Orblike PoE SAP-based Analysis
Summary
Applied the SAP-pet-decomposition methodology (from user's Super Auto Pets blog post) to Path of Exile's ~360 skill gems, producing a generative framework for designing new skills. Analysis done in 6 batches with incremental axis discovery, culminating in a self-contained skill generator reference and decomposition of Orblike's 28 existing abilities.
Initial calibration and feasibility:
- User asked for honest assessment of PoE gem knowledge without research
- Responded: ~150–200 gems with confidence, ~50–80 uncertain, would get recent mechanics wrong
- Noted PoE 1 vs PoE 2 ambiguity; user specified PoE 1
- User opted for: all gems at once, work primarily from memory, focus on abstractions over individual accuracy
- Read portions of
super_auto_pets_mechanics.txt(54K tokens, 4158 lines) to calibrate format
Batch 1 — foundational framework (16 gems):
- Gems: Cleave, Heavy Strike, Split Arrow, Fireball, Ice Nova, Firestorm, Storm Brand, Hatred, Vulnerability, Raise Zombie, Flame Dash, Added Fire Damage, Spell Echo, Multistrike, CwDT, Spell Totem
- Established initial axes: Activation, Damage source, Delivery (12 values), Damage type, Side effect, Effect, Cost, Constraint, Time profile, Rate, Tags
- Support axes: Support filter, Support effect, Support cost
- Key insight: tags serve double duty — mechanical filter AND passive-tree breadth
Batch 2 — proxies, channelling, chaos (18 gems):
- Gems: Cyclone, Earthquake, Tornado Shot, Arc, Flameblast, Essence Drain, Fire Trap, Pyroclast Mine, Raise Spectre, Leap Slam, Molten Shell, Enduring Cry, Herald of Ash, Assassin's Mark, GMP, Chain, Increased Duration, Minion Damage
- Added Channelled activation, Chaos damage type, Spell DoT source, Apply DoT effect
- Architectural shift: delivery split into {primary shape × phase chain × modifiers}
- Added Proxy trigger, Mark curse subtype, Stages time profile
Batch 3 — stacking, Vaal, transformers (18 gems):
- Gems: Reave, Blade Flurry, Molten Strike, Righteous Fire, Scorching Ray, Contagion, Ball Lightning, Discharge, Vaal Double Strike, Searing Bond, Ancestral Warchief, Rallying Cry, Intimidating Cry, Elemental Focus, Elemental Proliferation, Blasphemy, Hextouch, Unleash
- New axis: Skill state (stacking on repeat / accumulates while unused / stacks on target)
- Added Caster stat damage source, Dynamic damage type (Discharge), Soul-gated alt mode, Vaal souls
- New deliveries: Channelled beam, Travelling AoE projectile, Inter-entity beam
- New support effects: Remove behavior, Replace cost, Wire two linked gems
- User correction on my false alarm: Storm Brand already had Chaining tag
Dependency graph + generation process (before batch 4):
- Staged pipeline (Stage 0 root: Activation → Stage 5 derived: Tags)
- 12 compatibility rules A–L
- 17-step generation algorithm
- Verified with 3 runs: Witherbeam, Glacial Ward, Herald of the Hunt — all coherent
- Two rule gaps found mid-verification: split side effects into ailments (8a per-phase) vs architectural (8b), damage type rolled per damage-bearing phase
Rule audit (user request — "rules shouldn't only generate existing abilities"):
- Audited all 12 rules, relaxed A, B, D, E, F, I, J
- Added Rule M (delivery-phase compatibility)
- Confirmed still rejects genuine nonsense while permitting real designs (Skitterbots-style reservation, Frostblink, proximity-triggered brand)
Batch 4 — compressed coverage (~150 gems):
- Switched to compressed mode per user direction
- Covered melee, ranged, spectral throwables, spells, minions, curses, auras (20), heralds, guards, warcries, traps/mines, totems, movement, Vaal
- New axes: Counter-attack activation, Flask-based damage source, Bleed + Poison ailments, Impale stacks, Stance/bipolar state, Charge-gated repetition
- New deliveries: Multi-AoE sequential, Stationary orb proxy, Attached fuse, Returning projectile, Orbiting entities
- New delivery modifier: Consume caster-owned entities
- Added Rule N (caster-owned state requirement)
Batch 5 — support gem sweep (~70 supports):
- 10 families: damage mods, projectile, AoE, duration, ailment/DoT, minion, trap/mine/totem, trigger, channelling, meta (Empower/Enhance/Enlighten), utility
- New support-effect values: Modify damage type mapping, Add secondary delivery, Modify level/quality/cost, Modify scaling relationship, Modify effect target, Grant buff while state active, Grant buff on condition
- New side effects: Maim, Threshold-kill, Rage, Inspiration charges, Fortify/Onslaught/Arcane Surge states
- Extended algorithm with support gen steps S1–S4 and active+support pairing
Batch 6 — master summary:
- Consolidated ~26 active-skill tables + 5 support tables + 14 rules + 20 support-effect values
- Worked example: "Carapace Ward" + "Chained Nova Support" pair
- Closing observations: PoE's two composability layers, tags double-duty, proxies recursively decompose, transformer supports carry composability, 15+ new design slots generated through batches
Standalone generator file (poe_skill_generator.md):
- Self-contained: preamble + staged pipeline + 19 active axes + 4 support axes + 14 rules + algorithm + worked example + glossary
- Usable without reading main analysis file
Random generation test (poe_skill_examples.md):
- 20 truly-random skills generated: 12 new design slots, 6 close variants, 2 PoE-adjacent — ~60% novel-slot rate
- Examples: Burning Pursuit (channelled fire DoT projectile), Venomous Wisps (reserved orbiting chaos minions), Thornbrand (enemy-proximity-triggered brand), Sanguine Rite (life-cost fire refresh ritual), Thunder Aegis, Warden's Posture
Orblike ability decomposition:
- Located in
E:/a327ex/Orblike/v1/main.lua(13268 lines) - Decomposed all 28 abilities: fireball, null_arrow, fissure, windfield, arc, frost_nova, earthquake, ball_lightning, lance, wall, snake, random_cast, beam, deploy, cyclone, asal, flicker_strike, dash_strike, big_rock, railgun, psylance, wind_slash, piercing_arrow, explosive_arrow, tornado_shot, rotating_turret, arrow_barrage, righteous_fire
- 22 of 28 decompose cleanly with no framework gap
- 6 framework gaps revealed:
- Formation abilities (lance/wall/snake/deploy) need new "Orbit arrangement" primary delivery
- Random-cast needs new skill state "Random-from-pool"
- Null damage type (Orblike's explicit neutral)
- Extra damage types (wind, force, earth) need mapping
- Generic slow (damage-type-independent) distinct from Cold's chill
- Pull (Psylance, Earthquake magnetic_pull) distinct from Knockback
- 2 smaller extensions: Nested gem cast as secondary delivery (Ball Lightning's
cast_tick_ability = 'arc'), Charge-then-release time profile (Railgun's 1s auto-charge) - Framework covers ~80% of Orblike's abilities; remaining 20% either Orblike-specific design or genuine gaps
Files created (moved to Orblike/reference at session end):
E:/a327ex/Orblike/reference/poe_gem_mechanics.md— full batch-by-batch analysisE:/a327ex/Orblike/reference/poe_skill_generator.md— self-contained generator referenceE:/a327ex/Orblike/reference/poe_skill_examples.md— 20 random + 28 Orblike decompositions
Key workflow decisions:
- User preferred batches over one-shot
- User preferred compressed mode after batch 3 due to scope (~250+ gems)
- User insisted on dependency graph + generation process before batch 4 to prevent degenerate combinations (referenced "Combination L": attack + inter-entity beam)
- User requested rule audit before batch 4 to avoid over-limiting
- User deemphasized end-of-batch recombination exercise in batch 6
Let's try an exercise. There's a post about Super Auto Pets in E:/a327ex.com-blog/posts where I go over Super Auto Pets' design by breaking each unit down into its basic gameplay elements. At the end of the post I then mention how I can reuse those elements to create new gameplay entirely by recombining them. I'd like you to try a similar strategy for Path of Exile. But before you do it, please tell me how many active and support gems from Path of Exile do you remember without having to research them yourself, or if you can research them for a complete and thorough job. I'd like the same level of attention to detail as the Super Auto Pets post has, taking into consideration each gem in its full behaviors and breaking it down along its various elements and axes properly.
