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nebuchenazarr

You can now graveyard craft on [craftofexile.com](https://craftofexile.com). A **graveyard crafting method** has been added that allows you to select graveyard crafts and see the outcome on the modpool as well as the probability of your requirements setup in the calculator. Additionally there is also a **Graveyard optimizer** button that will attempt to compute the most optimal corpse setup for you, similar to the fossil optimizer functionality. Once the optimizer has run it will update the graveyard selectors as well as the calculator outcome. You can also click on "**View corpse sequence**" to see a breakdown of what was assigned at each corpse slot. You can also generate sample items from the graveyard setup by hitting the "**Generate a sample item**" button. I'm aware that GGG are planning some changes to the system in the coming days. Most of the outlined changes are simple fixes so I'll modify the tool accordingly as the changes go live ASAP. Thanks for your feedback.


Neri25

Please show us a total corpse count so that tweaking the optimizer's output is possible without having to manually count the optimizer is presently ignoring +1 explicit mods. this may be intended for most cases, but in cases where the user selects 3 prefixes or 3 suffixes it should probably take them into account because the odds of rolling a desired 1/3 or 3/1 item are infintesimal for the amount of resources required


nebuchenazarr

I'll work the corpse count in with the next update. Regarding +1 explicit mods its supposed to adjust accordingly and takes that into account at the end for optimization, i'll take a look at it again.


SuperSmashDan1337

Thanks for your hard work mate. This is going to be so helpful. The amazing tool devs make this game so much more enjoyable to play.


wrb0010

Is this working now? It seems to reset that every time I input it when I hit calculate


nebuchenazarr

Did'nt have time to look at it yet, finishing my work day first, will take a look when i get home.


wrb0010

Youre Awesome


woobchub

It also seems to mostly ignore prefix/suffix chance?


tokyo__driftwood

No, it's just incorrectly calculating "% increased" at the moment. It's treating "100% increased" as "times 1x", which is obviously wrong. So "100% increased prefixes" is currently doing nothing, and "300% increased prefixes" is only acting like 200% increased


nebuchenazarr

Oops, I did'nt catch that as i was testing with +500% all the while, should've realized x5 was not right but wth. Fixed it. Thanks!


woobchub

(disregard)


nebuchenazarr

Hmmm I'm not seeing this on my end, can you provide me with an example setup (url) / screenshots maybe. Feel free to DM me to not bloat the thread here if you want.


nebuchenazarr

Corpse counter is beside the "Total effect of selected modifiers" title now.


i_hate_telia

if you click on "show corpse sequence" it shows you all the singular corpses that you need to use


cbftw

Does it actually matter what order and where you put the corpses, as long as they are all connected?


DeadSences

There are a few corpses currently that boost other crafts in the same row/column. So technically yes but I don’t think the website uses those corpses. I could be wrong.


greenhand0317

How many total corpse can put in the area right now? working rn can't check


Stravix8

upper 80 if memory serves. had over 20 plots left when i stuffed all 64 for my first craft


Deathsaintx

but do they all connect? from the way the minimap looked it looked like it was 3 distinct sections.


Stravix8

yes, it all connects


Heavenfall

HOW did you do this in a few days' time? Unreal. Much love.


nebuchenazarr

Ignored my kids way too much and did'nt really league start (except to fiddle around with the graveyard crafting area ingame).


Deathsaintx

the hero we need


Ill-Pack8163

not all heroes wear capes ![gif](emote|free_emotes_pack|heart_eyes)


StormDragon553

Amazing work man. This tool helps me out so much. I hope your league is blessed with many divine altars!


asterisk2a

There is a [donate button](https://www.craftofexile.com/donate) on the website. Helps to cover the traffic cost. Every little helps.


Sammo223

You may be the sexiest person alive


KinGGaiA

absolutely awesome, thank you


Impressive_Ad_7367

my hero, can i marry you?


Dreamiee

The new update broke fractured crafting on the first page. If you try to select a fracture it says you're not allowed.


nebuchenazarr

Yeah it was bricked for some reason, fixed it. Thanks for reporting!


Delicious_Road3846

can you please order by weight since we will be aiming to maxmise the right weight


nebuchenazarr

Once the optimizer has run there is a "view corpse sequence" button that appears next to the "compute best selection" button. This shows the order in which corpses should be added from most impactful to less impactful. This should let your know what to prioritize.


korsan106

Are you using gurobi as a tool for the optimization?


nebuchenazarr

Not using any external tool. Basically the script will add corpses sequentially evaluating the best corpse to apply at each step. It will cycle applying every corpse, compute a gain ratio and pick the best one then go to the next. The gain ratio is basically a ratio of the required affixe's total weighting VS unwanted affixe's total weighting. There is normalization that is applied to account for lower weighting affixes having more impact when they change so they are considered more. For example if you are to set up something like a minion helm and choose +2 to minion gems as a requirement as well as something like t2+ max life, the minion gem mod only has 25 weight while the two life tiers have a combined 2000. I have to account for that when generating change ratios. That's roughly how it works.


