, the column positions all change in the .dat files that's weird

timid hemlock
#

Interesting; I wonder how that happens

obtuse citrus
#

odd

prisma prism
#

@timid hemlock hmm if Keys0 is multiplier then how does the "not-interpolated" stat marked?

timid hemlock
#

The Id of #8 in EffectivenessCostConstants is "Override", and the multiplier is 0

#

But I don't think that's what marks it

#

StatData in GEPL is 3 for interpolated stats, and 1 for non-interpolated

#

I think it's a key to StatInterpolationTypes

prisma prism
#

Sweet

#

You did a great job already

timid hemlock
#

๐Ÿ˜ƒ

prisma prism
#

@obtuse citrus btw i have an issue with PyPoe on my Win10... console parser doesn't work when i use python 3.4 (works fine with 3.6) and gui doesn't support anything above 3.4...

obtuse citrus
#

it sounds like a bug in python perhaps if it works with newer versions of python

prisma prism
#

yeah, probably

obtuse citrus
#

I can upgrade to pyside2 but it would require everyone to compile it themselves, it's still under heavy development

#

What is the exact problem you're getting anyway? maybe there are work arounds

prisma prism
#

@obtuse citrus argument parser never execute code and only shows help even if all arguments are correct

obtuse citrus
#

yeah that sounds like an issue with python itself since I use the argparse module

#

you could try to execute the files directly inestad of the entry point scripts

#

see if it helps

prisma prism
#

i wasn't able to perform proper cli configuration

#

anyway, i ended with two python versions. not that bad, just some tricky pathing required

obtuse citrus
#

python PyPoE/cli/exporter/core.py

#

see if that works better

vapid glade
#

is procurement working with beta?

compact isle
#

No, there isn't any forum trading in beta

south mauve
#

They said API will be open soon no ?

simple ravine
#

@south mauve If you're refering to Stash Tab API for Beta, it is open.

#

beta.pathofexile.com/....

topaz whale
simple ravine
#

the stat value weight within a specific mod should be equal, right?

velvet fog
#

Mod have weight

simple ravine
#

within a tier, i.e. IncreasedLife5 has a X to Y for an instance

#

within that tier, I am assuming that the values are equally weighted?

velvet fog
#

I think yes

elder hearth
#

does anyone knows if brownymaster (poecraft.com dev) uses this Discord?

deft jolt
#

Anyone know for how long the api timeouts after too many requests?

desert needle
#

it's just a few minutes iirc

#

but I think they may have used some sort of auto rate limiting that may increase if you hit the limit repeatedly

deft jolt
#

Hm, ill write a script to figure out the exact numbers then

mortal bone
#

For which api?

desert needle
#

(I was presuming the stash tab api, but yeah it has different rate limits than the other api's iirc)

mortal bone
#

Yep it does

#

2 per second with a minute or so timeout iirc for the stash tab api. The other apis are 45 requests then you are timed out for 1 minute

deft jolt
#

Ah yes, I had the sash api in mind

mortal bone
#

I think it is around a minute

#

Oh, you are asking when you get timed out?

#

You get a timeout if you make more than 2 requests per second

deft jolt
#

So about a minute, ye?

#

I'll test a bit and see what i get

#

yes

mortal bone
#

Making more than 2/s will time you out, and I believe that time gets increased

deft jolt
#

That i know

#

Script goes haywire once a week or so

mortal bone
#

Ah ok

deft jolt
#

Right now it retries every 5sec after a timeout

#

but if its around a minute

mortal bone
#

Been a while since I messed with the time outs

deft jolt
#

Might aswell increase the delay

simple ravine
#

I think it's 1 request per second for Stash API

deft jolt
#

I wrote some code about a month ago that calulates a delay to keep requests about 0.6 to 0.9 sec apart

#

Sometimes it messes up and ends up getting timed out

#

Was looking into rewriting it

simple ravine
#

What I did was making sure that the time between requests are 1s apart (including download time) plus a little padding

#

Because the time to get the payload takes quite a while sometimes

deft jolt
#

I stream the data

#

First chunk always contains the next change id so I can pretty much make a new request instantly

#

while the stream finishes downloading in another thread

simple ravine
#

Wouldn't that create concurrency issues with the item data?

elder hearth
#

I tried that too, it creates, at least on my end

deft jolt
#

Not really

simple ravine
#

Not really, as in no definitely, or?

deft jolt
#

Thats a good question

#

can you explain it in more detail?

#

English isnt my first language

simple ravine
#

Overlapping results / race condition

deft jolt
#

ah i see