A system has been added that will automatically add divination cards and other items to the item acquisition sections where appropriate. Entries added by this system will be shown as automatic in the item acquisition section.
Some pages will need to be updated to include
upgraded_from_disabled=true if they are not eligible for the system.
Some further details on what needs to be done can be found on Path of Exile Wiki:To-do list/Automatic upgraded from and issues can be posted on the talk page.
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)
- I think it's important to make the distinction as it can lead to player confusion (just like GGG tries to be accurate in their descriptions). At lot of this page applies to stats and not just mods, and stats are used in more places. Example are skills, buffs and the passive tree - all those use stats directly (and the description of increased/decreased more/less generally holds true for stats). It may be safe to assume using it wrongly thoughout the wiki would also help to establish with players that they call things by their incorrect name. From using the wrong name people can draw the wrong conclusions - like how buffs or skills don't actually have rollable mods or random mods, but fixed stats. Another example is people very regularly confusing multi-stat mods with multiple mods, which is a bit of a symptom I think - e.x. phyiscal damage and accuracy rating inexperienced people often confuse for 2 unrelated stats. Also it would help to understand why the same stats are actually added up on items - e.x. how physical + accuracy and physical ends up with 2 visible values, not 3.
- I have in particular mentioned it because with redoing things for SMW and modelling the wiki pages closer to the game, it will create much more confusion then it is worth. For example, having a page "Mods that modify physical damage" versus a page "Stats that modify physical damage". The former would include just mods, where the latter would include skills, passive skills and so on. Without knowing the distinction between either of these, it would be hard for anyone to follow why that is the case. It will also be very important for people to understand if they want create or modify those pages as they need to know what they're querying about in the first place. I know this is still a bit ways off, since the mod exporting isn't complete yet, but I was hoping to get it done sooner rather then later.
- Perhaps I need to do a write up of stats and mods as an example. I'll create Stat soon (I think it should be called just stat, not Statistic because the game refers to them as Stat not Statistic). --OmegaK2 (t|c) 07:19, 13 October 2015 (UTC)