#tooldev-general
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Actually it might not work with poeskilltree, I've copied the assests from old tree + add any new entries
but I'd need to generate the asset files myself if I want to do it properly
@mortal bone hm yeah now I fixed the assets it does work
yeah probably, I t hought either tool would display a placeholder but instead they just throw the errors
Yeah, I don't think either of them can get to the drawing stage without assets
so no placeholders
a black placeholder is better
we'll be releasing beta tree data when it launches
Good to know novynn
@timid hemlock prepar yourself lol
oh geez now I'm famous on reddit
Oh, shit. I need to do a build test...hopefully visual studio 2017 didn't mess with anything
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
if anything, I can remove it
nah it's fine
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
just as a warning ๐
two Rory's high-fiving?! I don't know if the universe can take that
maybe an elbow touch?
Time Elapsed 00:03:40.05 man this build takes forever
I take it you have never used gentoo
not gentoo specifically, but I have built the linux kernel
had a class where we were adding modules
with 16 threads it was a 8min build time
now imagine every single useful piece of software taking that long
ffs
Now imagine doing that 10 years ago with a single core cpu ๐
@mortal bone Build time including unit/integration tests or just pure build time?
oh, linux. got it
@simple ravine yes, build time for all of that plus packing
That is for the planner not Linux
ouch, that is some serious build time
Yeah, checking release number, building, tests (take some time), zipping, and installer takes a while
integration checks with external things, or just local unit tests?
when are we going to have beta trading api? @compact isle
I thought I saw a comment saying it might be a couple days into the beta, lemme see if I can find that.
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. ```
not sure helpful but at least it sounds like it won't be right away
@simple ravine I also forget the downloading of game assets (2d item artwork). The tests are just local
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.
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).
what will this domain logic include? code that understands item affixes and stat scaling etc?
yeah
cewlz
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
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)
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.
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
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?
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
If you're calling . net from c++ you're gonna have a bad time
Doing the inverse is much easier
Assuming unmanaged c++
c++ is a good ground layer tbh
a lot of people use c++ to be the background work horse (see the new league of legends client)
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.
For an instance, this could potentially be an option: http://www.xinterop.com/index.php/unmanaged-exports/
Been using c# for years, it's fantastic
Both for ease of use and performance
And with recent changes to . net standard you get portability too
anyone downloaded the beta client and updated?
currently connecting
treelink time?
sure
@mortal bone TAKE MY ENERGY เผผ ใค โ_โ เผฝใค
lol your new naming scheme is a pain in my ass
;D
we dialup now
use steam if you can lol
I'm thinking about linking my account on steam or the first time
yea
Steam finished in 5 min for me
yeah, I normally get 54Mbytes/s on Steam, but opted for standalone for PoE
and these downloads normally are quite fast for PoE standalone, but I suppose the CDN POPs havent saturated yet
I want a Kitava Supporter dedicated CDN endpoint ๐
All support is good, don't feel bad.
also ziz probably posted everything interesting already hehe
u can do monthly plan
damn speed jez
time to find out if I need to fix anything for PyPoE
allocating space lol
yea
i will download via steam...
Dont necessarily have to you can just download steam client and copy the ggpk I guess
true
do i need the code to download?
On steam maybe I dont know I automatically got my key
no not to download
It is downloading regular version first then
My purchase takes around 6~9h to finish
๐ฆ
anyone done the download?
steam block my region
๐จ๐ณ ?
nope, taiwan
looks like I just had to threaten the standalone client with a steam install and it picked up speed
here too
@obtuse citrus do you run some tool to compare previous/current ggpk? (at least files included/excluded)
no
I run tests for the .dat files
I need to update 14 of them so it will be a bit
I renember writing some basic diff tool based on the files added/changed but it's not in PyPoE
so GGG added logout macro by pressing "M"?
[PoEDB] Closed Beta site is up
http://cb.poedb.tw/us/
unrevealed gems:
- Ignite Proliferation Support http://cb.poedb.tw/us/gem.php?n=Ignite+Proliferation+Support
- Chance to Bleed Support
- Lesser Poison Support
- Deadly Ailments Support
- Tutorial Support
damn, that right click on tree feature is ๐ฅ
the right click in skill tree doesn't seem to do anything other than highlight the node
huh?
right clicking in the skill tree in PoE highlights the node
yeah?
but nothing else
hehe allright. i guess i don't see the point in it
So you don't get lost
Nodes > 'Tagged Nodes'
no, I mean in the actual Path of Exile skill tree in game
oh yeah why would it do anything else lol
perhaps educate the player on the nodes effeciciency, just like your app and pob
Does the highlighting persist through logout?
will have to check that in a bit
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.