Let me first find the Super Auto Pets post to calibrate style, then answer honestly.
Glob (E:/a327ex.com-blog/posts//superauto*)
No files found
Glob (E:/a327ex.com-blog/posts/*/.md)
No files found
Bash (ls "E:/" 2>&1 | head -30)
$RECYCLE.BIN/
DumpStack.log.tmp
References.library/
SteamLibrary/
System Volume Information/
a327ex/
downloads/
media/
mira-threnn/
sound packs/
tmp/
torrents/
Bash (ls "E:/a327ex/" 2>&1 | head -40)
Anchor/
Anchor-YueScript/
Anchor-lua/
Anchor2/
Danpenzero/
Null/
Orblike/
Psyonia/
RTFX/
SNKRX/
a327ex.com-blog/
anchor.blot.im/
cute_action.mp3
cute_action.wav
emoji-ball-battles/
emoji-ball-battles-generated/
it-follows/
lane-battle/
meal_prep.md
music-theory/
notes/
private/
ref1.png
ref2.png
reference/
server.md
thalien-lune/
Bash (ls "E:/a327ex/a327ex.com-blog/" 2>&1)
drafts/
images/
pages/
posts/
Bash (ls "E:/a327ex/a327ex.com-blog/posts/" 2>&1 | grep -i "super|auto|pet" )
auto_chess_formula.txt
competition.txt
super_auto_pets_mechanics.txt
super_people_design_review.txt
super_people_final_beta.txt
super_people_major_update.txt
super_people_test_session.txt
Read (E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt)
File content (53815 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Read (E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt)
1 Title: Super Auto Pets mechanics
2 Date: 2022/06/28 10:48
3 Link: /posts/super_auto_pets_mechanics
4 Tags: design
5 Thumbnail: /posts/images/_super_auto_pets_logo.png
6
7 # Super Auto Pets mechanics
8
9 ## Start
10
11 I've been playing a lot of Super Auto Pets recently. I was kinda late to play it because last year when it came out I was quite auto battler fatigued, so I couldn't bring myself to try it.
12 But I finally tried it like 2 months ago and have about 100 hours in it since then and I really really like it.
13
14 This is a good place for me to write this post because my thoughts on it are freshest, and I've already gotten most analytical insights I'll get even though I'm going to keep playing it for
15 hundreds of hours more most likely. And this happens because there are diminishing returns to such insights, since I've learned the most from the first 100 hours and subsequent ones will each teach less.
16
17 One example of this is that I distinctly remember the first ~10-20 hours of SAP feeling *alien* to me. I don't think I've ever played a game that had quite this combination of mechanics
18 (and by mechanics I mean what each unit does, not the fact that it's an auto battler or that it has a rerolling shop) so they all felt very distinctly weird to me until it all started connecting.
19
20 So I'm going to spend this post going over every unit in the game and generalizing the mechanics.
21 SAP has a lot of unique and good ideas that are very easily transferable to any game that is built around a rerolling shop (like SNKRX, Brotato, Just King, Underlords, TFT, etc) so it's worth it to go through it thoroughly.
22
23 ## Tier 1
24
25 [⬆️ Start](#start)
26 [1️⃣ Tier 1](#tier-1)
27 [2️⃣ Tier 2](#tier-2)
28 [3️⃣ Tier 3](#tier-3)
29 [4️⃣ Tier 4](#tier-4)
30 [6️⃣ Tier 6](#tier-6)
... [170 more lines]
Honest appraisal below. I haven't started the analysis — just assessing feasibility.
What I remember without research
PoE 1 has roughly ~230 active skill gems and ~130 support gems (plus Vaal variants and quality variants — Anomalous/Divergent/Phantasmal — that alter behavior). I can name and describe maybe 150–200 of these with confidence, broken down like this:
- High confidence (~80–100 gems): the iconic stuff — Fireball, Arc, Spark, Cyclone, Blade Vortex, Essence Drain/Contagion, Raise Spectre, Storm Brand, Righteous Fire, CwDT, Cast on Crit, Spell Echo, Multistrike, GMP, Chain/Fork/Pierce, the core auras (Hatred/Anger/Wrath/Grace/Determination/etc.), Heralds, major curses, the main golems, Flame Dash/Leap Slam, etc. I can describe these mechanically well enough for a SAP-style breakdown.
- Medium confidence (~50–80 gems): less-used skills (Flameblast, Scorching Ray, Divine Ire, Tectonic Slam, Consecrated Path, Ancestral Warchief, most brands/mines, Toxic Rain, Lancing/Shattering/Splitting Steel, Spectral Helix, most warcries, Absolution, Dominating Blow). I'll remember the core idea but get numbers and interactions wrong.
- Low confidence / probably wrong: niche gems, gems reworked in recent patches, Vaal-side mechanics of common gems, most Divergent/Anomalous/Phantasmal quality behaviors, any gems added in the last ~3–4 leagues before my cutoff.
I will definitely get things wrong from memory: PoE rebalances gems constantly. Mana reservation was overhauled. Ailments were reworked (multiple times). Several skills were removed (Storm Call, Vitality-as-aura in the old sense, Life Leech support). Stat stick / spell scaling shifted. The SAP post's strength is precision about each unit's actual behavior — I can't deliver that from memory.
Can I research thoroughly?
Yes, technically — poewiki.net has complete, current pages for every gem. I can WebFetch them. But the scope is sobering:
- SAP comparison: the post covers roughly ~100–150 pets across the packs it addresses. Each pet has a single trigger+effect+target. The post is ~54K tokens.
