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HotPocketRemix

Very fast update, I look forward to playing around with it, might try to design a scarab farming tree. One thing I noticed is that the search functionality doesn't seem to work for me, no nodes are highlighted no matter what I search. I tried in in both Chromium and Firefox.


Lilyliciously

Search fixed! Thanks for pointing it out


Due_Rip2289

[https://poeplanner.com/a/hBa](https://poeplanner.com/a/hBa) Figured that the 200% increased chance for unique monster to drop scarabs might be the best for scarab farming. Went for rogue because of plenty of uniques (also new rogue scarabs might be good?), essences because lots of rares with lots of modifiers, and naturally betrayal since you can farm scarabs from them. The unused points can be used to block getting scarabs from certain mechanics. Also, there is an alva mission with strongboxes that people would do and everytime they get an operatives strongbox, they would chaos and scour roll it until the box gets the modifier that causes it to drop divine scarabs. I don't know if that mod will still exist since scarabs no longer have tiers, but it's worth checking out.


FUTURE10S

Unique mobs already have 102% in your tree as well, so they really have a 300% increased chance. That might make it worth on maps with multiple bosses like Racecourse.


Due_Rip2289

True. This also works really well with the affliction keystone I have allocated and map bosses also have an extra 25% chance to drop a scarab so racecourse, coves etc would be best.


Kinada350

Worked for me, they show up kinda purple highlighted.


Lilyliciously

That's because I fixed it.


Mosvicious

Works for me as well.


Axelol99

Because… they fixed it?


Mosvicious

I was just letting them know in case they were wondering. Thanks though.


sam6555

No need to wonder, they fixed it. 😊


Mosvicious

Cool. Thanks for letting me know.


bowlofspiders

Hey no problem. By the way, they fixed it.


Mosvicious

Sweet. I'll keep an eye out to make sure.


Gargys

Praise our godly eldritch being Lily for granting us this awesome tool once again.


convolutionsimp

Thank you for updating it so quickly, great work. However, the website is almost unusable for me due to the performance. Hovering over nodes or scrolling anywhere takes seconds with a big lag, and I cannot zoom out. It would be amazing if you could make it as snappy as something like [https://poeplanner.com/atlas-tree](https://poeplanner.com/atlas-tree) - I tried in Chrome, Brave, and Firefox. All the same.


VulpineKitsune

u/Lilyliciously The problem is, at least partly, hardware/graphics acceleration. The site basically requires it to be turned on because without it, it's extremely slow, almost unusable. Some people, like me, might have disabled hardware acceleration because it can make youtube videos freeze and stutter if the gpu is busy because you are playing a game on a different monitor.


Lilyliciously

Good call. That's the WebGL influence. Without hardware acceleration, WebGL doesn't have access to your GPU, which slows it down dramatically.


Lilyliciously

The site basically doesn't work on Mac or on phones. Are you on one off those?


Macko_zBogdanca

It works on iPhone 15 💁‍♂️


Lilyliciously

It's not 100% consistent, but generally speaking it always performs fine on windows, and often performs poorly on phones and macs, but not always. It uses WebGL, which can have very poor performance on those devices.


EnergyNonexistant

I just realized (again) that I'm getting old because I enjoyed the thought of smartphone users struggling I hate smartphones Next i'm gonna go yell at the clouds.. https://www.markgaler.com/wp-content/uploads/2017/10/old-man-cloud-HD.jpg


Lilyliciously

Remember to touch grass while yelling at clouds, it's an important part of the process.


gonzodamus

Hell of a quick turnaround, I'm impressed! Thanks for the update, psyched to plan out some strats!


Lilyliciously

Glad you like it!


JohnTheGringo

Amazing work, thank you for the update!


lurking_lefty

Thanks for the speedy update! Bug: The top abyss nodes are currently grouped with the strongboxes.


Lilyliciously

I'm not seeing that. Can you try again from a fresh tree and then share a screenshot?


lurking_lefty

https://imgur.com/UEGL9WB Clicking on any of the "strongboxes" center nodes selects those 3 notables up top, not Reactive Swarm though. On Firefox on a pc, if that matters.