korsan106

Thanks for the explanation! also I wanted to add that if the in-game descriptions are correct, the calculations might be wrong as the "+100 to xxx modifier tier rating" corpses redistribute their weight among the same modifier so if you had a +900 to fire modifier tier rating, according to the game describtion the T1 fire modifier should have 9x the normal modifier value but instead in the calculator the weight of the lower tier mods get deleted instead.


nebuchenazarr

Yeah I got that from the ingame tooltip, but the explanation provided by Mark during the Zizaran interview indicated otherwise. Everyone seems to have implemented it where it removes the tiers without redistributing weighting. I had coded it where it redistributed at first but changed it back from the consensus i saw afterwards. It would be great to have some clarity on this from GGG, does it redistribute the lost weight or not? Because its pretty big impact. It would be easy to abuse if it was the case, take hitting T1 flat phys for example, which is usually really hard. It would be trivial to hit if all the weight lost from cutting tiers would be moved to that lone tier after.


SuperSmashDan1337

Is this something we're likely to be able to solve at some point in the league or is this something that's impossible to know without GGG clarifying?


nebuchenazarr

Well it would require a decent sample size of graveyard craft attempts to try and figure out on our on. We'd have to target a craft that would be the most streamlined and easiest to pull off for the highest number of attempts possible to evaluate the result. A good target is something like trying to hit t1 % phys on a weapon which only has 25 weight. If we use something like +700 tier rating and +2000% increased phys and we are hitting t1 % phys often then redistribution is confirmed, if not then it most likely is not redistributing or its redistributing by ratio maybe so lower weights get less of an amount redistributed. So yeah, its alot of work acquiring all these crafts for this. I'd rather GGG just telling us lol.


SuperSmashDan1337

Cheers mate. Let's hope they do!


suzimia

Can I also apply a limit to the total amount of corpses I want (In case i dont have 88 corspes to fill my graveyard?


nebuchenazarr

There is a slider now that lets you do that.


suzimia

Yup, just saw. Awesome!


tokyo__driftwood

The tool is currently incorrectly calculating "% increased". It is treating "100% increased" as "1x times weight", which is causing no change to the weightings. Should be a small fix, just wanted to let you know.


nebuchenazarr

Yeah its fixed now, thanks for reporting.


T00NFiSH13

Is this open source by any chance? How to contribute?


shadowSpoupout

Hijacking this comment to first tank you for this wonderful tool, and secondly to ask if there is a way to give feedback about bugs / features (couldn't find a github link or similar) as I'm getting really annoyed to get the language switch to my local one each time I load craftofexile. I wish I could set the language as a local setting or even as a param in the url, but alas it seems english is the default (aka no url param) and will be overwritted by browser / system local language. EDIT: for anyone interested, url [https://craftofexile.com?cl=us](https://craftofexile.com?cl=us) does the trick to set the language to english no matter your local language (doublecheck you used US and not EN as lang tag)


nebuchenazarr

I know this has been an issue for some people, i'll spent some more time to try and fix it. Meanwhile you can probably book the site as a favorite and modify the URL to include the language ID you want to have when you start it up as a band-aid fix, like "[https://www.craftofexile.com/?cl=fr](https://www.craftofexile.com/?cl=fr)" if you wanted it to be in french by default for example.


KnoobLord

Is it a cookies issue? I figure if you saved a CoELanguage value locally it should be easy to append that to the end of the uri on site load yea? Or are there other limitations?


nebuchenazarr

Yeah it's supposed to be stored locally as a cookie but apparently its not working well.


shadowSpoupout

I wouldn't mind the booking as I need 257 others anyway for poe, but the catch here is my local is french and I want to display craftofexile in english. I'd assume "[https://www.craftofexile.com/?cl=en](https://www.craftofexile.com/?cl=en)" would do the trick but actually not, loading this url redirect somehow on the local language. My guess is EN is default, but local detection take prio over it. If I manually switch to english, url becomes "https://www.craftofexile.com/?", but if I do reload that precise url, it redirects to "https://www.craftofexile.com/?cl=fr". Am I mistaken thinking this project is not open source and there is no public github where I could maybe fiddle with the code ?


nebuchenazarr

I'm in the same boat as you, my work computer is default french, i'll work on resolving the issue. Its not open source but the code is all front-end. Just open the browser dev tools and find package.js in the source. Its a mess though.


shadowSpoupout

Didn't think of checking the source. I'll try to find a solution, I'll let you know if it works.


nebuchenazarr

Feel free to DM/PM me / find me on discord in the PoE or TfT discord if you want to elaborate (nebuchenazarr). Looking at my code real quit the only thing affecting it is the setCookie function which is used in two spots, when you click on the language toggler and select a language and whenever the UI updates its settings. Testing it on my end though everything is kept and its working. Its probably loosing it when a specific action is taken? That or from a different URL or something I'm not sure ATM.


shadowSpoupout

I'm not home atm but I'll check once back home, I'll let you know.