When I try to figure out the foreignkeys and I get "Sacred Cow" randomly..
wtf
Deal with the Bandits & Passives: http://cb.poedb.tw/us/quest.php?c=bandit
chuan y our life regen value is not correct
I see, thanks
oh wtf
game uses "per minute" values for regen
and then converts them to seconds on display
oh god
got some problem in separating my databases
the funny thing about this any item that has a range for regen would have an absurd amount of rolls because of that ๐
is that only 20 skill points?
don't forget it's missing a9 and a10
ah true
not sure if some of the A8 quests are still in there
20 passives total it looks like?
if anything we are missing one
also the new bandit rewards 
From always oak to never oak
aliras is quite viable
but attack speed and movement speed
also NO CHARGES?!?!
rips
I hope we get charges as reward in A9-10 or so
60% of Life Regenerated per second <- does this look correct?
Pushed an update for the specification
โค
I think was able to do most of the stuff during alpha
also updated the docs on my website... I should really see if I can get gibhub to generate those ๐
Ah, I see. I don't have that kind of relationship with GGG.. yet, at least.
It was due to my wiki work
Well deserved ๐
And for being an amazing human being ๐
I'm humbled, but I'd not call myself that haha ๐
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.
Like, trading tools, skill tree planners etc
I agree I've suggested this to ggg about 1.5 years ago
am i the only one who isn't able to select any nodes in the tree?
there's no pathing
left clicking does nothing
Was it a firm no, or rather "we're resource constrained" type of response?
No, the views on differ on this
actually tooltips aren't working at all
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
That's why I think official APIs would be a good thing
In particular I've heard they'll also want to remove all spawn chances from data, but that hasn't happened yet
I think few people are actually that interested in unreleased things, but rather want a convenient way of understanding the game stuff
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.
yeah but it's not viable at all
To a certain level of course
I get the emails lol
The fix is in the wiki
ah
Maybe...
also Siveran (Vorici Calc Dev) is planning on rerun some tests and get some new info about socket colors
and update with jewels trick
that did it
Ok
oh weird
i think it's showing the 2.6.1 tree now
or 2.6 at least
the first time I launched there were nodes behind CI were gone
now they are back
copy and pasting the contents of the .zip release to the Program Files directory seems to have resolved it
really strange though
Idk
There is something wrong with the appdata in a few users
And I can't reproduce it
in this instance it appears there was a difference between the exe installed files and the zip package
Not possible they are produced from the same source
hmm maybe bad appdata caused the app to mess up its install directory on launch and reinstalling fixed that
probably
https://github.com/EmmittJ/PoESkillTree/releases/tag/2.7.1 fixes an issue people are having with tooltips and such not working correctly
geez all the spam on the reddit, most of all which is easily looked up in skill tree or poedb
? at your PM?
No I mean on the main reddit
@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
Is it the CLI exporter?
Yes
:/
gimme a sec
I did set the version in the config, but it doesn't seem to do anything
I'll fix it
Ok thanks
fixed
And you say you're not amazing โค
Working beautifully so far
No giant walls of red text ๐
Evidently ๐
39.1%
It's a bit of a pain since a lot depends on having an UI and the ggpk around
Now I get to find out how badly my export scripts broke ๐
I don't think I've changed many headers, just "MonsterLevel" to "AreaLevel" in WorldAreas.dat
besides new/old stuff
Yeah I didn't see anything too drastic in the spec diff
Well, except for whatever the hell it is they did to GrantedEffectsPerLevel
I believe it has to do with the effectiveness stuff
Something I actually wanted to test out but forgot about
Yeah, well whatever it is I'm going to have to sort it out :/
the new values relate to the stats invidually more or less
I don't think GGG communitcates this on the skills themselves anyway
I've seen dmg on spells being adjusted 0.8 for minimum and 1.2 for max whatever that means
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
"3" when there were values like above
That's what I vaguely renember from memory about this stuff when I first looked at it
Hmm ok
Now I get to figure out why all the minions skills don't have multiple levels
Aw... I think they scale to level now, and god knows what the formula is
No, I mean skills used by minions ๐
Oh
They used to have multiple levels, with the minion using the highest possible level
Now nearly all of them have only 1 level
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
but if they scale of the minion base damage it's easier
then they dont need multiple levels I guess
No, minion/monster skills use the level with the highest level requirement less than or equal to the monster/minion level
I check it with the Lightning Golem's wrath aura
that's what I meant
Oh yeah
Oh, I compeltely misread you haha
But yeah
God only knows how they scale now
Actually, since the wrath aura scales this way, it should be testable
I wonder if those float values in GE/GEPL have anything to do with it
@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)
yeah no forum trading for the beta
Are the "null" account names coming from the public stash API event from events or something?
