DDO Loadout Optimizer: Your best-in-slot gear, *proven by math*

Oliphant

Well-known member
Its seeing Lunar Legendary Spell Power (profane) stacking with Dread Isle Curse Legendary Spell Power (profane), for my build this is expressed in the Impulse channel. I didn't think the lunar/profane side worked this way. This seems to cause it to see the profane sets as must have when a spellpower is the priority.
 

Oliphant

Well-known member
Giving a lot of answers with Level 36 augments, would be nice to restrict augment item levels to more recent rollball values, being unrealistict to obtain those yet. Could get to better answers with more realistic aug values to compete against.
 

Oliphant

Well-known member
Profane Well Rounded item attribute and Essence of Epic Litany of the Dead augment profane well rounded should show up on the Sets tab.
 

Fluky

Active member
Why does it sometimes ignore my pins?
Only using gear I own
Pinned Baphomet's Reign, Kinesis, and Greaves of Season's Warding
Have all of Baphomet's stats as ones I want. It replaces it with an artifact that has no stats I want, but filled with augments. The two items have identical blue, yellow, green slots.

It seems to think Dinosaur Bone Ring is not an artifact. Gave me a solution with this and another artifact when I tweaked it
 

Oliphant

Well-known member
I'm finding its not reaching out and grabbing sets after a while. I set force lore to priority 1 and I know I can manually pull in 3xAutumn for example to get more force lore but it won't do it on its own. Manually I can pin 3 autumn pieces to get Force Lore to 47% but on its own it does not pull in a set to get it past 41%.
 

Bigglesbee

Well-known member
It still just leaves slots blank for me. Rings, body, etc. Seems kind of random which slots it'll leave blank whenever I try to use it? I don't think it's leaving the slots blank because it fulfilled all preset requirements, either. It has been doing stuff like leaving a neck slot blank but not fulfilling true seeing (could just throw in the family recruit sigil) or not filling in ghostly but leaving ring blank (celestial ruby ring). Stuff like that.
 

Sook

Well-known member
It still just leaves slots blank for me. Rings, body, etc. Seems kind of random which slots it'll leave blank whenever I try to use it? I don't think it's leaving the slots blank because it fulfilled all preset requirements, either. It has been doing stuff like leaving a neck slot blank but not fulfilling true seeing (could just throw in the family recruit sigil) or not filling in ghostly but leaving ring blank (celestial ruby ring). Stuff like that.

BOTH of those (True Seeing and Ghostly, are boolean.... It's possibly a bug. I'll investigate. It's not random though. It's either working or not. The boolean items tend to act wonky and I am tightening that up These are the things that you either have or not... they dont stack or build up with a magnitude.....that said....

It’s not random, you might not fully understand (if you do, this is for other readers) what it is tryign to do. let me explain... Send me the exact priorities and settings you’re using and I can tell you why those slots are being left open...that would help. Give me any other constraints as well and I'll explain it.

The optimizer has a very specific job: maximize the stats you told it to care about, using gear available within your level range specified and respecting whatever other constraints you selected.

Once it has pushed those priorities as high as the available gear allows, it’s done. It does not fill remaining slots just for the sake of showing a complete equipment set.

For example, if you only rank Constitution, PRR, and Healing Amplification, and the optimizer can reach the maximum possible values for all three using 9 slots, putting something in the other 5 slots doesn’t improve the objective. From the solver’s perspective, those items add nothing you asked it to optimize, so the slots remain empty.

That’s actually intentional. Filling those slots with arbitrary gear would make the result look more complete, but it would also imply that the optimizer believes those items are useful or optimal when it has no basis for making that claim.

A few things can cause more blank slots:
  • Too few priorities. Give it more stats you care about and it has more reasons to use additional gear.
  • Your priorities are already capped. Sometimes every useful bonus type for a stat is already covered, so another item cannot improve it.
  • Constraints reduce the useful gear pool. Level range, weapon configuration, pinned items, “already have” bonuses, etc. can all affect what remains useful.
  • DDO stacking matters. An item may contain a stat you ranked but still contribute zero because you already have an equal or stronger bonus of that same type.
The important distinction is: blank does not mean the solver failed to find an item. It means it did not find an item for that slot that improves anything you asked it to optimize.