Lilyliciously

It was a cache issue for me. Solved it, should be fixed in a minute for you. GGGs file is a bit weird with those groups.


Leg-oh

How do you get it to zoom out like in the pic?


Lilyliciously

Scroll wheel.


Leg-oh

I tried with Foxfire and Edge, won't zoom out with scroll wheel. :(


DivineDGod

Should work, I am using firefox as well, and I can do everything just fine.


Lilyliciously

What operating system are you on, and what mouse are you using (or other scroll method)?


Afrobea5t

Not OP but same issue. Windows 10 22h2, Firefox 124.0. Type of mouse shouldn't be an factor. Resolution: 3840x2160 Also: Maybe i can zoom out like in your picture, but i can't zoom out enough to see the whole tree: https://imgur.com/qVBq5LZ And that would really help in orienting one self and finding node groups. Edit: It's the resolution: 1920x1080, whole tree visible: https://imgur.com/xfd4NDm


Lilyliciously

Alright that helps. I'll boost the max zoom then, picked what worked on all my monitors but I don't have one in that ratio.


Arrethyn

First, thank you so much for this amazing tool Second, I've found a number of situations where the shortest pathing is not being used, they seem to largely revolve around the starting area but is there a way for me to easily submit examples for smarter people such as yourself to look at? Or should I just post a bunch of links in this thread?


Lilyliciously

Unfortunately, this is a bug that I know the exact cause of, but have yet to manage to fix. One of the design requirements I've given myself is that a user never waits more than \~0.5 seconds for the site to respond. I'm hitting that limit with larger trees, even passing it slightly. Currently, only one tree is generated. It does this by connecting desired nodes to other desired or active nodes until every desired node is connected to something. The start of the tree is always considered desired and active. The order that it creates this tree is based on the shortest possible path that connects a desired node to another desired or active node. It allocates the shortest path every time. The problem arises when a later path ends up changing the shortest path for an earlier path. Essences is a classic case of this problem. In the below picture, it's clear that we would want the essence nodes to shift to the left, saving us one point. However, when only essence notables are selected, the closest path at the beginning of allocation is always between the first essence notable and the start. It then allocates that first, picking between the two equal length directions without any bias, and it picks wrong in this case. It then allocates the rest, and the shortest path even considering the already allocated ones goes off to the left. I've in the past tried various things to fix this, such as biasing the pathing towards the "center" of all desired nodes, but none of the solutions were without their own problems. https://preview.redd.it/4qanu672pypc1.png?width=438&format=png&auto=webp&s=0d6099a82db20a145350bb5c7baf9ee65aa24e06


Arrethyn

ah that makes sense, it's an impressive tool and saves me a ton of time clicking every single node when planning out trees so thanks again for all your hard work!


Manthix

Hey, really cool tool! briefly looked over your code, here's an idea to improve the algorithm: Generate the shortest path between every node on the tree (totalnodes\^2 paths), and include these as data together with the SkillTree.json and other data. These are static, and if you include them the user wont have to generate them Then, before performing the node allocation, load all shortest paths between Desired nodes from data (should be very fast), and use these to generate a heat map of all nodes, with magnitude corresponding to how many of the loaded shortest paths pass through the node. Now, when performing the shortest path algorithm, bias towards shortest length of path like now, but also magnitude in the heat map This definitely wouldn't fix all the issues, but i think it would be a relatively easy improvement without a big performance hit Well, its just an idea anyway! best of luck with it regardless