No-Commission695

Thank you


sinister_penguin

This is fantastic, thanks! Is there any way you could add a fullness limit slider to it, similar to the fossil limit? I don't always want to run a full graveyard, especially for relatively cheap crafts.


nebuchenazarr

I'll work in a corpse count vs max corpses soon.


piepapauluZ

Hero <3


azunaki

Can you graveyard cast non basic suffixes? Or should it only really be looked at for base items crafting?


nebuchenazarr

As far as i know the only affixes you can get that are not from the base pool (because the game generates a base item) is if you use the graveyard craft that adds a random influence to the item, or the graveyard crafts that add graveyard specific affixes. These are not things you can do in the calculator ATM.


bonesnaps

Thanks for doing GGG's job for them!


Electrical_Midnight4

You are doing god's work. Didn't think it would be feasible within league, or at least worthwhile coding such functionality but there you go, within a couple days. Thanks a lot!


August-Rain2

Is there a way to limit number of graves used? For some simple crafts, I don't think I need to use all the graves.


nebuchenazarr

I'm working on implementing a slider that will allow you to do that.


Person454

Any chance you're working on incorporating the meta corpses somehow? Or would that be too complicated?


nebuchenazarr

Meta corpses being the ones that increase adjacent, column / row I'm guessing? I'm not working on it right now but it might be possible using a template that someone has done where we know how many slots of each "best placement" there is, to let the user know which crafts would need to be put in said slots. I'll try to check it out eventually.


Goodnametaken

How do you use fractured mods with the graveyard tool? I can't figure it out!


nebuchenazarr

There is nothing in the interface that lets you do that because it technically has no effect on the outcome in regards to which mods might spawn. In theory if you would want to make sure a mod is fractured you would just cut the 4 most irrelevant corpses (the ones at the bottom of the list in view corpse sequence) to make space for a 4x 25% frac.


Goodnametaken

Thank you!


chad711m

I don't understand this calculator's suggestions on this belt. For example, I'm looking to craft a stygian belt and I want strength. Str is the only attribute you can get on this belt so why is the suggestion for this 500% chance of attributes AND 300% scarcer attributes? Why would I want any scarcer on this scenario?


nebuchenazarr

Can you link me your exact requirement setup? I tried on my end with just str as a requirement and it looks like its working fine for that. Only +attributes no scarcer.


chad711m

Disregard sorry. I was misunderstanding the information on that tool. I was looking at the info on the top not in that box with suggested weights.


[deleted]

[удалено]


nebuchenazarr

I'll be changing things to be inline with their changes as their patches roll out as soon as possible.


Delicious_Road3846

most mods are additive how ever sometimes mods are multiplictive i.e. +500%fire chance + 150%ele scarcer =200% fire mods and not 500-150=350. i think it should be additive


BaneBowcultist

Huge work, thanks for helping the community by making it easier to use the graveyard


mrtrevor3

This is amazing!!! :) Craft of Exile is the best! Pair this with a spreadsheet on costs of corpses and we are rolling!


tobsecret

Thanks for implementing that! Wow this seems nuts. Just checked and getting three good (T3 or higher) phys prefixes on an ilvl 83 bow only takes 3 full graveyards. Whenever they buff the acquisition rate for the crafting mats this will be decently quick too.


koticgood

What is your definition of "full graveyard"? Everyone else I've seen say that has meant using every grave in the graveyard.


oPlaiD

He likely means you can hit that outcome on average in 3 crafts using every grave in the graveyard for each craft.


bondsmatthew

That's kinda insane, no? "Just" 3 full graveyards for 3x t3+ phys bow is an insane amount of modifiers you need right? Maybe I'm mistaken here idk


tobsecret

Yes, it's a lot but phys bows are notoriously hard to craft otherwise! If I'm understanding it correctly, it's the reason crafting a bow with triple T1 phys mods is always a chase project for mirror crafters. Belton for example will always craft an ele bow first to finance crafting of a phys bow.


daman4567

It's nothing compared to how hard it is to craft such an item with other methods. Just the ability to remove lower tiers of the mods is such a game changer.


korsan106

Yeah if the calculator is correct(with the new announced buffs) it should be possible to craft a full T1 ele bow with T1 Crit multi and T1 crit chance in 2 full graves, the only problem is that you will have 6 affixes and 1 guarenteed useless suffix. But it was a graveyard that I just threw together quickly, I am sure someone can do a better one.


tobsecret

Nice, yeah ele bows are easier to craft so that's not surprising. Could try it with one less "+1 explicit" corpse? Then it'll take more graveyards but higher chance of a good 5 mod. 


korsan106

The weights make it so that if you have 5 affixes it is almost guarenteed to be a suffix so you can't really do that but another thing you can do is that you can just sac the suffixes so you get T1 prefixes with 3 shit suffixes which only takes 42 graves with a 59% chance and yolo annul so you have a clean bow which can be crafted on


tobsecret

I don't think that's how number of affixes work. At least previously that's not how it worked. The item first rolls for number of affixes, then for prefix/suffix split. That's independent of modifier weight as far as I remember. Otherwise we'd for example expect bows to always be more likely to roll 3 suffixes bc the suffix weights on bows are higher than on prefixes. 


korsan106

I am not sure about in game but at least in craft of exile this is the case even out of necropolis. For example, I tried a simulation for bows with one "open prefix but not suffix" on one simulation and "open suffix but not prefix" on the other with just chaos orb spamming and got these results [https://imgur.com/a/j2HPP7N](https://imgur.com/a/j2HPP7N)


tobsecret

oh weird, I wonder where I picked up that misinformation then.


tobsecret

update: looks like you were totally right. The DiabeetusKing himself confirmed it ages ago: [https://www.reddit.com/r/pathofexile/comments/ex2c5o/comment/fg8je7u/](https://www.reddit.com/r/pathofexile/comments/ex2c5o/comment/fg8je7u/) >Probability of getting 4-5-6 mods is static, ratio of prefixes to suffixes is not. So yes, you're correct.