- PoE: ~360 gems, and each gem has more axes than a SAP pet — damage type, delivery shape, resource cost, scaling stat, tag system, duration/channelling/instant behavior, conversion rules, ailment application, etc. Supports add an orthogonal axis entirely (what they attach to, what they modify). A faithful SAP-style treatment would likely be 3–5× longer and require 200+ WebFetch calls.
It's tractable but it's a multi-session project, not a one-shot.
Clarifying questions before I start
- PoE 1 or PoE 2? They're substantively different gem systems. PoE 2's gems are fewer, have different tag semantics, and support gems attach differently (and are single-use per gem rather than reusable). PoE 1 is the richer design target if you want the "recombine elements" payoff, but PoE 2 is more current.
- Scope: all gems in one pass, or a curated slice first (e.g., just spells, or just supports, or one archetype like "projectile attacks") so we can calibrate the format before committing to the full corpus?
- Research depth tolerated: full wiki fetches per gem (slow, thorough, expensive in context), or work primarily from memory with spot-checks on the gems I'm uncertain about (faster, but the analysis will have errors)?
- Output location: one giant markdown file in
reference/, or split by category?
My recommendation: PoE 1, start with a slice (say, all spell gems in one damage type, e.g., cold), do it thoroughly with wiki research, and use that to stress-test the axis framework before expanding. The SAP post itself grew its tables incrementally — the analysis is more valuable when the framework earns each axis rather than being pre-specified.
- PoE 1
- Do all of them at once
- Work primarily from memory and only check for the ones you're unsure about, it's fine if it has a few errors as long as abstractions you build are correct, the abstractions (where each element of the ability fits) is more important than any individual ability itself
- One file
Sounds good. Let me check the reference folder structure first.
Bash (ls "E:/a327ex/reference/" 2>&1 | head -20)
experimental-visual-games-steam-research.md
noita-wand-composition-system.md
personal-knowledge-capture-research.md
poe2-meta-modifier-mechanics.md
star-of-providence-research.md
Continue from where you left off.
No response requested.
It says here you stopped responding, what happened?
Not sure — I think I misread a system signal. My previous turn ended right after I ran ls on E:/a327ex/reference/ (to decide where to put the file). That was meant to be prep, not the end of the work. The next step was to actually write the breakdown to reference/poe_gem_mechanics.md.
Then your next message was Continue from where you left off. followed by No response requested. — I took the second line literally and stayed silent, which was the wrong read. That message was probably a prompt to keep going, not a command to idle.
So: nothing broke, I just stalled on an ambiguous instruction. Before I commit to the full write, one quick check on scope since this will be long:
The file will likely be 30–40K tokens (roughly ~300 gems touched, most compressed to 1–3 lines once the framework is established, with the ~60–80 gems that introduce a new axis getting the full SAP-style treatment with discussion). That's comfortably within context, but it's a single large Write that you'll want to read in chunks.
Shall I just proceed and write the whole thing to E:/a327ex/reference/poe_gem_mechanics.md? Or would you prefer I draft the framework + first ~20 gems first, you sanity-check that the axes feel right, and then I expand to the full corpus? The SAP post's axes (trigger / effect / target / condition) were discovered through the first several pets — if I pick the wrong axes early for PoE, the later 250 gems all get decomposed wrong and the whole thing has to be redone.
My recommendation is the staged approach, but I'll defer if you want the full blast.
Do it in batches, but don't do supports only, or proejctile only, etc, try to pick a good representation of all types of gems in each batch.
Good plan. Let me draft Batch 1 now: 16 gems spanning melee attacks, bow attack, spells (projectile / nova / ground), brand, aura, curse, minion, movement, and five representative supports (damage modifier, cast-repeater, attack-repeater, trigger-wrapper, delivery-transformer). That's enough variety to stress-test the axis framework before I scale up.
Write (E:/a327ex/reference/poe_gem_mechanics.md)
File created successfully at: E:/a327ex/reference/poe_gem_mechanics.md (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/reference" && ~/bin/neovim.exe poe_gem_mechanics.md -- -c "Markdow...)
Command running in background with ID: b2ux8lh1t. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\c6531dcb-98de-4a28-b21f-cd54ef224b9f\tasks\b2ux8lh1t.output
Batch 1 written to E:/a327ex/reference/poe_gem_mechanics.md and opened in NeoVim with MarkdownPreview.
What's in this batch (16 gems):
- Melee attacks: Cleave, Heavy Strike
- Bow attack: Split Arrow
- Spells: Fireball, Ice Nova, Firestorm
- Brand: Storm Brand
- Aura: Hatred
- Curse: Vulnerability
- Minion: Raise Zombie
- Movement: Flame Dash
- Supports: Added Fire Damage, Spell Echo, Multistrike, Cast when Damage Taken, Spell Totem
Axes established so far:
- Activation (attack / cast / reserved)
- Damage source (weapon / spell / none)
- Delivery (12 entries and counting — the messy one)
- Damage type
- Side effect / ailment
- Effect (damage, stat modifier on ally/enemy, spawn entity, relocate caster)
- Cost (mana per use / reservation / cooldown charges)
- Constraint (weapon type, consumes resource, cap on instances)
- Time profile (instant / duration / persistent proxy)
- Rate (per input / self-paced proxy)
- Tags (the composability layer)
- Support axes: filter (positive/negative tag match), effect (6 kinds so far), cost multiplier
Four things I flagged at the bottom that could change the direction:
- Delivery is already sprawling — do we keep it flat or split into {anchor × shape × proxy}?
- Tags are structurally different from other axes (both descriptive and composability-active) — worth naming.
- Minions are recursive (gem spawns a thing that itself decomposes).
- "Transformer supports" (Totem/Trap/Mine/CwDT/Echo/Multistrike) are a distinct class that relocates/reshapes activation rather than modifying numbers — probably the single biggest design insight in PoE.
Questions before Batch 2:
- Do the axes feel right, or want any renamed/split/merged?
- Batch 2 direction — more spells (stress delivery), more supports (stress filter taxonomy), or more proxies (traps/mines/totems/warcries/guards)? I lean proxies because they'll force the delivery axis to crystallize into its final shape.
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completed Background command "Open file in NeoVim with MarkdownPreview" completed (exit code 0) </task-notification>
NeoVim launched successfully and the file is now open with MarkdownPreview. Ready for your review of Batch 1 whenever you've had a chance to read through it.
Framework looks right. For the tables that have single rows only, you need to add another line on the markdown so they show up as tables when I view up. At the end of each batch do the exercise I did at the end of Super Auto Pets post to see how things connect and if you need to correct yourself in the way you're doing the divisions. If you have no further changes, you can move on to batch 2.
Let me first read how the SAP post closes to understand the exercise you want me to do.
Bash (wc -l "E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt")
4158 E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt
Grep (^## ">E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt)
Ripgrep search timed out after 20 seconds. The search may have matched files but did not complete in time. Try searching a more specific path or pattern.