nvm found my answer
everything looks a lot better with a nice gui https://gyazo.com/1efe6f5e9bd8ddb5ec67bca2eb65a693
@deft jolt heh, what is that funky thing?
@simple ravine looks like an API sniper based on poe.ninja prices
yeah, funky console ui
aye, i wanted to learn python so i made one of those api consumer things. console printing is done with asciimatics
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
it will be a GUI soon, ill add some interaction later
so those "COPY" are place holder?
yes
haha almost tricked me
https://www.reddit.com/r/pathofexile/comments/6g30it/xyz_on_news_about_poetrade_in_beta_you_should_ask/din5uyo/?context=1 fyi if you missed it
@timid hemlock are the minion changes done?
Hmm how do you guys datamine minion's skills?
pretty sure they released a spreadsheet
that was just got skeletons zombies and srs
not sure they are datamine-able
I saw a lot of minions for Spectres in PoB
There are also a lot of information on the poedb.tw that seems to be taken from somewhere
DefaultMonsterStats I think
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
thanks!
MonsterVarieties.dat is a good place to start
it has links to the mods a monster has, its skills, its type etc
DefaultMonsterStats for the base stats of the specific level
Ah, thanks for the clarification
@sturdy sparrow Not yet, but minions are next on my TODO list
There's a few wrinkles there though, since GGG seem to have changed the way monster skills scale
wow did the poeapp guy get banned from reddit?
what did he get banned for?
We don't know. That's a ban from actual reddit admins, not PoE subreddit moderators.
@chrome topaz you don't receive a beta access? as I know, many streamers got alpha test
so, where are they releasing this beta api link whne thye do?
i feel like parsing json
They will setup a beta domain to provide beta stash api
I don't have beta access too, it's too short, no much thing can be tested now
RIP eventloop
oh hey, youve been the topic of discussion it looks like
@polar island yeah, who did you piss off lol
maybe he posted some anti-trump speech
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?
@polar island what he heck is a shadowban?
The entire reddit community seems so so strange to be fair
it's probably the self promotion rule
since that account was only posting links to their website
so if i would tell the community about some funky tool i just made for poe
i shouldn't tell reddit about it?
of course you should. but if you post about it every week and don't post anything else you might get into trouble
ah, gotcha
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'
quite toxic/hostile environment, which is kind of strange mob behavior-state-of-mind that people enter when typing reddit.com in their browser
like, they have completely different expectations on reddit and its content than other corners of the interwebs
</rant>
reddit started with a 'community' feel and went away from that
so it prob impacts those rants
it functioned a bit different too
it had a recommendation engine
reddit.com got acquired by someone right?
yea
i'm sure they're regretting that acquisition heh
unless they're using it completely for datamining behavior
Has anyone contemplated or tried to use a (or multiple) machine learning algorithms to determine pricing based on properties and their values on items?
Tons of people
Do you know of anyone who had any success doing it?
As far as I know nothing has been too good
[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.
You can't tell when something is sold or removed, so it is hard to get a read
Something removed doesn't necessarily mean sold
Right, you can only know when it's not for sale anymore. Whether it was sold or just removed from the...
right
But with enough data and some anomaly detection, you could get a decent hint
It requires a lot more work though
Yeah, it would require a ton of work, but no one wants to put in the effort
Not much gain tbh
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.
I don't know that it is
Isn't there some "group of data science devs" that is trying to do it currently with a more systematic approach?
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
Ye
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)
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
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
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.
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.
I think it's doable.
However, you need to do some trade-offs and use a bit pragmatism
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.
Absolutely, much appreciated for sure
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
I'm just providing my perpsective on it, because it's such noisy and untrusted data source
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.