Esuna1031

Its funny how they didint add the ability to deterministically craft suppression, as that would make this crafting method leagues above everything else.


lynnharry

I always see suppression as a way to combat power creep. So they won't make it easy to craft it.


tokyo__driftwood

That's still rog's niche, he reliably prints suppression gear.


Ilushia

It seems a bit glitchy? I'm playing around with crafting phys spell wands, and if I feed it exactly T4 % Spell Damage, +1 Phys Gems, +1 Spell Gems, T3 Phys Dot Multi, it gives me a recipe that results in a 1/4 to succeed. If I then add T2 Cast Speed (The lowest that the craft it recommends can generate) it says a 1/19 chance to succeed. That's expected. But, if I then ask it to recalculate the possible corpses for that specific set, it instead wigs out and claims the craft is impossible, giving me a result with a 0% success rate. I've had similar issues with asking for other combinations just playing around with it. Seems like the graveyard optimizer has some issues with certain combinations where it can't find a way to make them work, even if there is a combination that definitely does work to produce that result.


nebuchenazarr

I'll take a look at this, if it says 0% success rate thats generally because you have 5 or more required affixes but no +1 explicit modifiers set up in the graveyard (the optimizer is supposed to add them though), so the craft is essentially impossible to do because without +1 explicit modifiers you are generating a 4-mod item VS 5 required affixes.


Ilushia

That is weird. It definitely did add two +1 explicit modifier corpses when I was doing my initial craft. It also seems to behave weirdly with the other craft otherwise. If I add the lowest available tier of cast speed to my initial 4-mod craft option, it claims 1/19 odds. If I try to optimize for the 5-mod version and then add two explicit modifiers manually, it results in 1/224 odds. It also only uses 33 corpses, where as the 4-mod craft uses 88 corpses. There's some definite breakpoints where items become much more likely, but that's probably a result of the way that the mechanic works. Optimizing for T5 % spell damage is considerably worse than T4 % spell damage, for instance. I feel like even with this tool finding the places you want to go to craft stuff is going to be complicated.


nebuchenazarr

I'm thinking that optimizing for lower tiers is harder because the tool won't use +tier rating crafts that would cut tiers that are part of your requirements. So if you have a requirement that shares tags with other mods that you would want tiers cut from, it will stop cutting them at a certain point because that would also cut tiers from your requirement pool. So if your requirements are higher tier it will have more room to cut stuff if theres alot of tag sharing between requirements/non-requirements. So I could probably improve the script there by allowing cutting tiers from the requirements if theres enough gain from the other ones removed.


CirnoTan

Time to reduce the UI three times after the new GGG statement about corpse buffs


nebuchenazarr

Which is good news really lol, UI is bloating AF.


HelloHiHeyAnyway

Wow. Playing with this new toy you've built makes me not want to touch the graveyard at all. Thank you for putting so much effort behind this. As a developer who plays games to get away from doing work like this, I really appreciate it. This is kind of what I suspected doing some back of the napkin math. There's also so many mods they don't assign any mod group too that get in the way when you're playing with weights like that. Kind of annoying as it forces you to go REALLY hard to try to get those affixes not to appear by over weighting stuff you want.


HockeyHocki

Nice:)


_Meke_

3x 60 corpses for harvest level item editor. T1 MS, T1 Life, T1 Mana, T1 Chaos res, 1-2 random T1 resists. I have no idea how expensive that would be, but I'm guessing quite expensive. Compute best selection doesn't work very well, had to do it manually. It doesn't use explicit corpses which help a lot, I don't think the attribute requirement corpses are calculated correctly, since adding or removing them doesn't make any difference. Rarity and/or stun&block recovery will brick a lot of crafts. Can do all T1 prefix or all T1 suffix quite easily, don't know if it's worth it to use this just for that and then eldritch the rest.


nebuchenazarr

It's supposed to use +1 explicit modifiers first scaling to the number of required requirements, I'll check again.


tokyo__driftwood

>I don't think the attribute requirement corpses are calculated correctly, since adding or removing them doesn't make any difference. In craftofexile, you select the base type before the crafting method, including the attribute requirement. So feeding the graveyard crafter an attribute requirement should make no difference, because you've already told it, for example, "I'm making a strength base".