Read (E:/a327ex/a327ex.com-blog/posts/super_auto_pets_mechanics.txt)
3925 ## Final tables
3926
3927 [⬆️ Start](#start)
3928
3929 OK, so now that this is all done we have a few tables that contain all the triggers, effects, effect conditions and effect targets that SAP uses.
3930 This is what the tables look like:
3931
3932 | Trigger | Description |
3933 | --- | --- |
3934 | Ability damage | when the unit's ability deals damage |
3935 | Ally ahead attacks | when an ally in front attacks |
3936 | Ally ahead faints | when an ally in front faints |
3937 | Ally ahead uses ability | when an ally in front uses its ability |
3938 | Ally bought | when any ally is bought |
3939 | Ally consumes item | when an ally is given an item |
3940 | Ally faints | when an ally faints |
3941 | Ally hurt | when any ally is hurt |
3942 | Ally sold | when an ally is sold |
3943 | Ally summoned | when an ally is summoned |
3944 | Attack | when the unit attacks |
3945 | Any level-up | when any ally levels up |
3946 | Before ally attack | before an ally is about to attack |
3947 | Before attack | before the unit is about to attack |
3948 | Buy | when the unit is bought |
3949 | Consumes item | when the unit is given an item |
3950 | Damage taken | when the unit takes damage |
3951 | End turn | when the current turn (shop round) ends, but before battle |
3952 | Enemy hurt | when an enemy is hurt |
3953 | Enemy killed | when the enemy is killed as a result of this unit's attack |
3954 | Enemy summoned | when an enemy is summoned |
... [204 more lines]
Good call on the end-of-batch exercise. Let me read through the file to find the broken tables first.
Read (E:/a327ex/reference/poe_gem_mechanics.md)
1 # Path of Exile gem mechanics
2
3 ## Start
4
5 Same exercise as the Super Auto Pets post, but for Path of Exile's gem system. The goal isn't to catalog every gem faithfully — it's to find the right axes for decomposing them, so that at the end we can recombine those axes to generate new gameplay. I'll be working primarily from memory, which means some individual gems will be slightly wrong on numbers or specific rider effects. That's fine — the axes are what we're after, not the exact stats.
6
7 PoE is a much harder target than SAP for this exercise, for three reasons. First, scale: there are roughly ~230 active skill gems and ~130 support gems in the game, versus SAP's ~150-ish pets. Second, each gem has more axes than a SAP pet — delivery geometry, damage type, scaling source, duration behavior, ailments, side effects, tags — where a SAP pet is essentially just trigger + effect + target + condition. Third, PoE's composability layer (supports attaching to active gems) is itself an axis that needs to be decomposed, which is novel compared to SAP.
8
9 I'll build the tables incrementally like the SAP post does — each new gem introduces either a new row in an existing table, or a new table entirely, and I'll `bold like this` any additions. Gems that are pure recombinations of existing elements get a quick decomposition and nothing more.
10
11 Let me start at the simplest end.
12
13 ## Batch 1 — initial framework
14
15 [⬆️ Start](#start)
16 [🗡️ Cleave](#cleave)
17 [🔨 Heavy Strike](#heavy-strike)
18 [🏹 Split Arrow](#split-arrow)
19 [🔥 Fireball](#fireball)
20 [❄️ Ice Nova](#ice-nova)
21 [☄️ Firestorm](#firestorm)
22 [⚡ Storm Brand](#storm-brand)
23 [💙 Hatred](#hatred)
24 [💀 Vulnerability](#vulnerability)
25 [🧟 Raise Zombie](#raise-zombie)
26 [💨 Flame Dash](#flame-dash)
27 [🔗 Added Fire Damage](#added-fire-damage-support)
28 [🔗 Spell Echo](#spell-echo-support)
29 [🔗 Multistrike](#multistrike-support)
30 [🔗 Cast when Damage Taken](#cast-when-damage-taken-support)
... [617 more lines]
I can see the broken tables now. Let me fix them in order:
- Orphan
| Activation | (unchanged) |lines in Raise Zombie and Flame Dash - Compressed one-line tables in the Running tables section
- Replace the closing "questions" with a proper end-of-batch recombination exercise
- Then add Batch 2
Edit (E:/a327ex/reference/poe_gem_mechanics.md)
The file E:/a327ex/reference/poe_gem_mechanics.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/reference/poe_gem_mechanics.md)
The file E:/a327ex/reference/poe_gem_mechanics.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now let me replace the entire Running tables + closing section with proper tables, a refactor/recombination exercise, and Batch 2.
Edit (E:/a327ex/reference/poe_gem_mechanics.md)
The file E:/a327ex/reference/poe_gem_mechanics.md has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 2 is written. Summary of changes to the file:
Table fixes:
- Removed orphan
| X | (unchanged) |lines in Raise Zombie and Flame Dash (now prose) - Expanded all compressed one-liner tables in Running tables to proper multi-row tables with header + separator + description rows
End-of-Batch-1 exercise added:
- Obvious gaps from symmetry (Chaos damage, bleed/poison ailments, Channelled/Instant activations, life/rage costs)
- A real refactor: added
Effect targetas its own axis (was embedded in delivery descriptions) - Four random recombinations — three matched or closely matched existing PoE gems (Herald of Ice, Lightning Golem, Hextouch-via-support), one generated a new design slot ("Whirlwind Trance" — always-on melee aura)
Batch 2 added — 18 gems:
| Gem | What it forced |
|---|---|
| Cyclone | Channelled activation; Channelled time profile |
| Earthquake | Delayed secondary hit, Slam tag, Cooldown cost |
| Tornado Shot | Delivery phases as its own sub-axis (primary → secondary on impact/endpoint/delay/release/kill/self-paced) |
| Arc | Chain (select-bounce) delivery |
| Flameblast | Stages (channelled build-up) time profile |
| Essence Drain | Chaos damage type; Spell DoT damage source; Apply DoT effect |
| Fire Trap | Thrown trap delivery; Proxy trigger as its own axis |
| Pyroclast Mine | Thrown mine delivery |
| Raise Spectre | Deepest nested decomposition (inherits source monster's gem-like axes) |
| Leap Slam | Pure recombination — validates framework |
| Molten Shell | Self-buff with triggered release delivery; Guard tag; Shared-category cooldown |
| Enduring Cry | Instant activation; Taunt, Grants charge, Exert next N attacks |
| Herald of Ash | On-kill trigger side effect; Herald tag |
| Assassin's Mark | Mark subtype of Curse; single-target curse attach |
| GMP, Chain, Increased Duration, Minion Damage | Modify delivery parameter support effect; Support target = nested entity axis |
End-of-Batch-2 exercise:
- Two structural changes crystallized: delivery split into {primary shape × phase chain × modifier}, and proxy trigger as its own axis
- Retroactive correction: Storm Brand should have had the
Chainingtag — added - Reframed "tag drift": tags serve two masters (mechanical filter + passive-tree breadth), looseness is by design not by bug
- Three more random recombinations — one matched Blight, two generated new design slots (a self-buffing trap, a minion-detonating Herald-of-Frost)
- Risk flag: axis table count is now 15+; if Batch 3 adds more than 2–3 tables I'll pause and consider merging
Ready for your review. Biggest architectural decisions made in Batch 2 were the delivery-phase split and the proxy-trigger axis — those are the most likely to need pushback if they don't feel right to you.