I agree and I hinted at that approach a bit earlier
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
Understanding the domain can be beneficial, but sometimes it's also a drawback - because you get too caught up into the problems
yeah totally
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
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
I think I'll start with an azure ml model to quickly try some things out
also do note that you will need to do a fair bit of pre-processing
it's also esay to stack algorithms next to eachother, and then predict on their values
oh for sure
the API data is in a JSON format, yes, but it is NOT in a consumable format unfortunately
80% of data science work is cleaning ๐
it always bugged me that they didn't turn it into a problem machine consumable format
yeah, I have been experimenting with the data quite a bit on and off for the past few months
I completely agree!
Increases fire resistance by 50% in awkward situations is the stupidest thing ever
Why on earth using human readable modifiers?
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
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
and, to be fair, there seems to be a bit of a desire to actually not make that stuff too easy
There seems to be a bit of an internal divide in GGG around this
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
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.
it definitely makes it harder to support the game by developing third party tools
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
yeah, though there tends to be some stability about two weeks into a league for a couple of months
barring meta changes
Jewels change in price as more and more people add them to their builds, which normally happens when they reach 80+
?
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.
alright, well I myself don't know much about any of that
fair enough
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).
guys, i ran a crafting simulation for chaos spam vs alt-regal with Vaal Regalia, anyone knows any crafting method or item that should be interesting to run? (I can simulate any item)
some results with regalias: https://docs.google.com/spreadsheets/d/1WcEgdcwuH9Jw_786q3kGrKZN1Su_83NGcizSzzi3-NI/edit?usp=sharing
so what is your conclusion - what is the best method to gain a useful item in general?
for 2.6 regalias?
yeah, or in general
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
indeed
i think i will try some weapon
this league i crafted some good DPS 2h sword and claw
so with regalias, what was the best method?
I'll finish my version soon as well, and we can compare methods ๐
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)
SC?
Softcore
oh, as in lower threshold on the ES value?
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
yeah
would be interesting to see what the price would be if you set the threhshold higher, say ~950 es
lol want to know to hit a perfect 3T1 only? 23079 chaos + 11,3 ex
that is... expensive
yeah, but you hit a lot of 900+ in the process
true
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
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
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"
not for chaos spamming, as that is unpredictable as you know, but with transmute-alt-aug-regal-exalt
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
http://betaapi.pathofexile.com/api/public-stash-tabs?id=0-0-0-0-0
@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...
I just do web stuff ๐ I have no idea how that works
๐ฆ Do you know anyone who can help me with this question? ๐
You could just wait for me to figure it out ๐
It's next on my list of things to fix
@timid hemlock That's my fallback plan ๐
๐
Well I think I know how to go about doing it, so with some luck it won't take long
@compact isle did you see my email I sent to Paul and Thomas?
about an hour ago
or even, did they see it
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
does the regular one have utf8?
yeah
foreign language suppport prob means everything will have utf-8. Char names n such
but latin 1 is weird
rip non-asci char and stash names?
maybe? dont know about latin 1
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
you mean like the db's wrong encoding?
no the tool used to export the data
indeed
@chrome topaz thanks for poe.trade for beta man
anything improved on beta stash api?
I don't think so
Looks like it was just reposted on a different sub domain. No changes that I can see
@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
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
@obtuse citrus how can you guess those weird long values are linked to something? (is that a pointer value?)
longs are almost always pointers
(well, foreign keys to be exact. pointers into data and self are ints)
@obtuse citrus so long = pointer to table value + row value?
no, long are usually foreign keys containing the row number of another dat file
@obtuse citrus do you use any HEX editor? to view those files or something?
so u don't need to extract them raw and view for any particular reason?
Not really
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
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
I think there is a special api to check player's online for poe.trade
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
i completely understand that it's not open for anyone at any time
which is fine for most people, if an inv is updated in the last couple mins, player is most likkely online
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...
I hope they can provide private stash as an API, it's really hard to access large private stash
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.
45 requests every 60 seconds sucks
but this API may against how they want to sell pubic stash for earn money
what kind of functionality are you looking for?
