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Item info
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highlights specific item-mods as (un)desired based on your preferences
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adds colored highlighting to mod-tiers, making it easy to spot low/high-tier items at a glance
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shows the drop-tier of unique items, as well as individual and overall roll-percentages
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provides additional information on a given item:
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DPS-values for weapons
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strength of defense-stats compared to the highest values within the item-class
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base-percentile defense roll
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optional league-start feature: compares a given item to the one you have currently equipped
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for users with non-standard in-game keybinds: go to the
hotkeys
section in the settings menu and do the required configuration -
the item-comparison feature (league-start mode) and shift-click activation require setting up the inventory pixel-check in the
screen-checks
section of the settings menu
main UI-elements & user interaction |
example |
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unique items: 1. roll-% of individual mods (same value as the bar under the mod-text) 2. combined roll-%, i.e. how close the item is to being perfectly-rolled 3. drop-tier/category: T0-5 , league , limited , uber , pinnacle , boss , vaal , recipe
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abyssus, ezomyte burgonet: |
non-unique items: |
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optional UI-element: red markers that can be placed while shift-clicking wisdom scrolls on items
- these can be placed via right-clicks while using shift-click activation
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this feature has its own section in the settings menu, with customization and sub-feature options
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hover over a supported item and long-press the omni-key (default: middle mouse-button) to open the item-info tooltip
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pressing ESC or clicking into the game will close the tooltip
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if the tooltip is already open, a normal press of the omni-key is enough to open the tooltip for the next item (to make it easier to cycle between multiple items)
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the tooltip is laid out in a way that moves the most relevant information to the right side
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thicker horizontal lines are used to divide implicits, prefixes, and suffixes in order to make the item's structure more apparent at a glance
- these lines also represent certain item characteristics by means of color-coding: white (default), red (corrupted), yellow (25%+ quality), teal (mirrored)
- the right-most column (purple box) shows colored cells that visualize the item's affix-tiers: high (green) -> low (red)
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if you see a lot of green, the item's affixes are generally high-tier
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cells with a
#
indicate special/untiered mods (e.g. veiled, delve, incursion, etc.)
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- the slim column (blue box) contains cells that indicate your preference towards the mod in question
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click a cell to apply the T1 color and to mark the associated mod as preferred/desired
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right-click a cell to apply the T6 color and to mark the associated mod as undesired
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if you see a lot of green, the item's affixes are generally preferred/desired
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- the top row (yellow box) is optional and shows general information about the item-base, i.e. ilvl and attack/defense stats
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again, the most important information is placed towards the right
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the ilvl-cell will be highlighted if the item meets the highest required ilvl for its class
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individual base-stat cells will be highlighted if the item is the best-in-class for a given stat
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the percentage-values indicate how close a defense/attack stat is to the best-in-class item of that stat
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the colors that the tooltip uses can be customized by means of RGB hex-codes
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desired highlighting and base-stat highlighting use
tier 1
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class-specific desired highlighting uses
FR
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undesired highlighting uses
tier 6
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class-specific undesired highlighting uses
ilvl 52
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eldritch implicits are highlighted with
tier 4
totier 1
for the regular implicits (the one from the embers/ichors), and a special pattern for the two upgraded ranks (red text on white background, imitating NeverSink's T1 pattern)
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implicits and cluster/blight enchants generally behave like normal modifiers, i.e. they can be marked as (un)desired
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the highlighting is more pronounced because these mods affect the item more significantly
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these mods also have their own list of (un)desired modifiers, which means they will not be affected when explicit modifiers of the same type are highlighted
- for example, the
x% increased damage
mod can be highlighted differently depending on whether it's a vaal-implicit or belt-prefix
- for example, the
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the wording on conditional eldritch implicits mods (unique and pinnacle presence) and others is slimmed down for space reasons
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the tier of eldritch implicits is represented by a simple number rather than lesser, greater, etc., which simplifies things a bit (also when using eldritch currency)
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since mods on base jewels are not tiered, a different means of differentiation is required (otherwise every mod is highlighted as T1)