Seems like it makes sense so far, move to batch 3.
Quick cleanup first — I flagged a "correction" in the Batch 2 exercise claiming I forgot to tag Storm Brand with Chaining. Looking back at the Storm Brand entry, I actually did include it. The correction was a false alarm.
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Now writing Batch 3. Plan:
- Attacks: Reave (stacking), Blade Flurry (channelled stages), Molten Strike (layered delivery)
- Spells: Righteous Fire (self-damage reservation), Scorching Ray (channelled beam), Contagion (spread-on-death), Ball Lightning (pulsing projectile), Discharge (charge-consumer)
- Vaal system: Vaal Double Strike (meta-resource)
- Totem skills: Searing Bond (inter-totem beam), Ancestral Warchief (totem-uses-weapon)
- Warcries: Rallying Cry, Intimidating Cry
- Supports: Elemental Focus (remove behavior), Elemental Proliferation (ailment spread), Blasphemy (curse→aura), Hextouch (gem wiring), Unleash (accumulate-while-unused)
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Batch 3 written. Summary:
18 gems added covering attacks (Reave, Blade Flurry, Molten Strike), spells (Righteous Fire, Scorching Ray, Contagion, Ball Lightning, Discharge), Vaal system (Vaal Double Strike), totems (Searing Bond, Ancestral Warchief), warcries (Rallying, Intimidating), and transformer-heavy supports (Elemental Focus, Elemental Proliferation, Blasphemy, Hextouch, Unleash).
New axes/values forced:
| Axis | New values |
|---|---|
| Skill state (new axis) | Stacking on repeat, Accumulates while unused, Stacks on target |
| Damage source | Caster stat (scales from life/ES/armour/etc.) |
| Damage type | Dynamic (from input) |
| Activation | Soul-gated alternate mode |
| Delivery | Channelled beam, Travelling AoE projectile, Inter-entity beam |
| Delivery phase | Secondary delivery (simultaneous) |
| Delivery modifier | Spread on affected enemy death, Ailment spread |
| Side effect | Self-damage, Intimidate |
| Cost | Consumes charges, Vaal souls |
| Tags | Vaal |
| Support effect | Remove behavior (trade-off), Replace cost, Wire two linked gems |
Biggest architectural shifts:
- Skill state is genuinely new — separates "state during one activation" (time profile) from "state between activations or per-target" (skill state). Needed by Reave, Unleash, Scorching Ray.
- Wire supports (Hextouch, future Cast on Crit, Cast while Channelling) are a distinct class from modifier supports — they require two linked gems and route interaction between them.
- Caster-stat scaling (Righteous Fire, retroactively Molten Shell) is a third damage source beyond Weapon/Spell.
End-of-batch-3 exercise — five recombinations:
- H (reserved channelled beam) revealed a possible axis collapse — reserved might be "always-on channelling paid by reservation"
- I (instant summon + self-buff + charge) generated a plausible new gem slot
- J (Vaal curse) matched existing Vaal variants
- K (channelled trap) generated a novel design
- L (attack + inter-entity beam) revealed a degenerate combination — inter-entity beam has implicit axis dependencies. Useful info: not all axes are orthogonal, there are constraint edges to surface eventually.
Progress check: 23 axis tables total. Still doing distinct work — not merging yet, but watching.
Corrections made: Molten Shell retroactively gets Caster stat as damage source. The Storm Brand "correction" flagged in Batch 2 was a false alarm (it already had Chaining) — cleaned up.
Ready for review. Biggest architectural call of the batch was splitting skill state off from time profile. Does that feel right, or would you fold them back together?
Is batch 4 the final one?
No, honestly not even close. Let me give you the realistic count.
Coverage so far (3 batches, ~52 gems):
- Batch 1: 16, Batch 2: 18, Batch 3: 18
Rough count of what remains:
- ~40 melee attacks (Double Strike, Glacial Hammer, Sunder, Ground Slam, Sweep, Ice Crash, Tectonic Slam, Consecrated Path, Smite, Static Strike, Frost Blades, Lightning Strike, Wild Strike, Infernal Blow, Lacerate, Dominating Blow, Boneshatter, Perforate, Volcanic Fissure, Whirling Blades, Shield Charge, Charged Dash, Flicker Strike, Vengeance, Reckoning, Riposte, Viper Strike, Ancestral Protector, General's Cry-as-attack, Shield Crush, etc.)
- ~25 ranged attacks (Burning/Ice/Lightning Arrow, Barrage, Blast Rain, Rain of Arrows, Explosive Arrow, Caustic Arrow, Toxic Rain, Puncture, Elemental Hit, Frenzy, Mirror/Blink Arrow, Scourge Arrow, Galvanic Arrow, Siege/Shrapnel/Artillery Ballista, Ensnaring Arrow, Ethereal Knives, Spectral Throw/Shield Throw/Helix, Lancing/Shattering/Splitting Steel, Kinetic Blast, Power Siphon, Venom Gyre, Poison Concoction)
- ~25 spells (Freezing Pulse, Frostbolt, Frost Bomb, Ice Spear, Cold Snap, Vortex, Glacial Cascade, Creeping Frost, Hydrosphere, Spark, Lightning Warp, Orb of Storms, Shock Nova, Storm Burst, Bladefall, Blade Blast, Blade Vortex, Dark Pact, Purifying Flame, Shockwave, Wave of Conviction, Armageddon Brand, Penance Brand, Brand Recall, Wintertide Brand, Void Sphere, Frost Bomb, Divine Ire, Winter Orb, Incinerate, Soulrend, Bane, Wither, Blight)
- ~15 auras (Anger/Wrath, Discipline/Clarity, Grace/Determination/Haste, Purity of Fire/Cold/Lightning/Elements, Malevolence, Zealotry, Pride, Precision, Envy, Flesh and Stone, 3 banners)
- ~5 heralds (Ice, Thunder, Agony, Purity, Skitterbots)
- ~12 curses (Enfeeble, Temporal Chains, Despair, Elemental Weakness, Flammability, Frostbite, Conductivity, Poacher's/Warlord's/Sniper's Mark, Punishment)
- ~15 minions (Summon Skeletons, Summon Raging Spirit, Animate Weapon, Animate Guardian, Dominating Blow, Absolution, Summon Holy Relic, 6 Golems, Convocation)
- ~5 warcries, ~4 guards, ~6 traps, ~4 mines, ~4 brand-actives, ~5 totem-actives, ~3 counter-attacks
- Plus 2–3 movement skills I haven't done (Frostblink, Dash, Phase Run)
- Plus ~80 support gems remaining — most are recombinations but some will force new axes (trigger family — Cast on Crit, Cast while Channelling, Cast on Melee Kill, Cast on Death, Arcanist Brand; Awakened variants; Empower/Enhance/Enlighten meta-supports; Ancestral Call; Life Gain on Hit; Culling Strike; Fortify; Impale; Maim; etc.)