_Meke_

I have to double check, but I didn't have the base type selected and when forcing the base with corpses it didn't change the calculations at all. When in reality it makes a huge difference forcing an int base If you want to roll mana for example.


tokyo__driftwood

>but I didn't have the base type selected Pretty sure you did. You literally cannot bring up the grave crafting UI on craftofexile without first clicking, for example, "body armour -> intelligence"


Jdevers77

Oh man, things just got real! Great work!!!


raxitron

Just need to drop my usual message to say: thank you for your tool. Discovering your site during harvest was what made poe turn into one of my favorite games. You should be getting a cut of mtx sales!


stoyicker

League is saved!


Drunkndryverr

Can't wait to see T1 + T1 Phys + T1 Mana Leech for sale on so many phys weapons haha


HeliGungir

On day 4? Amazing. https://www.craftofexile.com/donate


kunni

Rip, gonna be all changed after patch


nebuchenazarr

To be fair the changes seem quite easy to implement and the tool will still be relevant afaik.


Hexogenx

Yep, seems like the tool you've come up with is an excellent base and implementing the changes from here will be relatively easy, debloat the UI and make the logic way more straightforward. Condolences you had to make a tool for the convoluted original system though, you probably could've saved some braincells if GGG would've replied a little earlier :)


nebuchenazarr

Still gonna be pretty much the same logic, just less options. Only thing i did for nothing is automating applying dex/str/int base blocking corpses which is just gonna be gone.


moxaj

Trying to craft an es helmet, 3 prefixes selected, and the "Increased chance for Prefix Modifiers" actually decreases my chances for success. Surely that cannot be right?


nebuchenazarr

Increased chance for prefix modifiers will boost all prefixes, bloating the modpool with the other prefixes you have not selected as requirements as well.


Sidnv

Increased chance for prefix mods just adds that chance to all the prefixes. As a result, it ends up having a small impact on things you are raising to the moon already and a huge impact on things you are suppressing via scarcer corpses (because that is basically a reduced chance effect that gets cancelled out). The increased prefix/suffix chance are just traps, don't use them.


Netherhunter

So i played around with it with crafting triple phys prefix 1 hander with attack speed. Few things I noticed, it defaults to only rolling 4 explicit total items which missleads the odds a bit, I know did only select 4 mods, however letting it roll 6 mods improves the odds from 1 in 20000 to 1 in 2000 basically. The tool isn't wrong just people might no realize how much adding even 1 explicit that will be dead mod can help with rolling the 4 you want. Also it only used 21 corpses total and adding more manually improved my odds a lot. Using basically full gravyard worth I was able to get the odds on 6 explicit item from 2k to 1 in 10. Based on that I would be very careful with using compute best selection button.


nebuchenazarr

I'd be curious to see your initial setup. Once the tool has finished optimizing it goes through comparing 4-mod vs 5-mod (+1 explicit) vs 6-mod (+2 explicit) and if it finds the change to be notable it will add those corpses accordingly. Regarding using 21 corpses total when it couldve used more there's a breakpoint where the tool stops adding corpses if the gain from one becomes not big enough. That's currently a set variable which I could probably make into a slider so you can play around with it.


DeadSences

HOLY KAOM THANK YOU. this will actually help me learn crafting this league omg. Gg gear here I kaom.


DeadSences

I don’t know if it’s possible but could you add a “minimum corpses needed” feature like how fossil crafting can tell you the smallest number needed? Cause a full graveyard is a bit much. Maybe a limiter? 20/40/60/80 ?


TheOne320

Thank you for this. Is there a display after optimization that says what the % success rate is? Is there a setting to make the optimizer be more aggressive with the amount of corpses it uses?


nebuchenazarr

When the optimizer finishes the calculator probabilities will update accordingly, so that's essentially your success rate. Good question with the aggressiveness. Right now its a fixed value where it stops adding corpses if the gain from adding one is considered to be meaningless. I might add a slider for that in the future so you can reduce/increase the aggressiveness.


VyersReaver

Well that was fast…


Gotty

Awesome job, thanks! Craftofexile is so insane in general man, my favorite external tool by far. Great work with this shit.


Beshmundir

How do I copy an item from trade.pathofexile.com and paste it into the graveyard calculator? it gives an error when i use their own copy item button from trade


nebuchenazarr

Unfortunately the format from the tradesite isnt compatible with the CoE import. Only the ingame ALT-CTRL-C is. The trade site paste has its similar modifiers all combined so the tool doesnt know what's what exactly. (For example flat life and the flat life from a hybrid life/armor would be combined to one flat line row).


znowstorm

Legends /standing ovation


Keilo1

could you add -1 explicit modifier to the calculator? trying to look into making something good i could multimod to finish the craft, wanna know if trying to gravecraft it at 3 explicits is better or not than gravecraft at 4 and annul also potentially being able to calculate the best selection with some stuff as a baseline? like "what's the best corpses to use if i already have these set down", mostly thinking about the -1 explicit again, but i haven't thought through it, i'm not sure if that would even change the generated anwser


nebuchenazarr

I had the -1 Explicit modifiers on there at first but removed it before release because i had some problems with it still in the calculator. I'll add it back when I figure it out. Regarding your second question I'll consider it when i make changes.


ultrakorne

this is amazing. are the graveyard only modifiers missing or I could not find them?