If you send the priorities/settings from that solve, I can walk through exactly why each blank slot was left open.

------------------
AFTER this understanding is applied... if you know of a specific item or affix (I'll look into True Seeing/Ghostly for you) it could have used but didn't.... it is possible the item is not being treated properly by the engine. Report which item and I'll look into it. With over 9k items... thats always a possibility..
 
Last edited:

Bigglesbee

Well-known member
you might not fully understand what it is tryign to do
If it's not trying to provide the best gearset given the priorities, then you are definitely correct, ha.

I just did a level 15, aasimar scourge, THF, no-crafting loadout. I clicked the melee preset, then added true seeing, freedom of movement, and ghostly (it doesn't have Lifesealed available, or else I would've added that as well):
  1. I left the 3 affects at the bottom of the priority list (out of 13) to see what would happen: It didn't fill ghostly or freedom of movement, but did fill True Seeing with the PoTF set
  2. I moved FoM up to priority 7, and put ghostly/true seeing at 9/12 (out of 13) respectively. This time, it filled ghostly/true seeing but not Freedom of Movement, despite FoM moving up higher and the other two being lower.
  3. Next, I moved FoM up to 5, same deal. Filled ghostly/true but not FoM.
  4. Moved FoM up to 3, same deal. Filled ghostly/true (at 9 and 12) but not FoM.
  5. Moved FoM up to 1, and it finally filled it (Flightfoot Greaves, which I was expecting from the start)
I figure it's just filling ghostly/true (even though those were at a much lower priority) as a kind of byproduct of using other pieces of gear to meet other priorities (PoTF set, for instance, has true seeing).

I still might be too dumb to understand what the optimizer's goal is or what it's optimizing. If it's not meeting player-set requirements, it's not really optimizing, since -- to meet the requirements -- the other numbers/gear might have to change to fit in gear that meets the requirements, like it did when I forced FoM to be the top priority and switched stuff around to slot in the Flightfoot Greaves.

Also, I don't mean to sound unappreciative if I am coming off that way. This is like, one of the main things I'd love for DDO to have. Sometimes I just can't wrap my head around gear tetrising + (or min-maxing character buildings, for that matter), so it'd be awesome to have a thing do it for me.

Also as a suggestion, an option to exclude all augments would be pretty helpful. I don't see something like that available? Only a way to exclude individual augments. I don't fully kit out a whole leveling gearset with augments if I am just leveling some random past lives, I feel like a lot of people must be that way too?
 

Sook

Well-known member
If it's not trying to provide the best gearset given the priorities, then you are definitely correct, ha.

I just did a level 15, aasimar scourge, THF, no-crafting loadout. I clicked the melee preset, then added true seeing, freedom of movement, and ghostly (it doesn't have Lifesealed available, or else I would've added that as well):
  1. I left the 3 affects at the bottom of the priority list (out of 13) to see what would happen: It didn't fill ghostly or freedom of movement, but did fill True Seeing with the PoTF set
  2. I moved FoM up to priority 7, and put ghostly/true seeing at 9/12 (out of 13) respectively. This time, it filled ghostly/true seeing but not Freedom of Movement, despite FoM moving up higher and the other two being lower.
  3. Next, I moved FoM up to 5, same deal. Filled ghostly/true but not FoM.
  4. Moved FoM up to 3, same deal. Filled ghostly/true (at 9 and 12) but not FoM.
  5. Moved FoM up to 1, and it finally filled it (Flightfoot Greaves, which I was expecting from the start)
I figure it's just filling ghostly/true (even though those were at a much lower priority) as a kind of byproduct of using other pieces of gear to meet other priorities (PoTF set, for instance, has true seeing).