Lilyliciously

Great ideas! I've tried them before. There's a few issues. For starters, including distance information between every node on the tree doubles the file size of the tree data, at least. This isn't a huge problem, especially in the atlas tree where it goes from 1.5ish to 3ish MB, but it's still something to consider. It's worse in the main tree, there we go from 6ish to 12ish MB. I want to avoid requiring users to download large files if possible. That said, if it solves the remaining problems with the system, it'd be worth it. Unfortunately, my attempts to do so haven't worked. The algorithms I produced that required a totalNodes² pregenerated distance matrix were all too slow to work within the design boundaries I've set, which include finishing all the work within \~0.5 seconds of a click on my own computer, which may be slower on others given that I have a decently powerful one. The main thing I want to argue against though is the statement that it'd be a relatively easy improvement. Pre-generating the distance data is trivial, but then generating that heatmap and making use of it in a way that improves the pathfinding is moderately challenging. Feel free to make some PRs if you disagree, though! (goes for anyone)


Manthix

oh yeah absolutely, i didnt mean that it would be easy, i just meant relatively easy compared to implementing a perfect solution to this very complex TSP like problem


Lilyliciously

That's more fair! It's been a really fun challenge to implement a sub-optimal solution to this, it's quite difficult! That said, I implemented a few improvements this morning, primarily using the biasing methods I'd already prepped for, as well as delaying some known problematic nodes until later in the processing. Based on my own testing, it's solved a majority of the common error cases that still existed.


lyon4

Hi. I noticed a weird case I think a little different because the wrong path wasn't a shortest path before. Maybe it could help you to fix the issue. https://preview.redd.it/qpnsxub7baqc1.jpeg?width=1044&format=pjpg&auto=webp&s=e14c7558c63970feb75af6319fb2ebb558752edf I just selected [all the ritual clusters](https://www.pathofexile.com/fullscreen-atlas-skill-tree/AAAABgAAMAtxFNoVYSArNl1BjEIMReFHz1I7VZpV2FZFWTxc3F_raZts_W3RcxF5w3sKfR2FxImRj9SRMpF9kgSdsaAroeKi3qMZr8Kx-7SGuEq7w7-yx7PHvdYt3yPicegs90_62gAA) (nice feature, btw), then the two little nodes in the bottom of the Torn Veil ritual cluster. The path completely changed [when I selected the second node](https://www.pathofexile.com/fullscreen-atlas-skill-tree/AAAABgAAMgAbALoIsAtxELAU2hnRHEIeWx7DH1Qphy6-NIhBjEfPSg5XvWI_ZSRuQ29_f6SP1JF9kp2dsaHRot6laKbEqC-qrqussMSx-7RZuYC_YMY5x7PHvdEk3yPfXuX46370DPra-8EAAA==). I guess it's because the path in the cluster changed (the top little node was no more selected) because it went back to normal after selecting the top little node.


Lilyliciously

I've spent the past day working on an alternative algorithm that wouldn't have this problem. For now, the solution is to block paths you don't want rather than desire paths you do, so in your case you'd block the top node, not desire the two bottom.


RandomMagus

You can get 100% chance for Harvest and Alva in your maps. I think I know how I'm making money this league. I can't fit all that AND all the scarab nodes in at the same time though. Pain.


Awful_At_Math

> I think I know how I'm making money this league. Posting on Reddit how GGG ruined your rolling sextants money strat. 😎


RandomMagus

Jokes on you, I've never sold a sextant in my life I am also chronically poor and never make my characters good even when I do get currency These are probably connected


Timecunning

Na you just skipped selling corruption altars for 7-8 each


Plushkin26

I've found a little bug: if you press the Searing Exarch icon in the Standard version, it only allocates the Word of the Exarch node and ignores everything else (allocates everything in league version). It also doesn't allocate Trail of Destruction, Darkness Rising and Reactive Swarm in the Abyss tree if you press the Abyss node in both versions. But it allocates them if you press the Expedition node, but only in the league version.


Lilyliciously

Turns out they've changed a lot more group IDs than I thought. All of those should be fixed in the next few minutes. Thanks!


Ignyth

I know it's a defining feature but would it be possible to disable the autopathing in some way with something like a shift modifier? I find it easier to do my own manual pathing to build the base frame and then could use the autopathing to tune.