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the tooltip therefore displays a mod's weight which ranges from 100 to 500
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weight is a comparative value that represents a mod's relative probability of rolling on a specific item base
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a mod with a weight of 500 is five times more likely to occur than a mod with a weight of 100
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weight is therefore merely a representation of rarity, not strength or quality
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the cells in the tooltip are highlighted using shades of gray, as opposed to using colors that inherently have associations with good (green) or bad (red)
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if a mod is marked as preferred/desired, the weight-cell will be highlighted as well (i.e. the usual color will be overridden)
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cluster jewels have an extra cell in the top-right that displays the jewel's passives-count (it is highlighted if that value is in the optimal, most cost-effective range)
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the settings menu has an option to automatically refresh the tooltip while applying currency/crafting items
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how to use:
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hold shift, right-click a crafting/currency item, and then left-click a craftable item to refresh the tooltip
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right-clicking (after the initial currency right-click) will place a red marker underneath the cursor in order to mark an item as
do not vendor
(while vendoring after a map) -
the tooltip will automatically hide after releasing the shift-key
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pressing ESC or clicking into the game will hide the red markers
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the primary use-case is vendoring stuff after a map, or mass-identifying multiple items while mapping (e.g. piles of fractured items)
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enabling this feature will track your equipped items and use them as a point of comparison in the tooltip
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it adds a new section to the top of the tooltip (separated by a thicker gray divider) that shows the main stats that matter the most in the early game
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for weapons, the first line shows DPS and attack-speed values as either percentages (if the currently-equipped item also has that stat) or flat values (if it doesn't)
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for defensive items, it shows life and resists in a fixed order (the most important being on the right)
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underneath that section, the tooltips lists all the stats that are in your
desired
pool that you would lose if you switched to the new item- this excludes any stats that influence DPS or resistances since the top section already takes care of them
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whenever you hover over a gear-slot in the inventory, a small refresh button will appear in its top-left corner
- long-click it to copy the equipped item and store the data, long-right-click it to clear the gear-slot
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this feature requires correctly setting up the
inventory
pixel-check in thescreen-checks
section of the settings menu -
once the check is set up, small refresh buttons will appear whenever you hover over a gear-slot in the inventory (make sure the game is focused, and not the settings menu)
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enabling this option will display additional information on a given item's ilvl and base attack/defense stats in the top section of the tooltip
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this shows the stats of a general's brigandine (STR/DEX body armor)
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its combined armor and evasion reaches 90% of the value on the best STR/DEX body armor, while the individual stats reach 50% of the best STR and 45% of the best DEX body armor, respectively
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this shows the stats of a cardinal round shield (STR/DEX shield)
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its combined armor and evasion is highlighted because it's the base with the highest combined value among STR/DEX shields
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its ilvl value is also highlighted because it meets the highest requirement of any shield mod
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this information is mostly for farming/finding crafting-bases, but there are additional situations in which it might come in handy:
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if you find a base that would normally be filtered out but wasn't this time because of a certain characteristic (six-linked, fractured, synth implicit, etc), you can check if it's worth investing currency into
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if you want to use a good off-stat item that you just found, this info can help you gauge how much defense you'll lose doing so
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this section also shows the item's base-percentile defense-roll (the one that is re-rolled with sacred orbs)
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anoint-recipes for anointed amulets or rings are also displayed
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the settings menu has a set of various rules/overrides that can be toggled individually
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the names indicate which mods will be affected, the colors which kind of highlighting will be applied
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there is an option in the settings menu that enables an additional column with a mod's ilvl requirement in the tooltip
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this option probably caters more to advanced users rather than the average user because it makes the tooltip display more information at once, which may be confusing or overwhelming
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use-case / explanation:
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some mods are inherently weak even at T1, but the tooltip will highlight them just the same as strong T1 mods
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this option somewhat 'weeds out' these cases and prevents them from being highlighted as good solely based on tier
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this option does not affect base jewels since they don't have any requirements
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