PoE Divine Orb is a currency item that will be used to re-roll the values of all random explicit modifiers on a piece of equipment. Divine Orbs re-roll the values of exact amounts of modifiers. This could only be utilized on magic, rare, or exclusive items. Only the values of affixes that have a selection of values might be randomized. A Divine Orb won’t alter the tier with the affix; it’ll just re-roll within its current Tier.
When a Divine Orb is made use of on a legacy variant of a unique item, affixes will re-roll towards the new array of values. When employing magic or rare Item, the affix will re-roll assuming the new range of the same tier.
If a brand new modifier was added to a unique item, the new modifier would not spawn. In cases exactly where a modifier was removed, the affix will become disabled using a hidden value of zero. This also suggests that magic or different items may have a secret mod that can avert new mods from being crafted.
Divine Orb Recipes
Any item with six linked sockets = 1x Divine Orb
1¡Á Mirror of Kalandra = 2¡Á Exalted Orb + 5¡Á Regal Orb + 1¡Á Divine Orb(:()
A set of 5 Emperor’s Luck can exchange for five Divine Orbs.
A set of 11 The Sephirot can be exchanged for ten Divine Orbs.
How to use a Divine Orb
Divine Orbs reroll the stats on all mods in an item (including uniques) and can only reroll it within its mod range. (or in the case of uniques, within the unique item’s mod ranges)
Let’s take a look at this item:
Question: Oh man that item only has +9 Energy Shield. I’d like to use a Divine orb on it to roll +106! Can I?
Retake a look at this screenshot.
That item has +9 ES, and that lies within the Glittering prefix which has a value range of 9-12.
Hence, if you divide the shield mentioned above, you will only get a maximum of +12 ES.
Question: Do Divine orbs always roll things higher?
For those who notice this item, it has +142 ES which lies within the Incandescent prefix. If you divide it, sure it may well hit +148. Nevertheless, it may well also go down to as low as +107. Also, it may roll the 170% Increased ES to as low as 121%. Even when you do handle to move +142 to +148, the 170% might roll down to 130% producing the all-around ES reduced than it employed to become.
Once again, even though crafting is exceptionally significantly about luck and RnG, It’s essential also to know when to take a gamble and when to stop.
Divine Orb Rates
The power that comes from divines isn’t undeniable until you start realizing that crafters with lots of access to divines, as you say GCP/Exalt (there’s assloads of GCPs and Exalts available for trade), could very very easily start crafting only near perfect items for a remarkably lowered price.
As it stands now, it’s tough to get 25-45, and 249% IPD. Especially since the range is 19-39 and 225%. It may not look like it, but there is a significant difference in low to high DPS when you are talking about top end weapons.
Now basically all I have to do is Trans/Alt 2 mods Tyrannical and Of Celebration, Exalt until Emporers and Flaring… and then just divine spam until it rolls almost perfectly. Sure it might take 20-30 or 100, but that is why we shouldn’t want to allow a ton of divines to be available.
The way it is now, it keeps it so that rolls matter if divines were as a standard assay. GCPs. Rolls would no longer matter.
Divine Orb Rates Uniques
If Divines were as common as GCPs or near that again as an example. BoR’s would be very easy to high roll. It’s 2 stats. Wings of Entropy. So very easy to perfect. Searing Touch, three mods. Not hard to get extremely high rolls.
It would crush the low end/mid end market for these Uniques, because sometimes people want to buy a Cheap Entropy, or a cheap BoR, etc. lots of Uniques are that way. It would merely end up, as an example, A productive player Buy Poe Currency, see you selling your poorly rolled BoR. A real stinker of a BoR… 203% EV/AR… hefty stinker… maybe worth say… 7 exalts.
Well go ahead and buy that and divine it. Hell. 4? 5? 6? times? Whatever, It’ll get high rolled easily enough. It’s one dang stat. And then flip it for 10…12? 15exalts depends on how darn good roll it.
It would hurt the unique market, and it’ll make crafting, a whole lot easier.
When using Divine orbs
The brackets that Divine Orbs are slaves to was when I wasted 7 Divine Orbs, back when I played SC, on an insane EV shield. It had 1k EV, High HP, All res, Added Block chance – don’t remember the other stats. I wanted to make that shield even better when I divine it, and I was ready to Divine it until it gets 2k EV. After wasting 7 Divine and the EV moved from something like 950-1050 I went to the forums to ask why the heck I have such a bad luck so the roll rerolls pretty much the same. And then I got the information about the brackets… Silly me. Anyway, learned my lesson the hard way, I hope I saved someone else’s Divines from a big waste, learning how they work the easy way. So about your idea – it’s really good! Because on a high-level item can roll the best stats that you are looking for – all six properties just the ones that you need. But if they are in low brackets… the item worths (is useful as) shit. And it will be worth it to use an orb that is even worth like 5 Exalts to randomize the brackets and had the chance to make the perfect item with the complete/needed stats and in the highest brackets.
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