I still might be too dumb to understand what the optimizer's goal is or what it's optimizing. If it's not meeting player-set requirements, it's not really optimizing, since -- to meet the requirements -- the other numbers/gear might have to change to fit in gear that meets the requirements, like it did when I forced FoM to be the top priority and switched stuff around to slot in the Flightfoot Greaves.

Also, I don't mean to sound unappreciative if I am coming off that way. This is like, one of the main things I'd love for DDO to have. Sometimes I just can't wrap my head around gear tetrising + (or min-maxing character buildings, for that matter), so it'd be awesome to have a thing do it for me.

Also as a suggestion, an option to exclude all augments would be pretty helpful. I don't see something like that available? Only a way to exclude individual augments. I don't fully kit out a whole leveling gearset with augments if I am just leveling some random past lives, I feel like a lot of people must be that way too?

All good, and THANKS for the incredible detail in this response. I found it quite helpful. For the record, I appreciate people pointing out problems, so no worries! Keep it coming....its the only way things will get better.

I dug into this, and the solver is doing what it's designed to do. But the way it explains the result needs work. Flightfoot Greaves costs exactly one point of Deadly. That's the whole trade. I'll explain!

Deadly is #5 in the Melee preset. With FoM below it, the optimizer first locks Deadly at its maximum of 13. Every loadout that reaches Deadly 13 needs Coldlight Runners in the boots slot, so Flightfoot Greaves and FoM are no longer available. Move FoM above the stat that's blocking it and the result flips.

I reproduced the same behavior, although not at exactly the same rank. My test flipped around rank 5; the reported build had more priorities plus Aasimar/Scourge constraints, so its blocking stat landed higher. Same mechanism, different crossover.

The observations about Ghostly, True Seeing, and PoTF are also correct. Those were essentially free byproducts. The optimizer didn't sacrifice anything to get them. Items that already won their slots for higher-ranked stats just happened to carry those effects too.

The confusing part is what "priority" means​

A priority list can look like:

FoM is #7 of 13, so it's reasonably important.
But strict lexicographic optimization doesn't work that way.

Priority 1 is protected before priority 2 gets anything. Priority 2 is protected before priority 3 gets anything, and so on. This is what I meant ealier about "not understanding what its trying to do." I need to work on the UI and the messaging so thats clearer....I've been focused on the engine mechanics.

So if getting FoM at rank 7 requires losing even one point of Deadly at rank 5, the optimizer refuses the trade. That's intentional. It's the guarantee behind the optimizer: a lower-ranked priority can never make a higher-ranked priority worse. So the list is a preference order, not a requirements list.

Requirements do exist though!​

This is what the Min field under Advanced is for inside each affix listed. For a yes/no effect like Freedom of Movement, setting:

Min = 1

means "this build must have FoM."

I tested exactly that with FoM still below Deadly:

Scenario
FoM
Boots
Deadly
Rank 7, no minimum
0​
Coldlight Runners
13​
Rank 7, Min 1
1​
Flightfoot Greaves
12​
So the optimizer absolutely can make that trade. It just needs to be told that FoM is a requirement, rather than something to maximize after the priorities above it.

Where I do think the tool is wrong​

It explained none of this!!!! Boooo!

FoM simply came back as 0.

Meanwhile, lower-ranked Ghostly and True Seeing appeared as satisfied, which makes the result look backwards unless you already understand the solver.

The tool should have said something like:

Freedom of Movement was not selected because gaining it would reduce Deadly from 13 to 12. Set Min = 1 if FoM is required.
That's the real defect here.

The optimization is correct. The disclosure is bad.

A correct answer that makes someone wonder whether they understand the goal of the optimizer is still a product problem, so I'm going to fix that explanation path.

The "no augments" request is valid too​

That option does not exist today.

"Don't build around niche crafting" intentionally still allows regular augments. You can block individual augments, but there isn't currently a global:

Don't use augments switch.

For leveling and past life builds, that's a very reasonable use case. Nobody wants the optimizer designing a perfectly augmented gearset they're replacing four levels later.

So there are really two useful takeaways from this report:
  1. The solver made the correct lexicographic choice, but did a poor job explaining why FoM lost.
  2. A global no-augments option would be useful for leveling builds.
The report was valuable because both are cases where the math can be technically right while the player experience still needs improvement.