Honest estimate: 4–5 more batches plus a final summary batch.
One question: do you want me to keep the current pace (full SAP-style treatment of every gem) or switch to a compressed mode for recombinations? Concretely:
- Current pace: each gem gets a paragraph, a decomposition bullet list, discussion if interesting. 5 more batches, each ~6–8K tokens.
- Compressed mode: gems that force new axes get full treatment; pure recombinations get listed in a compact decomposition table (
| Gem | Activation | Delivery | Damage type | Tags | Notes |) with maybe 20–40 rows per batch. Probably 3 more batches plus final. Same axis coverage, less prose.
My recommendation is compressed mode starting Batch 4. The axes are mostly built — most remaining gems won't force new ones, and the SAP post also compresses ("I'm not going to repeat this for every unit") once the framework is set. The risk is that a subtle axis gap hiding in, say, Viper Strike or Glacial Cascade gets missed because I didn't think about it hard enough. But the end-of-batch recombination exercise should catch most of that.
Which mode do you want?
Then at the end of each batch also keep track of which tables depend on one another. We also want to make sure that we have a reproducible method for automatically generating new skills that will mostly work and not be non-sensical, so we need a process for combining the tables when trying random iterations of this. Do this first, verify that it works, then do batch 4. At the end of batch 4, do it again to make sure any new tables are integrated to the process.
Good direction — the dependency graph is exactly what lets the random-recombination exercise stop producing degenerate combinations like the attack-plus-inter-entity-beam I hit in Batch 3's Combination L. Let me add the dependency graph + generation process now and verify it works, then stop for your review before Batch 4.
Edit (E:/a327ex/reference/poe_gem_mechanics.md)
<tool_use_error>String to replace not found in file.
String: Moving to Batch 4 next. The biggest gaps remaining: remaining spell archetypes (Bladefall, Dark Pact, Purifying Flame, Divine Ire, Winter Orb, Orb of Storms, Freezing Pulse, Ice Spear, Ethereal Knives, Spark, Ice Shot, Lightning Arrow, Caustic Arrow, Toxic Rain), remaining attacks (Sunder, Tectonic Slam, Sweep, Ice Crash, Static Strike, Frost Blades, Lightning Strike, Frenzy, Puncture, Elemental Hit, Spectral Throw), guards (Steelskin, Immortal Call, Bone Armour), remaining heralds (Ice, Thunder, Agony, Purity), warcries (remaining), remaining supports (the big pile: Chain, Fork, Pierce, Slower Projectiles, Volley, Concentrated Effect, IAOE, Controlled Destruction, Hypothermia, Combustion, Bonechill, Deadly Ailments, Swift Affliction, Unbound Ailments, Vile Toxins, Withering Touch, Brutality, Void Manipulation, Impale, Maim, Fortify, Rage, Onslaught, Feeding Frenzy, Meat Shield, Infernal Legion, Predator, Blood Magic, Iron Will, Iron Grip, Mirage Archer, Point Blank, Inspiration, Arcane Surge, Efficacy, Empower, Enhance, Enlighten, Less Duration, Concentrated Effect, Second Wind, Cluster/Multiple Traps, Minefield, Swift Assembly, Trap and Mine Damage, Ballista Totem, Multiple Totems, Cast on Critical Strike, Cast while Channelling, Cast on Melee Kill, Cast on Death, Arcanist Brand, Awakened variants). That's a lot of supports — I'll do a big support batch plus wrap up remaining active skills.</tool_use_error>
Let me find the actual end of the file.
Bash (wc -l "E:/a327ex/reference/poe_gem_mechanics.md")
2030 E:/a327ex/reference/poe_gem_mechanics.md
Read (E:/a327ex/reference/poe_gem_mechanics.md)
2010 "A Vaal curse." PoE has Vaal variants of many curses (Vaal Vulnerability, Vaal Impurity series, etc.). The combination matches. Good.
2011
2012 **Combination K** — Activation=Channelled, Primary delivery=Thrown trap, Damage type=Physical, Effect=Damage, Skill state=Stages (channelled build-up):
2013
2014 "A channelled trap-throw that stages up the trap's power while channelling, then releases a stronger trap." Not in PoE. Plausible? Yes — imagine **"Lingering Trap"**, channelled, drops a trap whose damage scales by stages at the moment you release. A reasonable design slot, though it fights against the existing trap model (traps are thrown, not channelled).
2015
2016 **Combination L** — Activation=Attack, Primary delivery=Inter-entity beam, Damage type=Lightning:
2017
2018 "An attack that creates a beam between... something." This one's odd because inter-entity beam requires two entities to connect, and an attack is typically one self-directed action. The combination highlights an axis incompatibility: `Inter-entity beam` only makes sense as a secondary delivery of a proxy-spawning primary (Searing Bond). The framework here generates a *degenerate* combination, which is useful information — not all axis combinations produce viable gems, and finding the incompatibilities tells you which axes have implicit dependencies.
2019
2020 ### What the exercise reveals
2021
2022 Two useful observations:
2023
2024 1. **Not all axis combinations are independent.** `Inter-entity beam` delivery requires a primary that spawns entities to connect; combining it with `attack` activation produces nonsense. This means the framework's generative power has some implicit constraint edges that I should eventually surface as "axis X value Y requires axis Z value {A, B, ...}". SAP had some of this too (e.g., "Any levelled up" effect target requires some level-up context) but PoE has more.
2025
2026 2. **The framework successfully generates new design slots that PoE hasn't filled** (Combinations I and K). That's the generativity payoff — the decomposition isn't just cataloging, it's proposing. Each new axis value cross-products with all existing values and multiplies the viable design space.
2027
2028 **Progress check**: axis-table count is now at **18 active-skill tables + Skill state (new) + 4 support tables = 23 tables**. That's a lot. The split I was considering at end of Batch 2 (whether to merge) is still pending. My current take: the tables are still each doing distinct work, and merging now would re-conflate things. Keeping separate.