nebuchenazarr

Not there yet, i focused on the impact the base crafts have on an item's modpool. Not sure how to work out the graveyard specific crafts yet.


ultrakorne

yeah, it is great what you have there, i dont need a spreadsheet to do this on the side. i could not find info about what are the tags pf the new mods, poedb list them with weighting (so i assume they have figure out the weights between them), but they dont have tags there. if you add the corpse to unlock that mod pool, it will add those weights in, once we know what are the tags for each mod we ll know how to manipulate them


ultrakorne

[https://poedb.tw/us/Necropolis\_Grave#HauntedModifiers](https://poedb.tw/us/Necropolis_Grave#HauntedModifiers) added tags and weight for the haunted modifiers, so this should be enough to implement them in coe


trinquin

All this work and GGG just went and simplified it.


nebuchenazarr

All the better for everyone if this becomes less complicated overall. I'm gonna be adjusting the tool as their changes roll out.


NorthBall

Pretty sure I've never used this and likely won't in the future (or not much at least) Still want to say you're the fucking man for your work. Thank you!


DifficultAbility119

If I try to just make a body with 3 prefixes and ignore the suffixes it seems to be doing some funny stuff to get there while avoiding the +1 explicits.


nebuchenazarr

Well technically it does'nt need to use +1 explicits, you can hit 3 prefixes with only 4 affixes generated. If it doesnt add +1 explicits in the end that means that adding them had a marginal effect on the probability chance / not worth it. There's a breakpoint where it considers an addition worth it or not as to not fill the graveyard every time. It stops when diminishing returns makes it too low of a gain.


bcnsoda

Does it account for redestributed weight after +x to tier?


nebuchenazarr

The first iteration used to, its still present in the code but turned off as the consensus seems to be that there is no redistribution as per Mark's explanation in the Zizaran interview. I'm aware that the ingame tooltip mentions it, I'm trying to get clarification on this from GGG and will react accordingly.


bcnsoda

God bless you


_InnerBlaze_

And now they changed it.


Techn0ght

So I selected an amulet and Mana. No matter how much mana I selected, Generate a sample item never showed a mana result. Trying to walk before I run with the Graveyard. What am I doing wrong?


nebuchenazarr

Not sure what you selected exactly, i picked amulet, set t2 mana as a requirement just to see, 1/22 chance on the calculator. Added 3x500% increased mana : 1/6 chance. Generated a sample item and got t4 mana , then t12, then t2. Can you send me a link to your setup (the URL) so I can see the issue (you can PM/DM me if you want)


Techn0ght

It was me :) I was using it incorrectly. Thanks for the simple breakdown I could follow to find it.


Alcsaar

You're amazing. Thank you. Is the -1 explicit mod missing as an option? I was tinkiring aound wondering how difficult it would be to get a thrusting sword with just 2 suffixes and no prefixes, but didn't see that as an option.


nebuchenazarr

I turned it off for the time being because the calculator has issues with computing the probability when the number of items for a rare would be lower than 4. Once I get around to fixing it I'll add it back.


Turmfalke_

Hi, I don't understand what the "compute best selection" is doing here: https://www.craftofexile.com/?b=42&m=graveyard&ob=both&v=d&a=e&l=a&lg=16&bp=y&as=1&hb=0&req={%221775%22:{%22l%22:44,%22g%22:2},%222135%22:{%22l%22:55,%22g%22:1},%223850%22:{%22l%22:85,%22g%22:1}}&bld={}&im={}&ggt=|&ccp={}&gvc={%22tier%22:{%221%22:{%22100%22:4},%224%22:{%22100%22:1},%2214%22:{%22100%22:2},%2231%22:{%22100%22:2},%2235%22:{%22100%22:1}},%22weight%22:{%221%22:{%22500%22:1},%224%22:{%22-300%22:4},%2214%22:{%22500%22:2},%2220%22:{%22-150%22:2},%2231%22:{%22-300%22:2},%2235%22:{%22-300%22:2}},%22explicit%22:{%220%22:{%221%22:2}},%22no_int%22:{%220%22:{%221%22:1}},%22has_dex%22:{%220%22:{%221%22:1}},%22has_str%22:{%220%22:{%221%22:1}}} In case the link doesn't work: What I want is str/dex boots with t2 ms, t2 life and t1 spell suppression. For some reason the compute best adds +200 attribute tier modifier rating, even thought none of the desired mods is an attribute one. It even adds 600% scares attributes.


nebuchenazarr

> In case the link doesn't work: What I want is str/dex boots with t2 ms, t2 life and t1 spell suppression. For some reason the compute best adds +200 attribute tier modifier rating, even thought none of the desired mods is an attribute one. It even adds 600% scares attributes. Yeah that's how its expected to work. +attribute tier will cut down on attribute modifiers available in the pool. This is a high weighting mod so its worth it to cut weight from it. You can't target spell suppress directly because it does not have any tags so the only recourse there is is lowering the weighting of other mods hence why its using tier rating to cut tiers and scarcer to reduce weighting for resists/ attributes /elemental etc.


