Loot Filter Tester

How it works

How Last Epoch decides which drops to show, why that's hard to test in-game, and how this tool checks a filter instead.

How the game reads a filter

For every drop, the game goes through the filter's rules from the top of the in-game list:

  1. Disabled rules are skipped.
  2. The first rule whose conditions all match decides. It shows or hides the item and sets its color, sound, beam and map icon. Rules below it are never checked for that item.
  3. If no rule matches, the item is shown.

Within a rule, every condition must match. Within one condition, any of the selected values is enough: a rarity condition with Rare and Exalted selected matches both.

A rule with no conditions matches every item, which is how most filters end with a catch-all HIDE. Keys, runes, glyphs, shards and other consumables are the exception: only rules with a consumable condition apply to them.

Example

An exalted ring drops with T7 Health and T6 Endurance. The filter has four rules:

#RuleThe ring
1SHOW: any of 20 chase uniquesNot a unique: no match
2HIDE: Normal or Magic rarityExalted: no match
3 SHOW: at least 2 of Health, Spell Damage, Fire Resistance and nine other affixes, at tier 6 or higher Only Health is on the list: no match
4HIDE: no conditionsMatches: hidden

Adding Endurance to rule 3 would show the ring. Nothing in the game points out the gap: the ring simply never appears.

Things that surprise people

The tool follows these behaviors. Some are confirmed in-game; the rest are the best current understanding of the game and still need an in-game test.

Where the tool can't tell how the game treats a condition at all, such as item-level and faction conditions, it marks the result uncertain and names the rule to check in-game.

Why filters are hard to test

In the game, the only way to test a rule is to see an item drop and check whether its label appears. That works for common items. The items a filter must never hide are the rare ones: a chase unique, or an exalted item with two high-tier affixes you want. Two exalted affixes on one item are rare, and one particular pair is rarer still, so you can't farm your way through a test.

And there are a lot of them. The game has more than 400 uniques, many of them on several bases, and more than 50,000 combinations of two exalted affixes across equipment types, before counting items with three or four.

A hidden item leaves no trace: nothing appears on the ground, and nothing tells you that anything dropped. A mistake can go unnoticed for a whole season.

And mistakes are normal. A filter can have up to 200 rules, and a rule can go wrong in many ways:

What the tool does instead

A filter is saved as an XML file: a plain list of rules with exact conditions, so it can be checked without the game. The tool reads the file and runs test items through a model of the game's matching, the same top-down walk described above:

Testing every affix one by one would take far too long, but a filter can tell affixes apart only by the lists it names them in. Affixes that appear in exactly the same lists and can roll in the same places behave the same in every rule, so the tool tests one of each group and still covers every combination.

Each hidden item comes with the rule that hides it and why the SHOW rules above it didn't match. The tool can also turn a single rule on or off and show what changes, and it points out rules that can never fire and affix lists that are missing affixes.

Limits