As a reward, I'll have ALLLL augments get turned off as an option shortly. =)
 
Last edited:

Sook

Well-known member

What's New: August 16 Update!!!!​

Build 08162026.4

A few quality of life and correctness changes are live, including a much better way to tell the optimizer what it's allowed to assume about crafting and augments.

🔒 New: What may the solver assume beyond the printed item?

The old "Don't build around niche crafting" checkbox has been replaced with a four level control on the Character step. Each level down removes more assumptions from the solve: Everything...The default. Nothing changes from previous behavior. Crafting and all augments are available. No niche crafting......Excludes Viktranium, Sealed-in-X effects, Nearly Completed, Dinosaur Bone crafting, and set-bonus crafting. Regular augments still count. This is exactly what the old checkbox did. No niche crafting or Solar/Lunar Gems.....Also removes Solar and Lunar Gems, while ordinary color augments remain available. This matters more than it might sound. In one ML15 two handed test build, six of the eight recommended augments were Solar/Lunar Gems. Turning off just that dependency produced a much more realistic leveling answer without throwing out ordinary augments too. No crafting or augments at all.....The optimizer uses only what's effectively on the item itself.

This is the setting for leveling and past-life builds where you're not going to spend time crafting or fully augmenting gear you'll replace four levels later.

The results now tell you what they're leaning on​

The optimizer will now call out dependencies such as:

This loadout leans on 2 Solar/Lunar Gems and 1 other augment.
....and point directly to the new control. If you're using a more restrictive level, it tells you what was excluded instead. If a ranked stat comes back at zero because your chosen restriction removed every source, the optimizer now says that too instead of suggesting something irrelevant like widening the ML range.

Your existing characters are safe..I think. =P​

Saved characters migrate automatically:
  • Old checkbox off.....Everything
  • Old checkbox on......No niche crafting
Nothing changes until you actually re-solve.

🔒 "Augments up to ML" is still here

The augment level ceiling now sits directly under the new control. For example, an ML36 character can still use ML36 gear while limiting augments to ML32.
  • Leave it alone and behavior is unchanged.
  • Set it lower and higher-level augments disappear from all solves and alternatives.
  • The value saves with the character.
  • If you've selected No crafting or augments at all, the field greys out and explains why.
Your entered value is preserved, so if you turn augments back on later, it's still there. The same applies to Set Augments I own. If your chosen restriction excludes set-bonus crafting, those selections temporarily disable rather than disappearing.

📜 New: Bundled Enchantments on the Sets tab

Some enchantments are one named effect that grants several stats. Examples include Profane Well Rounded, which grants all six ability scores, and Lunar gem effects that grant spell power across multiple elements. The optimizer already understood those individual bonuses, but it wasn't easy to see what single enchantment they came from. The Sets tab now has a Bundled Enchantments section showing:
  • The enchantment name
  • Everything it grants
  • Values and bonus types
  • Which item or augment provides it
These are clearly separated from actual sets. No piece counts, no tiers, nothing to complete. It also makes overlapping bonuses easier to understand when, for example, a Lunar gem and a set are both supplying Profane effects. Bundled enchantments also carry into the share exports.

🦖 Fixed: Dinosaur Bone gear counts toward Legendary Dread Isle's Curse

All 11 crafted Dinosaur Bone blanks now correctly count as pieces of The Legendary Dread Isle's Curse:
  • Armor
  • Weapon
  • Rune Arm
  • All eight accessory slots
Previously, the optimizer understood the Dino crafting slots but not the built-in set membership. That could actually steer a set-focused solve away from Dinosaur Bone gear while trying to complete the very set those items belong to. That's fixed. Dino gear can now contribute its crafting slots and Dread Isle's Curse set credit at the same time. There is also no double-dipping. If a Dino item has a Set Bonus crafting slot capable of adding Dread Isle's Curse:

One item still counts as one set piece.