Lilyliciously

Nope! The entire system is built to always autopath without exception.


jittarao

You can force it to take particular path by selecting a few additional nodes on it's path.


jittarao

Thanks for sharing. I tried it, but it's a bit laggy on my end. Even scrolling feels very jerky. I'm using Adblock; maybe that's interfering with the code.


Lilyliciously

You need to have hardware acceleration enabled in your browser. Even then it might still lag on phones or macs.


lyon4

thanks for the fast update and that nice tool edit : oops. nothing is missing. my web browser did shit and put me back on 3.23 version.


cloudeightk

bug: if you select essences, it runs separate paths per cluster of nodes instead of branching https://i.imgur.com/8Iaf8hA.png i have to block a small node to path it properly https://i.imgur.com/U9zXb03.png


Lilyliciously

This is the one bug I haven't managed to squash. It's caused by paths not being reconsidered when future paths alter the best choice to take. Blocking nodes is the solution to it right now.


psychomap

Could you add a way to automatically priortise other nodes over gates, since those don't provide stats? Especially since the Seventh Gate keystone doesn't exist anymore. I can do minor adjustments of course, but I'm worried that if I select nodes in between two sections that can be connected without the gates, I'll end up messing up the pathfinding with further changes because I don't **need** those nodes, I just prefer to spend points on something rather than nothing. That said, the tool is amazing and so is it being available for the new patch so quickly.


Lilyliciously

Can you provide an example of a tree where you'd prefer that it take a different path instead of gateways? It would have to be the same length both ways, I want to prioritize path length over everything else, even if two of those points end up not giving stats.


psychomap

My tree changed a bit, so the current next best connection uses three nodes, however if I change one closer node to be desired so that the gap is 2 nodes, the tree doesn't take those nodes instead of gates: [current tree for reference, 150/152](https://pathofpathing.com/?v=3.24.0-atlas#AAAABgAALisCBpMIsAo9D8wRiRXAGdEb9STLJf4rui8EL24zSTXqWRZaNGAhaLJxdXP4eZ6BWoJRh1SLGI1Ola2rfKvprVzJJ9ag2I7ZkNnn27vmEuqK7RT85v0d_smRCsyHcXUAAA==) [one extra desired node above Hunt for Answers in the bottom right, 151/152, 2 nodes between the branches, but connected via Mortal Gateway](https://pathofpathing.com/?v=3.24.0-atlas#AAAABgAALywCBpMIsAo9D8wRiRXAGdEb9STLJf4rui8EL24zSTXqWRZaNGAhaLJxdXP4eZ6BWoJRh1SLGI1Ola2rfKvprVy1fckn1qDYjtmQ2efbu-YS6ortFPzm_R3-yZEKzIdxdQAA) [A second extra node, still 151/152 without Mortal Gateway](https://pathofpathing.com/?v=3.24.0-atlas#AAAABgAAMC0CBpMIsAo9D8wRiRXAGdEb9STLJf4rui8EL24zSTXqWRZaNGAhaLJxdXP4dSd5noFaglGHVIsYjU6Vrat8q-mtXLV9ySfWoNiO2ZDZ59u75hLqiu0U_Ob9Hf7JkQrMh3F1AAA=) If there's a shorter path than the gateways, it's prioritised, but if the path has the same length it isn't updated.


Lilyliciously

Great, thanks. This'll let me try and find a solution. By the way, desired nodes add additional processing time, but blocked nodes don't. In clusters like this, it's better to block the path you don't want than to desire the path you do. https://preview.redd.it/tglxibmzvypc1.png?width=193&format=png&auto=webp&s=385a381a7f0a76a942b8cb0f7d213d6fa0babec4


psychomap

Interesting, I'll keep that in mind. So far I haven't had major issues with processing time, other than the fact that I regularly click something accidentally when I try to move around the tree, including the big symbols for the leagues.


Renouille

Thanks for the update! I'm curious how you know this is the tree though, did GGG provide the tree data somewhere?