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
its not that bad
I bet that if you were to create a sucessful site they would be more than willing to give online api access
its just json
the json itself is fine
pretty easy to consume
right, but i have 0 knowledge if that's also a river, or a lookup API or whatever it is
the format for public stash api is pretty bad
http://pathofexile.gamepedia.com/Public_stash_tab_API shows whats what
@mortal bone I'm well aware
I believe it was pretty clear
they just merge forum display json and left much garbage inside it
you don't get to know what the online api is
that is just how it goes
develop something and build their trust
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
online api a url like online-users-api, and every line is current online account name
i don't understand
You could just ask @chrome topaz if he can say anything about how the data is presented. I highly doubt that he can though
I got one for garena
it is a big list of account names
yes
a utf8 txt file, each line is an account name
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
accountName for online api
you just need a well formatted documents :p
You wanted to know how it was laid out, so he told you lol
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
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
I... do not care... if it is open
I just wanted the documentation
so I could plan for it
docs on the stash tab api? or just on a player online/offline change api?
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
mm
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.
You don't know that either
And I understand that you couldn't care less about that, but GGG should
We are making the an assumption, albeit opposite sides, but we have the same data pool lol
Heh, whatever bud
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
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
it was enough for my purposes, not sure what the issue is still
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
well...
http://pathofexile.gamepedia.com/Public_stash_tab_API community documentation is pretty good if you don't like the official stuff
Thanks for pointing it out (seen it). I just wish that GGG as a business would tkae it more seriously
I get that you want what means what, but none of this was meant to be consumed publicly
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.
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.
Indirectly, it does.
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
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.
I'm not sure why you take such an offense because I voice my opinion
don think anyone is taking offense
I thought GGG set this thing up
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
How do you know it just won't happen?
Because we have been asking for years. Lol
You're saying that investing effort and resources into GGG third party stuff is betting on a dead horse?
Yep, pretty much
I think yes
If so, I'll jump on another bandwagon
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.
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.
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
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
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
The thing is devs aren't their main business. As long as Poe.trade sticks around they don't need anyone else.
And if it goes down someone will pick up their place because it is profitable.
No, xyz makes too much to leave lol
http://www.alexa.com/siteinfo/poe.trade no way to you quit something like this
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.
its really not bad how it is
yes, its currently "fine"
Eh, I am just providing counter examples to your points.
You're telling me if you had a site with ~6mil page views a month you would leave it?
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
Ok, so the documenttion clearly points out how the data is supposed to be used?
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
It is if you understand where the data comes from
It is forum display data that has evolved over the years, and there is documentation explaining what it means
not the official docs, no
Emmitt, you've pointed that out, and that is so totally besides the point
k, so you just want the wiki rewritten on official site?
๐คฆ I think we'll end this topic now
Last time I checked, it was unofficial
But GGG acknowledges it
asking GGG to provide more API or more documents is a dead end
because the business is operated by developers, and not by business people
and develoeprs hate documenting

devs that don't document and comment code in my businesses are quite short-lived
it's boring but extremely important
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
it depends on how your organization looks like
obviosly if you dont employ docs people it has to happen differently
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
lack of documentation is not even the worst part
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
@chrome topaz notice any major changes to the beta api?
not even minor changes
still not utf-8?
Damn, OK...
I think it always was utf8, no?
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
it was online api
ah. k
Does anybody know what is the class type of vaal skill gems for lootfilter syntax?
Active Skill Gem
That's showing all skill gems though
Class Gem
BaseType "Vaal"
ah OK
jus searched it out in neversinks filter since i have it downloaded
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
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
@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
you doing fun maths?
Very
is it just trying to find a furmula for a sequence?
Pretty much
you have the values?
Yeah
I doubt it would help; assuming it's a polynomial, it appears to be at least 4th degree
I can't find a way to filter gems by their level
Like if I want to hide all but level 20 gems
๐ฆ
It's gone now
gone with the rage
Yes.
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
you tring to do monster dmg or player skill dmg?
monsters
yikes
they changed stuff in 3.0.0 for spells, before you had the values
now they scale differently
sounds like a nightmare. ingame tests have so many variables to consider
What is the easiest way to guess function from dataset?
http://pathofexile.gamepedia.com/Monster_damage even the old explination and estimation and spreadsheet source are cringe. if youre trying to replicate its gunna be a fun time. gl.
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
@timid hemlock Yep, came to the same idea suddenly
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
@timid hemlock Do you have example with Multiplier2 higher then 0.05?