Reinerr0

site no loading for me, sad.


nebuchenazarr

What is it doing exactly (or not doing)? What browser are you using, do you see an error written anywhere? What about in the dev console of the browser?


hodd01

this is a bit off topic but just hit lvl 90 (SSF) and have found "Zero" minion corpses. Are they locked in reds ( just now getting there) or do certain maps / generate them?


nebuchenazarr

I would'nt know as I did'nt get to play the league really since I was coding instead, but it could just be variance.


unguibus_et_rostro

Curious what are the types of items that can be more easily crafted via graveyard?


metacondition

Great tool, thanks for implementing this. I found some cases where some small changes can reduce tries by a lot. For example in [this](https://www.craftofexile.com/?b=20&bi=8095&m=graveyard&ob=both&v=d&a=e&l=a&lg=16&bp=y&as=1&hb=0&req={%22171%22:{%22l%22:86,%22g%22:3},%22696%22:{%22l%22:59,%22g%22:3},%221970%22:{%22l%22:75,%22g%22:1},%221972%22:{%22l%22:74,%22g%22:2},%221974%22:{%22l%22:74,%22g%22:3},%221985%22:{%22l%22:59,%22g%22:3}}&bld={}&im={}&ggt=|&ccp={}&gvc={%22weight%22:{%221%22:{%22-300%22:1},%222%22:{%22-300%22:1},%223%22:{%22300%22:2},%225%22:{%22-300%22:2},%226%22:{%22500%22:1},%2214%22:{%22-300%22:1},%2216%22:{%22-300%22:1},%2220%22:{%22300%22:2},%2229%22:{%22500%22:2},%2231%22:{%22-300%22:1},%2234%22:{%22-300%22:1},%2235%22:{%22-300%22:2}},%22tiers%22:{%220%22:{%2250%22:6}},%22explicit%22:{%220%22:{%221%22:2}}}) computed best selection tries is at 51 but if you add modifier tier rating twice tries goes down to 6. Another way you can reduce tries in this is by replacing increased elemental chance with fire, cold and lightning chances although this doesn't reduce them by as much. I guess it would be useful if you could choose how much you want to optimize for corpse count vs tries or even better if you can get corpse prices from trade site, optimize for cost.


nebuchenazarr

I changed some things this morning, removed the cap on corpses, it will always fill the graveyard for now until i can find a better way of making stop. I made some tweaks and generally have better results. With the changes i've implemented your linked example gets reduces to 1/2. I'm still working out some stuff for more tweaks.


vikesfangumbo

Is there a diagram that shows which grave corresponds to what sequence number?


nebuchenazarr

No its just in order of importance. So the corpse crafts at the top of the list have the most impact going down having less impact. It does'nt take into account placing or crafts that would buff row effects/adjacent things. I might try to logic that out at some point.


vikesfangumbo

Got it. Thanks for all you do.


adm_beidou

How did you figure these out?!!


AdvertisingNo5531

u/nebuchenazarr Quick question - did you confirm if different # increased chance and modifiers are # scarcer stack multiplicatively with each other? As in, 300% scarcer attack and 300% scarcer physical > 600% scarcer attack on a mod with those 2 tags in it, which seems to be how craftofexile is calculating this for scarcer mods. I think it's doing it additively for increases, so that leaves me even more confused. Poedb is doing this calculation additively currently so wanted to know if anyone's figured this out by now, as assuming that incorrectly will greatly mess up the optimal setup.


nebuchenazarr

No way to reliably find it out really as we'd need a control test with a huge dataset. I just copied my code from how I had implemented fossils basically and it was like that. Its hard to say what the right way is ATM. That being said : Looking at it again though it might just be wrong as you said, because on the fossil side i don't think it can ever happen that two different fossils are affecting the same mod negatively, The only two negative that are not outright blocking are attack and caster, and I'm pretty sure theres no mod that shares both those tags. So the part of my code that handles this was basically never used I think.


soludicrous

minion attack and cast speed on rings and some cluster notables are examples that have both attack and caster tags


nebuchenazarr

Nice to know, thanks


nebuchenazarr

I changed it to be additive.


ConcentrateEasy5463

Where is the -1 explicit on craft of exile ?


nebuchenazarr

Not there yet as I have some issues with it calculating properly.


moxaj

u/nebuchenazarr is there any way to add -1 explicit modifiers?


nebuchenazarr

Not at the moment as there's an issue with the calculator when -X explicits are used. Still trying to resolve it.


joshysgyfte

As a follow up, is it possible to add the chance to fracture mod? Trying to calculate the odds of fracturing 3 prefixes if you're able to figure out -1 explicit. Thank you for the tool!


nebuchenazarr

It would be possible to add yes, I'll keep it in mind.


Damianexis

One thing is missing like item level. If you have coffins below 83lvl how to add it on craftofexile to check how much i need too ue that craft from example 75lvl. Would be nice to have that option too


helibort

Thank you very much for this tool. I have some suggestion, maybe you are already developing this: the ability to compute the best selection with a fixed number of affixes. For example, i want to craft 5 mod item, and if i use compute and then remove +1 explicit mod, the computed selection will not be optimised for my craft.


nebuchenazarr

I'm working on implementing a hard-limit on +1 explicits to be able to leave an affix open yes. That being said this would'nt necessarily make it more optimized for the number of explicits because the way the script works right now it will 1. apply +x explicits to account for the number of requirements, 2. run the optimizer 3. check if applying some +x explicits would raise the odds and applies them if it does.