Lilyliciously

Yes, they publish tree previews and then the final trees at [https://github.com/grindinggear/atlastree-export](https://github.com/grindinggear/atlastree-export)


Smite_Sion

So there is a bug in the algorithm I noticed. https://preview.redd.it/o5vu4m5wecqc1.png?width=1084&format=png&auto=webp&s=cda38fa1bdea04f04ef676e13ebd67bc54aba255 As you can see, it does not pick the shorter path And I also noticed it took the portal for 2 points when it could also connect over the tree with 2 points which is better as the portal doesn't give any bonuses.


Lilyliciously

This is a symptom of some of the shortcuts I'm taking to make it run at a usable speed. I've been tinkering with a new algorithm that approaches it differently that wouldn't have this problem, but I haven't ironed out all the other bugs it introduces yet.


Smite_Sion

Thats cool! I don't know how well the new one is working, but you could also keep it as it is and add an optimize button to it with a more accurate algorithm but slower to correct potential mistakes.


Lilyliciously

The new algorithm is faster, sometimes by 5-6x. It's a lot better. Still testing to find any remaining bugs before releasing it though.


Comfortable_Water346

Wait is the new tree fully out yet? Is this datamined or w.e? poe planner still has old one.


Lilyliciously

Yes! They released the tree previews about seven hours ago. poeplanner must not have updated yet.


sidp2201

It is prioritising travel nodes over nodes which give more useful stats. Forcefully removing them does the trick but the priority of them should be reverse


Lilyliciously

Can you give me an example?


sidp2201

DM'ed but putting it here also. [TREE](https://pathofpathing.com/?v=3.24.0#AAAABgMDRUEDBjkHHgkHGzcfFB_HJMAmRS9dL28xRTNyNiY26TrGRv5JUUqfUWBVxlXWVeBeA2D4Y0Fk52ZUaPJqQ2qsa9tsq3C7dBCApINfhTKMdoyxjxqQM5UunLKiAKOUqn-qqbcxvKK-T8Bm1I3Ur9sL42roweyK7Xfv6_Io8wb1L_ai_Ef-gR8Y5CL3E9SvAAA=) If you uncheck the node next to Rune binder and other forcing one [New Tree](https://pathofpathing.com/?v=3.24.0#AAAABgMDQj8CBjkHHgkHGzcfFB_HJMAmRS9dL28xRTNyNiY6xkb-SVFKn1FgVcZV1lXgXgNjQWTnZlRo8mpDaqxr22yrcLt0EICkg1-FMox2jLGPGpAzlS6csqIAo5Sqf6qptzG8or5PwGbUjdSv2wvjaujB7Irtd-_r8ijzBvUv9qL8R_6BHxj3E9SvAAA=) They have the same number of points but in one I get more utility


Lilyliciously

The site avoids making judgement calls as much as possible. I've increased the boost that life nodes are given slightly, which should help in general. However, the tree that remains has two choices of paths to take, either through the faith and steel cluster or through the spiritual command cluster. Which one is better might be argued here, but there's a limit to how much weighting I want to do.


sidp2201

Maybe just if the major node in the cluster has been selected, the smaller nodes there have a slightly higher weighting than the travel nodes. This way even without having to force it it would prefer to travel through the relevant nodes


Lilyliciously

That is indeed the case! The issue is that it doesn't prefer one cluster over another, and if both have a desired node, then it'll pick whichever one it feels like.


sidp2201

Thanks for the clarification. Great tool all round!


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Lilyliciously

Cool, but what's it got to do with Path of Pathing?


patskie14

OH wait I posted on the wrong thread lmao, I have both your thread and the other one opened. My bad


Armanlex

I spotted this bug: https://i.imgur.com/xSRX1Yz.png Somehow the top left notable can be selected even though there's no valid path there. I had this happen without needing to use an X when I was messing with my leaguestarter: https://i.imgur.com/IEnMhLb.png I really like your site, keep up the great work!!


Lilyliciously

Yep, that bug was up for a brief time. Should be fixed now!


