Build 08302026.17 the “your cursed gear is actually cursed” update
Today was a bit of a monster: 19 merges, from 08302026.1 through .17. The theme is pretty simple:
The optimizer was sometimes giving gear credit for all of its upside while politely ignoring the part where it ruins your life. It was also missing a surprisingly large chunk of the augment catalog. Both got a lot better today.
Your loadout's numbers are more honest now
Cursed gear finally comes with the curse
Previously, if the optimizer equipped something like the Ring of Baphomet, it happily took the good stuff and pretended the two curses were just flavor text. Not anymore.
The Ring now correctly carries:
Same story for things like:
- Glass Cannon: −25 Fortification
- Bloodrage Symbiont: −2 Constitution
- Epic Quiver of Alacrity: −50 Concentration
- roughly 30 other items with actual drawbacks
This does not mean the optimizer suddenly hates cursed gear. If that cursed item is still mathematically your best choice, it will equip it. It just won't lie to you about the price anymore.
And yes, penalties stack
This turned out to matter more than simply teaching the solver that negative numbers exist.
DDO's rule is:
“Penalties always stack.”
So if multiple pieces are beating up the same stat, you get all of them. Will Save alone can pick up penalties from five different slots. Before today, those penalties effectively vanished. And a simplistic fix would have been wrong too, because treating them like ordinary bonus types would mean keeping only the worst penalty. The solver now understands that penalties are their own miserable little stacking party....
Named curses are now translated into what they actually do
Things like:
- Curse of Foolishness >>>>> −1 Wisdom
- Curse of Repulsiveness >>>>> −1 Charisma
...are now decoded across 26 curse records. The item card still shows the curse by its proper name because that's what you see in game. Behind the scenes, though, the solver now understands what stat is actually getting punched in the face.
Cursed items no longer eliminate innocent gear before the solve
This one was sneakier. The optimizer has a candidate-reduction step before the actual solver runs. Because that stage didn't understand penalties, a cursed item could occasionally appear “better” than a clean alternative and cause the clean item to get thrown away before the optimization even started.
That's fixed too.
A lot more of the actual DDO catalog is available now
81 Epic Sun/Moon gems added
This was the biggest catalog hole I found today. If your character was between ML 20 and ML 29, the optimizer had access to only:
17 of the 103 gems the game actually offers at that tier.
Nothing warned you about this. They simply weren't there. The reason is upstream data. That entire ML20 Epic tier was never scraped. It still hasn't been, I checked. So I harvested and added 81 missing Epic Sun/Moon gems directly.
If you're optimizing an Epic-level character, your gem choices just got dramatically better.
Power Store works on 8 more items
The Green Dragonscale line and Staff of the Petitioner have Power Store, which reduces spell-point cost by 10%. The data had it recorded as basically a yes/no property, which meant the optimizer couldn't actually rank it.
So you could tell the optimizer:
“I care about spell-point efficiency.”
...and it would respond by ignoring eight items that literally improve spell-point efficiency.
That's fixed.
Stone Shoes finally understand why they're heavy
Weighty Asset gives +100 unconsciousness range. Holding On gives +40 unconsciousness range. Those are the same underlying stat as Undying. Previously, they contributed exactly nothing to an Undying-focused build. They do now. hahaha this made me laugh when I read it in the wiki:
"This item is so heavy you find it hard to be dragged anywhere....even to your grave. You benefit from a +100 Enhancement bonus to increased unconsciousness range."
I love this game.
20 Sneak Attack affixes were using a bonus type that were labeled wrong
This was causing them to stack with things they shouldn't. Twenty records corrected. Your rogue can stop benefiting from alternate-universe DDO rules.... /sarcasm
Smaller fixes you'll actually notice
Blocking a pinned item works now
This one was impressively broken. If you blocked an item that was already pinned, the app would:
- refuse to block it,
- clear your selection so it looked like something happened,
- flash a warning,
- immediately erase that warning on the next redraw.
Very helpful.....sarcasm
Now it behaves like a normal piece of software.
Curses are no longer career goals
Typing curse into the priority picker used to offer things like:
Curse of Foolishness...as something your character might actively want more of....lol
Those are gone from the goal picker....you're welcome. The optimizer is once again assuming you are trying to improve your character.
Essence Crafting highlighting is clearer
If an Essence Crafting effect actually contributes to your result, its indicator is now a solid diamond rather than a hollow one. Small change, much easier to read. (activated this seed for future releases...only works currently for Gem of Many Facets.)
Capped stats now credit the right item
There was an annoying presentation bug where the breakdown might say a craft was supplying +9, even though something like your off-hand was already supplying +10. The solver had the right general idea, but the explanation was crediting the wrong source and the raw-total display could follow it into the weeds.
That's fixed.
The item actually providing the value now gets the credit.
No more crafting something worse than what you're wearing
If your existing gear already beats an available craft, the optimizer stops recommending that craft.
Because apparently:
“Go make this worse item.”
...is not compelling build advice.
Gear-pool labels finally tell the truth
The blocked-items panel could say:
Nothing blocked...while staring directly at a list of blocked items.
The pinned-items label was even better. It had essentially never worked and always said:
Nothing pinned
regardless of reality.
Both now update properly.....VICTORY!!
What's next
There are currently 20 open issues.
Three came directly out of today's data harvest and are probably where I'll start next.
Mind Drain, Power Drain, Metal Fatigue, Cursed Level Drain, and Critical Weakening.
They look penalty-shaped, but I need to determine what each one actually represents:
player penalty, enemy debuff, clicky effect, or something else entirely.
The wiki has versions at 50 / 100 / 150.
The optimizer currently has none of them.
We have it.
The wiki apparently does not.
One of us is hallucinating.
I would prefer that it not be us.
Bigger player-facing features still on the board
Let the optimizer consider taking a higher-level crafting host and crafting it down so a lower-level character can use it.
Right now the ML filter throws the item out before crafting gets a chance to make it legal.
The goal is something like:
“You're 7 points over cap here, so dropping from this tier to the next one costs you absolutely nothing.”
This one is technically unblocked, but verified cap data is still thin. Right now I only have a solid cap rule for Doublestrike.
Sometimes a set can produce the same final result as the winning loadout, but requires more pieces.
The solver correctly rejects it on the tie-break.
I'd still like the UI to tell you:
“By the way, this other set also works.”
Because players may have reasons the math doesn't know about.
The large systems still waiting their turn
These aren't little fixes. They're actual chunks of DDO that need modeling.
Those will take some real surgery.
One I could use player input on
Command improves Charisma-based skills but also carries a −6 Hide penalty. The upside already exists in the optimizer and is rankable. The Hide penalty does not. Now that the solver properly understands penalties, adding this is fairly cheap. The question is whether anyone actually cares. It's one enchantment across roughly 40 items, and the correction only changes optimization for someone who is actually ranking Hide.
Soooooo:
Are any of you building characters where that −6 Hide should genuinely influence the optimizer?
If yes, I'll harvest it.
If the collective response is “Sook, absolutely nobody is optimizing Hide,” there are probably more interesting monsters to kill first.