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Talk:Item affix

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Global Damage

The section about Global Damage contains the following phrase: "Can appear on all items except body armours." I don't think this is true at all. Added lightning, cold, fire damage can appear on gloves, but cannot appear on other armor pieces (body armour, helmet, boots).

Local vs Base

I think some discussion about the difference between local and base adjustments should be included, as that wording is fairly confusing. TheRabbit 15:12, 28 June 2012 (UTC)

I agree with Local vs Base distinction / short explanation. Glowyrm 08:01, 5 August 2012 (UTC)

There are some modifiers that have both Local and Base adjustments. For example "of Calm" has +5–15 accuracy and +5–15 local accuracy. Do these values add together? It seems logical that +5 base accuracy will affect every attack including the originating item. -AnnanFay (talk) 16:35, 29 January 2013 (UTC)

Item Slots

Maybe not on this exact page, I'm not sure where really, but I think it would be a great resource to be able to see what item slots can spawn what affixes. This would help when deciding what gear to upgrade from Normal to Magic or what Magic items to reroll the affixes on with Orbs. For example, can run Movement Speed affixes roll on other slots besides Boots? (Besides Uniques). Glowyrm 08:03, 5 August 2012 (UTC)

Confusing Item Modifiers

I am realizing that this page is massively out of date. I would like to update it, but I am confused about how some modifiers are listed.

For example, on Prefixes under Evasion, there is a mod called Dancer's. There are three stats listed for Dancers:

Level Stat Value
18 Base Evasion Rating 11–35
19 Evasion Rating +% 5–7
18 Local Base Evasion Rating 11–35

What is actually indicated by this? Does it mean that the Dancer's prefix gives all three of those stats? If so, what is the distinction between base evasion rating and local base evasion rating?

I made a forum thread on this subject. So far, no one has responded. I wanted to see if anyone here knows anything about it.

Vinifera7 (talk) 06:37, 28 January 2013 (UTC)

They appear on different item types. The first two will only appear on non-armour pieces such as rings and belts, while the third (local) one will only appear on armour that naturally has evasion as part of its base defense. Malice (talk) 08:07, 5 February 2013 (UTC)

Split up the page

If there are no objections I'd like to split this page up into:

  • Item affix
  • Flask affix
  • Map affix

I would also create a Monster affix page, and have an Affix landing page that introduces the concept of affixes in general for non-ARPG vets, and links to the more specific pages. Such a page would be a good place to distinguish between affixes and modifiers, which are different things mechanically but often confused. Malice (talk) 08:14, 5 February 2013 (UTC)


Datamining

Found some relevant data in the game file for affixes. It's tabled, has data for every prefix and suffix, their level requirements, effect ranges, etc. Does someone want said information so they can compare it to what we have and update? FootHands (talk) 11:32, 15 November 2013 (UTC)

Evasion on Rings

On the page it states that Evasion is "Limited to relevant helmets, gloves, boots, and body armours." However I have a ring (Phased Sapphire Ring of Raiding, ilv73) granting "+131 to evasion rating". So the previous statement does not hold. I recommend a change, but want some input on how to do it. It is probably true for the "Local Base Evasion Rating" and "Local Evasion Rating +%". But "Base Evasion Rating" is probably ring only, while "Evasion Rating +%" is most likely neck only. —The preceding unsigned comment was added by Camparen (talkcontribs) 16:25, 6 February 2015 (UTC)

Updating this page with dynamic data

As step of the rework, looking to replace the current manual list with the dynamic data. A preview is located at my userpage User:OmegaK2/test6.

Looking for more input before replacing this. --OmegaK2 (t|c) 18:15, 16 February 2016 (UTC)

Well I like it. Is it possible to have an expand all button for searching? --Qetuth-(talk) 06:51, 17 February 2016 (UTC)
Looks great, I agree with Qetuth, an expand all button would be nice. Iamacyborg (talk) 09:51, 17 February 2016 (UTC)
Need someone to find out what Javascript this is using. I believe it's something that we have to code on our own and add to Common.js --OmegaK2 (t|c) 16:18, 17 February 2016 (UTC)
I like it as well it's an definite improvement. I personally would like it to look more like poemods.com, where the mods are sorted by the available items as well. This would split the table making it slightly easier to read and browse I think. I did a quick mock up how I would like it displayed here: User:Illviljan/test1, note that the inner mod table should be neatly collapsed like in User:OmegaK2/test6. But there is issues with this as well for example which tags applies to which items. --Illviljan (talk) 11:40, 17 February 2016 (UTC)
I'd say the formatting of the current affix page is pretty spot-on, a contents menu with links to the relevant affix section, everything in a fairly neat table, but with dynamica data of course. The whole collapsing/expanding deal just makes the page less user friendly by adding alot more clicks, at least for computer users as opposed to phone/tablets (and I'd presume we're catering mostly to the former?). A separate page with "affixes by item base" or somesuch as per poemods/exilemods, with all the affixes in collapsible lists would be ideal as well. twitticles (talk) 03:01, 18 February 2016 (UTC)

I intend to update this page now. What will happen is this will only become a overview page linking to the lists via a Navbox. Here's an example of how a mod page will look like: List of one hand axe modifiers. Looking for feedback on the pagename style, category naming and other things you notice before I go all out on creating pages. --Illviljan (talk) 18:46, 20 August 2016 (UTC)

The article name should be List of one-handed axe modifiers rather than List of one hand axe modifiers. Similarly, the category should be Category:One-handed weapon modifiers rather than Category:One hand weapon modifiers. —Vini (t|c) 11:17, 21 August 2016 (UTC)
I followed the style Property:Has_item_class uses, so does poeaffix and poeDB. But then there's ReaveReaveAttack, AoE, Melee
Radius: 14
Mana Cost: 6
Cast Time: 1.00 sec
Requires Level 12Attacks a small area in front of you. Each Reave that hits an enemy increases the area of effect. The area is reset after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.Per 1% Quality:
0.5% increased Attack Speed
Deals (100-138)% of Base Damage
50% more Area of Effect for each stage
+(0-4) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Reave skill icon.png
that uses One-Handed Swords in the description. In game SabreSabreOne Hand Swords
Physical Damage: 522
Critical Strike Chance: 5.00%
Attacks per Second: 1.55
Weapon Range: 9
Requires Level 10, 18 Str, 26 Dex40% increased Accuracy Rating
uses One Handed Sword. I think following the item class will be easier for future automation but it isn't that important to me honestly, and I know One-Handed is used on most pages. --Illviljan (talk) 12:38, 21 August 2016 (UTC)
I'm with User:Illviljan on this one. We should stick to the item classes when possible. Everything else makes thing harder to automate in many places as well as harder to understand/search for. It's a change I planned alongside with the item module since items are now categorized automatically and as result "one/two-handed xxx" categories would no longer exist as they're classified as "One/Two Hand xxx" instead. --OmegaK2 (t|c) 17:12, 21 August 2016 (UTC)