Talk:Modifier: Difference between revisions

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>OmegaK2
(→‎cleanup: new section)
>Qetuth
(reply)
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Also something else to note, the grouping/types for mods seems strange. Not sure what the original author intends. The game uses types and groups, meaning different things each (and they're ~2000 and ~1000 entries long individually). This information should probably be removed.
Also something else to note, the grouping/types for mods seems strange. Not sure what the original author intends. The game uses types and groups, meaning different things each (and they're ~2000 and ~1000 entries long individually). This information should probably be removed.
Some sections also seem to confuse gem tags with mods; these are completely unrelated. On a another note, the tags mods have are actually not visible in game and are separate from gem tags too.
Some sections also seem to confuse gem tags with mods; these are completely unrelated. On a another note, the tags mods have are actually not visible in game and are separate from gem tags too.


The page does have quite a bit of useful information that just needs to be adjusted in terminology (and possibly moved to another page), so I didn't nuke it. I'd update it myself but there is a lot of things that need to be done else where.
The page does have quite a bit of useful information that just needs to be adjusted in terminology (and possibly moved to another page), so I didn't nuke it. I'd update it myself but there is a lot of things that need to be done else where.
--[[User:OmegaK2|OmegaK2]] ([[User_talk:OmegaK2|t]]|[[Special:Contributions/OmegaK2|c]]) 19:54, 26 September 2015 (UTC)
--[[User:OmegaK2|OmegaK2]] ([[User_talk:OmegaK2|t]]|[[Special:Contributions/OmegaK2|c]]) 19:54, 26 September 2015 (UTC)
:The original article, looking through history, seems intended to give an overview of how modifiers work, and answer questions people had about things like whether the bonus from a particular passive/item will apply to a certain skill. It has gotten a lot more complicated since then and isn't such a good overview article, but I don't see much I would call "wrong". It is talking about practical player use, not internal code names for things, and if I'm reading your example right this would be true of any page on the wiki that mentions stats, since what you are calling stats is not what players mean by stats. --[[User:Qetuth|Qetuth]]-([[User talk: Qetuth|talk]]) 00:01, 13 October 2015 (UTC)

Revision as of 00:01, 13 October 2015

cleanup

The modifier page is currently partially wrong or referring to the wrong things. There are also some topics not covered at all.

First how mods work:

  • Has it's own data base entry (and soon wiki page)
  • A mod has up to 4 stats, which grant the effect of the mod; a mod without stats does not thing
  • there are minimum and maximum value associate to roll the randomized range
  • the mod-domains which will determine what kind of thing the mod will apply to (i.e. item, monster, stance, master-crafted mod)
  • the mod generation type which will determine how they're added to items (i.e. prefix/suffix/corruption/"given" mod/tempest mod)
  • it has spawn-weighted tags (NOT gem tags, they are different) and values which will determine the chance to spawn

Importantly mods are not to be confused with stats:

  • stats have a id
  • multiple mods can refer to the same stat
  • a stat will have a translation depending on other stats involved and the values; i.e. stat added_minimum_physical_damage and added_maximum_physical damage translate to "Adds x-y Physical Damage" on items, which can make it hard to tell what the stat
  • how stats affect the character is probably somewhere determined in the code (i.e. also local/global)
  • the same stats are generally additive (IMPORTANT they can still be multiplicative or additive with OTHER stats)

Also something else to note, the grouping/types for mods seems strange. Not sure what the original author intends. The game uses types and groups, meaning different things each (and they're ~2000 and ~1000 entries long individually). This information should probably be removed. Some sections also seem to confuse gem tags with mods; these are completely unrelated. On a another note, the tags mods have are actually not visible in game and are separate from gem tags too.

The page does have quite a bit of useful information that just needs to be adjusted in terminology (and possibly moved to another page), so I didn't nuke it. I'd update it myself but there is a lot of things that need to be done else where. --OmegaK2 (t|c) 19:54, 26 September 2015 (UTC)

The original article, looking through history, seems intended to give an overview of how modifiers work, and answer questions people had about things like whether the bonus from a particular passive/item will apply to a certain skill. It has gotten a lot more complicated since then and isn't such a good overview article, but I don't see much I would call "wrong". It is talking about practical player use, not internal code names for things, and if I'm reading your example right this would be true of any page on the wiki that mentions stats, since what you are calling stats is not what players mean by stats. --Qetuth-(talk) 00:01, 13 October 2015 (UTC)