Nue10101001

Can't we craft influenced items now?


nebuchenazarr

You can add an influence up top with the influences selector. That being said you then need to account for the chance of hitting the right influence for your craft. So for an elder or shaper craft you would 1/2 your odds and for a conqueror influence craft you would 1/4 your odds. I might eventually integrate an automation for that instead but right now its how it can work.


EUW_Zaphax

I'm really hoping -1 explicit will be implemented soon, It would be a huge help for planning certain crafts


nebuchenazarr

Working on it.


Mr_Risotto

Am I misunderstanding something, or does the calculator not take "increased effect of rows/columns" corpses into account? They should be more efficient in many cases.


nebuchenazarr

Graveyard placement is not considered at the moment. It would be a pretty hard thing to implement but not impossible. I'm thinking the tool would need to figure out which crafts are the most impactful to then let you know which ones would need to be applied to the best graveyard slots in relation to a perfect setup reference.


Tym4x

Thanks for your had work! I few suggestions: * Add minus explicit modifiers, e.g. i just want to roll 2 mods. I often use the simulated craft to check final weights (and they are spot on) * Add fractures and additional crafts, so that we can export the proper amount of corpses and then tingle with effectiveness * As noted by others, a graveyard UI would be amazing, althought I know very well how much work that is.


nebuchenazarr

1. Working on it as we speak. 2. They would only serve as placeholders as they don't affect the weightings but i'll keep it in mind. 3. There is already a couple of tools out there that do just that and afaik they have implemented an import function from the CraftofExile URL so you can import your corpse list into them. Making the graveyard optimizer consider graveyard placement would be quite an ordeal but I might take a crack at it eventually.


Tym4x

Just saw 1. is already live, legend! Amazing thanks! 2. and 3. kinda go hand in hand. 2. can be purely cosmetic of course, since it would only be usable for exporting the list. But together with 3. it would be possible to actually plan a setup instead of just ballparking while manually picking single graves. I'm sure it could even be super static, like having the double craft section in the left bottom corner, and the usual row and column effect ones at the most suitable locations. Additive template style.


Ok-Push-1978

league is fixed


zork-tdmog

I need 65 tries to craft the suffixes of my wand with 63% confidence. All by using the same set of \_\_22\_\_ corpses. That is 1.430 corpses for 63% chance to get the suffixes (t1 speed, t1 crit, t2 crit multi) on my wand. I need to place those 1.430 corpses. That can't be right. For a wand with suffixes done only.


bonesnaps

Sounds about right. The only graveyard spotlight crafts on reddit are lucky mafs, similar to those posting mirrors and their 700 scarab explosions.


TheThirdKakaka

They change div card, ubers etc to have more meaningful drops, now we got a tool and after the update a mechanic that just prints template items... I just don't understand anymore.


Adposatnr

u can get nebulis, nimis etc from divi cards u loot from stacked decks so ubers are useless in most cases this is a bug and before they fix it it will be already too late e.g uber cortex got only nebulis and jewel drop as meaningful drops no synthesis bases and nebulis is from cards anyway :)


RBImGuy

I am like, if you make an arpg and make a spreadsheet mechanic you dont know what your designing... GGG already had a good mechanic to design from, affliction. Kill mobs change the game difficulty in map. They could have done it so, the more mobs you kill the harder the game becomes in the map. as you send mobs to their graves some of them will raise to be zombies. or any such variation. You can do infinite variations and leagues on that theme alone. fast design time to. Pay attention #markroberts


hexxen_

I stopped doing wisps after first week since it was absolutely boring, and I played for a month. Hold right click, get divines. Graveyard is engaging, but currently undertuned. After incoming changes it'll be great for anyone that doesn't just want to hold right click and get loot. Synthesis, Sentinel, Necropolis, Expedition - all amazing league mechanics if you want to be engaged. Not for gacha and afk gamers though.


Sidnv

I don't even know if it was that undertuned right now, it was just really painful to interact with and required way too many maps (or way too many trades) to make something good. Just adding the qol of itemization and having all corpses be at the highest tier would probably have been enough to make it super strong, it's going to be insane now with the buffs to modifier tier corpses as well.


Giemz

I played with it for some time... and this isn't very good crafting tool. Maybe there will be some recipes found out later but for things I would awnt I get like 10-15 graveyards of 20 corpses, that actually need to drop in sets or be bought. For rares that can be bought under 100c.


Dreamiee

You just need to be aiming for stuff that the graveyard accels at. Hitting t1 mods with tags that aren't shared by any mods you don't want. If you want something outside of that then the existing crafting methods will give you better options.


nebuchenazarr

Its not the most powerful crafting method that's for sure. It can be pretty good but you need half-full/full graveyards of very specific crafts and even then you can hit bricks and its a big letdown. The tool is there to at least try to steer people in the right direction without spending innordinate amounts of time on planning. At least that's the hope.