Its built-in membership and a crafted copy of the same set can never turn one item into two pieces. This can genuinely improve a solve. In regression testing, an endgame caster reached spellpower the previous solve couldn't because Dino crafting and the correct set credit could finally coexist. If your build uses Isle of Dread gear, re-solve it. None of this changes the optimizer's core priority rule:

A lower-ranked goal never costs your higher-ranked priorities a point unless you've explicitly made it a requirement.

Hard-refresh if the footer doesn't show Build 08162026.4 yet, and keep the reports coming. Several of these changes came directly from players showing where a technically correct solve still wasn't matching how they actually gear characters.
 

mikarddo

Well-known member
You are doing an incredible job - both with the app and with communications. Much appreciated.

One thing you may want to consider would be a way for the _advanced_ user to add weights to each priority - which may or may not be possible with the way your solver runs.

Say Con is #1 and Cha is #2. The current way of the solver means it will maximize CON no matter what that does to getting CHA.
But maybe the user is willing to drop 1 CON if that means getting 7 extra CHA? Just a fictive example but I am sure you get the point.
Say the user values 1 CON = 5 CHA then he could give CON a weight of 5 and CHA a weight of 1. Obviously with 20+ priorities and stats of much different values the user needs to know what they are doing - so this should only be considered by the rather advanced user.

I absolute understand if this is outside your scope - but wanted to mention it in case it might not be.
 

Suffa

New member
Should have a checkbox for using a trance so it knows to ignore Insightful Accuracy, Deadly, and Stunning.
 

Oliphant

Well-known member
Should have a checkbox for using a trance so it knows to ignore Insightful Accuracy, Deadly, and Stunning.
And depends on the trance if Accuracy is included (I forget if tactics vary by trance). I think all universal tree trances lack the +Accuracy component and all the class tree trances include it.
 

mikarddo

Well-known member
We will soon be previewing the raid - and with it the new raid items.

Thats often exactly the time I plan new gear sets and start farming the items I can before the new raid go live.

I perfectly understand that it is not terribly feasible to feature the previewed and unfinished items in the app - so I guess I will manually decide which raid items to build around and fake include them by using the "the stats I already have" and put a weak fake item in the slots I plan to use the new raid items for.
 

Sook

Well-known member
Should have a checkbox for using a trance so it knows to ignore Insightful Accuracy, Deadly, and Stunning.
You can treat this by using the advanced option in the affix within the priority list...look at the bottom there. Youc an indicate the bonus you get with your trance by magnitude and type....and the solver will not try to fill that on your set.

EDIT::

mikarddo beat me to it! =P​

 

Synalon

Choose another soldier
Lamordia raid accessories do not seem to see the option for +2 quality DCs. I've done loadouts with The Deathly Shroud and it didn't put anything in the Woeful slot, when quality DCs were missing from everything except necro.

(I feel like the Lamordia items might be struggling to show four crafted slots in general. All I've seen show three crafts at the end, not four, with the type of slot (Woeful, Dolorous etc.) but I could easily have just been unlucky with this one.)

Equipment spell lore seems to be stacking with individual spell lores. At least, spell lore 13% on Darstil's Gloves is stacking with void lore 24% on the Cracked Symbol of Lolth.

The Wormwrithe Ring - and potentially the other (now confirmed the cowl does as well) Nearly Complete: Heal Amp items - are giving enhancement to positive and negative, instead of competence and profane. This flags it as stacking with e.g. sapphire of negative amplification, when it should not. This tool actually made me realise they were wrong on the wiki - it was listed as enhancement for all options - and I edited it. But in the solver the error remains.

Essence of Pomura's Memento insightful lore V is stacking with insightful void lore 15% in Orcus' Reign. Void lore is summing to 55 with my loadout when it should go to 50: 24 equipment + 15 insight + 5 exceptional + 6 artifact (+ 5 insight from Pomura's).
 

Oliphant

Well-known member
Dino Armor, Helmet and Cloak selected both Dread Isle Curse and Defender of Tanoa sets, double dipping. Also makes it very desired combo for selector.
 
Top