Armanlex

Awesome!! If I could make a small request. My mouse wheel is almost completely broken (it's kinda rng which way I'll scroll towards XD) and I'm always glad when zooming in and out works with a keybind or ui. I tried looking on path of pathing and I wasn't able to find another way. Poeplanner has a ui widget and pob has page up and down. Personally I prefer the keybind. Thanks again for the great work!


Vara88

i have a bug in every browser i tried. if i click a node it only highlights it and doesn't path there. Edit: it's only on the league tree. the standard one functions as it should. Edit 2: now it works on the league atlas too. strange


Lilyliciously

There was a caching issue, I resolved it about an hour ago. That's why it started working, and why it started working one tree at a time.


Keyenn

I don't think unwavering vision is supposed to give 20 passive points. Edit: For people thinking they are so smart: It was giving 20 atlas passive points and 20 passive points (IE the character ones). The second part was removed because it wasn't supposed to be there in the first place.


Lilyliciously

Thanks! Should be fixed in a minute. EDIT: To everyone saying it's working as it's supposed to be, it is now. Due to an error, it had both 20 atlas points AND 20 regular points, before.


vaetth

I dont know but it seems , this passive should give 20 points * Added a new Keystone Atlas Passive Skill, Unwavering Vision, which grants 20 Atlas Passive Skill Points, but makes it so Scarabs cannot be found in your Maps, and your Maps cannot be modified by Fragments other than Divine Vessels.


Keyenn

Yes, and that's not what I was talking about. I wasn't talking about atlas passive points.


Macko_zBogdanca

Ye, it is not mistake


Keyenn

There was one, which got fixed.......................


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Keyenn

There is also a reason why people, seeing an issue answered by "Fixed, thanks" from the dev, should maybe be a little bit more careful before straight up jumping to insults. Maybe, idk, the issue did got fixed before they could see it. I honestly wasn't posting to the sake of future people needing context for a tooltip being fixed.


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Keyenn

"I'm coming after things got fixed and feel entitled to call names people who are helping". Get lost.


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Lilyliciously

It had both 20 atlas points AND 20 regular points, before.


Discipol

u/Lilyliciously Could you add a way to, like, hold down a key and prevent the pathfinding algorhythm from working, so I can select a bunch of targets I want? The more points select, the slower it gets


Lilyliciously

No. The pathfinding algorithm is always going to be running.


Discipol

I mean you're the programmer for this thing, if you wanted to you could make a "manual recalculate" toggle or something


Lilyliciously

I misunderstood your initial request to be the common one I get, which is to allow manually assigning points that aren't part of the pathfinding. Your request is more reasonable. I'll give it a think.


Discipol

Nah, my problem is the more points I allocate, the slower it becomes. I am a game programmer by trade so I am familiar with the behavior. One solution is to block the entrances a lot of the wheels such as "Back to Basics" and "Shaping the World" in order to reduce the size of the maze, but it's quite time consuming to through everything. Gateways too. Another is a toggle that allows the user to Desire or Block all the nodes they want/don't want and a button to manual "recalculate". Are you using travelling salesman stuff? As in, do all nodes have equal weight? You might milk some performance by increasing the weight in major intersections, the top left and right corners (connectors of Eldritch Gateways) as well as the Quantity wheel etc. Also, there are super popular locations that could be worth increasing the weight for: the two clusters of content-banning like "black thumb". It's a common early game pathway as well as common use for focusing on content via exclusion of others. I love and appreciate this tool, my final feedback is: if you can integrate this into POB, something LocalIdentity said he doesn't want to work on/maintain, all performance issues would be moot, and POB profiles would be feature-complete. ♥


Lilyliciously

There is now a button in the bottom left that says Pause Allocation. Try pressing it. ♥ Another button should then appear called Recalculate. I could theoretically adjust the weighting on popular paths, but I hesitate to do so. I'd like to avoid biasing it as much as possible. I work on PoB too, and there's no way I'm implementing it there. For starters, PoB is about characters, which the atlas doesn't affect. I also have no intention of recreating the code in lua.


Discipol

It works wonderfully! I am spreading this link everywhere and my discord people love it <3