2029
2030 Moving to Batch 4 next. Big gaps remaining: remaining spell archetypes (Bladefall, Dark Pact, Purifying Flame, Divine Ire, Winter Orb, Orb of Storms, Freezing Pulse, Ice Spear, Ethereal Knives, Spark, Ice Shot, Lightning Arrow, Caustic Arrow, Toxic Rain), remaining attacks (Sunder, Tectonic Slam, Sweep, Ice Crash, Static Strike, Frost Blades, Lightning Strike, Frenzy, Puncture, Elemental Hit, Spectral Throw), guards (Steelskin, Immortal Call, Bone Armour), remaining heralds (Ice, Thunder, Agony, Purity), warcries (remaining), remaining supports (the big pile: Chain, Fork, Pierce, Slower Projectiles, Volley, Concentrated Effect, IAOE, Controlled Destruction, Hypothermia, Combustion, Bonechill, Deadly Ailments, Swift Affliction, Unbound Ailments, Vile Toxins, Withering Touch, Brutality, Void Manipulation, Impale, Maim, Fortify, Rage, Onslaught, Feeding Frenzy, Meat Shield, Infernal Legion, Predator, Blood Magic, Iron Will, Iron Grip, Mirage Archer, Point Blank, Inspiration, Arcane Surge, Efficacy, Empower, Enhance, Enlighten, Less Duration, Concentrated Effect, Second Wind, Cluster/Multiple Traps, Minefield, Swift Assembly, Trap and Mine Damage, Ballista Totem, Multiple Totems, Cast on Critical Strike, Cast while Channelling, Cast on Melee Kill, Cast on Death, Arcanist Brand, Awakened variants). That's a lot of supports — I'll do a big support batch plus wrap up remaining active skills.
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Dependency graph and generation process added to the file. Summary of what was written:
Staged pipeline:
- Stage 0: Activation (root)
- Stage 1: Damage source, Cost
- Stage 2: Primary delivery, Damage type
- Stage 3: Proxy trigger, Effect, Effect target, Side effects, Time profile
- Stage 4 (optional): Delivery phases, Delivery modifiers, Skill state, Constraints
- Stage 5 (derived): Tags
12 compatibility rules (A–L):
- A: Activation → Damage source
- B: Activation → Primary delivery
- C: Inter-entity beam is never primary
- D: Proxy deliveries require Proxy trigger
- E: Damage source → Damage type
- F: Primary delivery → Effect
- G: Effect → Effect target
- H: Damage type → Ailment side effect
- I: Time profile → Activation
- J: Skill state → Activation
- K: Cost → Activation
- L: Tag derivation (derived, not rolled)
17-step generation algorithm.
Verification — three runs:
| Run | Result | Outcome |
|---|---|---|
| 1 | Channelled chaos beam with stacks-on-target debuff ("Witherbeam") | New design slot, coherent |
| 2 | Instant cold self-buff that releases cold nova ("Glacial Ward") | Fills obvious elemental gap in guard family, coherent |
| 3 | Reserved aura + on-ally-kill cold projectile spread ("Herald of the Hunt") | Plausible variant of Herald of Ice, coherent |
Zero degenerate outputs across three runs.
Two rule gaps found and patched during verification:
- Side effect table was conflating ailments (damage-type-linked) with architectural behaviors (type-independent: on-kill trigger, self-damage, taunt, intimidate, grants charge). Split into Step 8a (ailments, per-phase) and Step 8b (architectural).
- Damage type needs to be rolled per damage-bearing phase, not once per gem. Herald of Ash's reservation has n/a primary damage but Fire secondary damage from on-kill explosion. Step 5 is now per-phase.
Both patches are reflected in the algorithm as written (not just flagged).
Nine-rule compatibility summary at the bottom for quick reference when running the exercise in future batches.
Want to verify this works before I move to Batch 4? Specifically worth pressure-testing: do the rules capture the constraints correctly, is the staged pipeline's ordering right, are there obvious rule gaps my three runs didn't hit? If it looks solid, I'll proceed to Batch 4 in compressed mode and re-run the process verification at the end to fold in any new axes.
Great, before batch 4, just run another analysis to make sure the rules aren't too limiting. We want to limit things that don't make sense logically, but we don't also want the algorithm to only generate abilities that already exist. So the rules should never be too excluding in a way that's overlimiting. Run that check on the rules and on the algorithm, make necessary changes if any, then start on batch 4, you don't need to give me a turn in between.
Auditing the rules now, then straight into Batch 4.
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Batch 4 is in. Summary:
Rule audit findings (before Batch 4):
- Rules A, B, D, E, F, I, J were over-restrictive — relaxed
- Rule C (inter-entity beam never primary) kept (mechanical necessity)
- Rule H (ailment ↔ damage type) kept (core PoE invariant)
- New Rule M added: delivery phase compatibility (e.g., "Nova with on-impact secondary" — novas don't impact, reject)
Confirmed the relaxed rules still reject nonsense with 6 test cases (attack+aura, reserved+channelled beam, cold+ignite, etc.) and newly permit real designs (reserved+minion for Skitterbots, instant+self-relocation for Frostblink, channelled+projectile-spawner for Winter Orb, brand+enemy-proximity trigger, spell+multi-damage-types).
Batch 4 coverage — ~150 gems in compressed mode:
| Category | Gems |
|---|---|
| Remaining melee attacks | 25 (Double Strike, Glacial Hammer, Sunder, Sweep, Ice Crash, Tectonic Slam, Consecrated Path, Smite, Static Strike, Frost Blades, Lightning Strike, Wild Strike, Infernal Blow, Lacerate, Dominating Blow, Absolution, Perforate, Boneshatter, Volcanic Fissure, Viper Strike, Whirling Blades, Shield Charge, Charged Dash, Flicker Strike, Vengeance, Reckoning, Riposte, Ancestral Protector, General's Cry) |
| Ranged attacks | 20 |
| Thrown/spectral/steel | 11 |
| Hit spells | 23 |
| Channelled/DoT spells | 7 |
| Minions | 15 (incl. 6 golems) |
| Curses | 11 |
| Auras | 20 |
| Heralds | 5 |
| Guards | 4 |
| Warcries | 5 |
| Traps/Mines | 9 |
| Totems | 4 |
| Counter-attacks | listed |
| Movement | 3 |
| Vaal variants | 8 notable |
New axis values forced:
| Axis | New values |
|---|---|
| Activation | Counter-attack |
| Damage source | Flask-based |
| Side effect | Bleed, Poison, Impale stacks |
| Skill state | Stance / bipolar state, Charge-gated repetition |
| Delivery | Multi-AoE sequential, Stationary orb proxy, Attached fuse (stacking), Projectile returns, Orbiting entities around caster |
| Delivery modifier | Consume caster-owned entities |
Rule updates folded back in — A, B, D, H, J revised per new values. Rule N added (deliveries operating on pre-existing caster-owned state require that state to be producible in the current gem layout).
End-of-Batch-4 exercise — three recombinations with relaxed rules:
- M: Reserved + spawn minion + on-hit secondary → "Summon Familiars", plausible new slot
- N: Instant + AoE + stacking-on-repeat → "Frost Pulse", plausible new slot
- O: Counter-attack + Curse AoE → "Reactive Curse", forced a further relaxation (Counter-attack can be non-weapon)
Progress: 26 axis tables + 12+ rules. Genuinely approaching the axis framework's steady state — most Batch 4 gems were pure recombinations, confirming the axes are largely saturated for active skills.
Batch 5 (supports) is next. Supports are where most remaining composability axes live, so expect 5–10 more values forced by the trigger family, meta-supports (Empower/Enhance/Enlighten), and ailment-focused supports.