Not yet
Most of those i've seen were around 0.03
Yeah
I'm trying to gather more data on that ATM
Bit of a pain in the ass to do though
@timid hemlock filtered some skills with M2 > 0.06 https://pastebin.com/p7dcuxuE
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 ๐
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?
yeah
this is also may be usefull to answer questions like "How many damage will deals X boss"
Still need to figure out the formula and what kind of formula it is at the end of the day
Yup
Currently i'm looking for two samples with fixed M2 and variable M1 both to be present in old and new data
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
True, but I'm guessing they'll be close enough to at least hint at the formula, given enough data
might be yea
In the python shell you can have both versions side by side pretty well
I'm pretty sure it will be close enough, i've seen exmples with 8-10 EffectPerLevel in new data to match old values
I don't think the stat values in GEPL are even used when there's scaling in play
yeah I suspect so as well
What files are you guys looking into? I might be able to help a bit as well
GrantedEffects and GrantedEffectsPerLevel
๐
Do we have any target values?
Oh I can give you a massive text file of target values ๐
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
Hmm, interesting...
For example Stats0 = 8 mean that there is no approximation
Yeah I got that far
1 - damage scaling
Anyways, I gotta sleep; so good luck ๐
Also there are different damage scaling mods
I spotted mode 1 used for DOT damage in RepeatedPulseDegen
the feeling when updating wildcard ssl on your microservices, you realize a dev use the SSL cert to sign JWT tokens... ๐คฆ
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
๐ค
perhaps the first is for monsters
might be, indeed
I'll just index the stats tthat actually have a translation and throw the other ones away, and see what happens.
there is a monster that has a modified projectile speed in the beta
for spec throw
so its prob related
this is 2.6 data still though
hmmm
there's no "StatsKey1": 2731, (2731 = spectral_throw_deceleration_override in Stats.dat)
in Mods.dat
maybe not used
and then, there seems to be no 'local_jewel_effect_base_radius' in stats
ugh
(reading mods, trying to find the equivalent in stats)
isn't local_jewel_effect_base_radius just a radius value? (don't need description, its visual)
probably, however I would of assumed that there was going to be an entry in stats.dat for it
it is there
hmm, ok - perhaps I need to rerun RePoE with other options
? 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": []
}```
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
yeah you will need to get exceptions hehe
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)
while_spider
wtf
what kind of stuff your app is going to work with? (i mean items like, jewels, flasks, equipments, maps, map areas, monsters, etc)
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
hmm, maybe you can filter your stuff by domain (if you need it)
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
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
Can't get pypoe to play nice with the beta data ๐ฆ
Oh? I've had no trouble
Well, I did have a little trouble but Omega clonked it on the head
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
This in the exporter?
both exporter and cli
I'm dumb
K ๐
I had set the path but not the version...
Yerp, that'd do it ๐
Thanks ๐
Too much data?
It's pretty
Very
And it still tells me nothing :/
So, there's some function that takes level and Multiplier2 and produces that output
I'll change Keys2 since you got that one
๐
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
so what column names do you guys have at the moment?
For what exactly?
oh cool, I'll take a look
starting @ line #2268
Or he could just search for the .dat name ๐
^ is what I ended up doing ๐
huh, the column positions all change in the .dat files that's weird
Interesting; I wonder how that happens
odd
@timid hemlock hmm if Keys0 is multiplier then how does the "not-interpolated" stat marked?
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
๐
@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...
it sounds like a bug in python perhaps if it works with newer versions of python
yeah, probably
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
@obtuse citrus argument parser never execute code and only shows help even if all arguments are correct
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
i wasn't able to perform proper cli configuration
anyway, i ended with two python versions. not that bad, just some tricky pathing required
is procurement working with beta?
No, there isn't any forum trading in beta
They said API will be open soon no ?
@south mauve If you're refering to Stash Tab API for Beta, it is open.
beta.pathofexile.com/....
the stat value weight within a specific mod should be equal, right?
Mod have weight
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?
I think yes
does anyone knows if brownymaster (poecraft.com dev) uses this Discord?
Anyone know for how long the api timeouts after too many requests?
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
Hm, ill write a script to figure out the exact numbers then
For which api?
(I was presuming the stash tab api, but yeah it has different rate limits than the other api's iirc)
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
Ah yes, I had the sash api in mind
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
Making more than 2/s will time you out, and I believe that time gets increased
Ah ok
Been a while since I messed with the time outs
Might aswell increase the delay
I think it's 1 request per second for Stash API
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
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
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
Wouldn't that create concurrency issues with the item data?
I tried that too, it creates, at least on my end
Not really
Not really, as in no definitely, or?
Thats a good question
can you explain it in more detail?
English isnt my first language
ah i see