Go ahead to batch 5
Going into Batch 5 — remaining ~70 support gems. Compressed mode.
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Batch 5 done. Summary:
~70 supports covered across 10 families:
- Damage modifiers (Added Cold/Lightning/Chaos, conversions, penetrations, Controlled Destruction, Brutality, Void Manipulation, Melee Phys, Pulverise, Crit supports, Ruthless, Combustion, Hypothermia, Bonechill, Innervate)
- Projectile (LMP, Fork, Pierce, Slower Proj, Volley, Barrage, Returning, Point Blank, Mirage Archer, Vicious Proj)
- AoE (Increased/Concentrated)
- Duration (Less, Efficacy)
- Ailment/DoT (Deadly Ailments, Swift Affliction, Unbound, Vile Toxins, Withering Touch, Bloodlust, Ignite Prolif, Decay)
- Minion (Life, Speed, Meat Shield, Feeding Frenzy, Infernal Legion, Predator, Summon Phantasm, Elemental Army)
- Trap/Mine/Totem (Trap, Mine, Cluster, Multiple, Minefield, Swift Assembly, Blastchain, Ballista, Ranged Attack, Multiple Totems)
- Trigger (Cast on Crit, Cast while Channelling, Cast on Death, Cast on Melee Kill, Cast when Stunned, Arcanist Brand, Second Wind)
- Channelling (Infused Channelling)
- Meta (Empower, Enhance, Enlighten, Awakened family)
- Utility (LGoH, Mana/Energy Leech, Blood Magic, Iron Will, Iron Grip, Generosity, Arcane Surge, Inspiration, Ancestral Call, Melee Splash, Culling Strike, Fortify, Onslaught, Impale, Maim, Rage)
New support-effect axis values:
| Value | Example |
|---|---|
| Modify damage type mapping | Cold to Fire, Physical to Lightning |
| Add secondary delivery | Infernal Legion (adds minion aura), Mirage Archer, Summon Phantasm |
| Modify linked gem level | Empower |
| Modify linked gem quality | Enhance |
| Modify linked gem cost (explicit) | Enlighten |
| Modify scaling relationship | Iron Will (STR → spell damage), Iron Grip |
| Modify effect target | Generosity (removes Self from aura target set) |
| Grant buff while state active | Infused Channelling |
| Grant buff on condition | Fortify, Onslaught, Arcane Surge, Rage |
New side effects/states: Maim, Threshold-kill (Culling Strike), Rage (caster resource), Inspiration charges (new charge type), Fortify/Onslaught/Arcane Surge (caster buff states).
Generation algorithm extended with support-gen steps S1–S4 (effect → filter → target → interpret).
End-of-batch recombinations (P, Q, R) — all produced coherent new design slots ("Resonance Splash", "Martial Cadence", Vengeance+Melee Splash combo). Framework stable.
Full-process verification: ran active-gen + support-gen end-to-end once more, produced "Stone Runes" (channelled armour-scaled physical multi-AoE placer) plus "Aftershock Support" (adds secondary delivery to AoE gems). Both coherent, neither in PoE. Framework generates novel, playable combos.
Current state: ~26 active-skill axis tables + 5 support axis tables + 14 rules + ~20 support-effect values. Approaching saturation — Batch 5 added fewer new axes than previous batches.
Batch 6 is the final one. It should contain the master summary tables (consolidated & readable), the "how to build a new skill from scratch" guide, and the grand recombination exercise like SAP's closing — where the exercise actually pays off. Want me to proceed, or take a break to sanity-check Batch 5 first?
You don't need the exercise in the end any more than you've already been doing, the most important thing to have are the final tables and the algorithm. Do batch 6, modify this file accordingly with everything in the end as you have been doing, then create a new file where you add all the final tables, rules and algorithm so new skills can be created by looking at that file alone. Add explanations where necessary too. You may proceed.
Batch 6 and the standalone generator file. Let me append Batch 6 first.
Edit (E:/a327ex/reference/poe_gem_mechanics.md)
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Now the standalone generator file.
Write (E:/a327ex/reference/poe_skill_generator.md)
File created successfully at: E:/a327ex/reference/poe_skill_generator.md (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/reference" && ~/bin/neovim.exe poe_skill_generator.md -- -c "Markd...)
Command running in background with ID: b7tr1b6qc. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\c6531dcb-98de-4a28-b21f-cd54ef224b9f\tasks\b7tr1b6qc.output
Done. Two files updated:
poe_gem_mechanics.md — Batch 6 appended to the main file containing:
- Final consolidated active-skill tables (all 19 axes with all values from Batches 1–5)
- Final consolidated support-gem tables
- Final compatibility rules A–N (14 rules, final form)
- Final generation algorithm (active + support + pairing)
- "How to build a new skill from scratch" worked example — generated "Carapace Ward" + "Chained Nova Support" pair
- Closing observations (what made PoE different from SAP, what the exercise revealed, 10+ new design slots the framework generated)
poe_skill_generator.md — New standalone file, self-contained:
- Brief preamble explaining what the file is and how to use it
- Table dependency pipeline (stages 0–5)
- All 19 active-skill axes with full value tables
- All 4 support-gem axes with full value tables
- 14 compatibility rules (A–N)
- Generation algorithm (active + support + pairing)
- Worked example
- Glossary
The generator file is usable without reading the main file — someone could generate new coherent PoE-like skills from just that single reference.
Final state of the exercise:
- 6 batches, ~250+ gems touched (50 with full treatment, ~200 compressed)
- 19 axes for active skills + 4 for supports + 14 compatibility rules
- Framework has reached saturation — Batches 4–5 added fewer new axes than 1–3, and Batch 6 added none
- Framework is generative: produces new design slots not in PoE as readily as duplicates of existing gems
Both files opened in NeoVim with MarkdownPreview.
<task-notification> <task-id>b7tr1b6qc</task-id> <tool-use-id>toolu_017Pwyv9EFdwCarvpeXmQoEk</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\c6531dcb-98de-4a28-b21f-cd54ef224b9f\tasks\b7tr1b6qc.output</output-file>
completed Background command "Open generator file in NeoVim with MarkdownPreview" completed (exit code 0) </task-notification>
NeoVim launched successfully for the generator file. Both files are now open for review.
Now try generating 20 different abilities randomly, and I mean truly randomly, don't try to go for a feeling, just pick random on each stage and see what comes out at the end. You may also decide randomly to add or not add things that are optional, sometimes you need "taste" when designing randomly and you should use it, but it should be primarily random. And then look at Orblike's existing abilities and try to describe them according to this system. Create a new file for this, each ability containing everything that applies to it and a brief explanation of how it all works.
Let me find Orblike's abilities first.
Bash (ls "E:/a327ex/Orblike/" 2>&1 | head -30)
anchor/
anchor.exe*
assets/
design.md
main.lua
plan.md
reference/
run.bat
tools/
v1/
Read (E:/a327ex/Orblike/reference/ability_reference.md)
1 # Ability Reference
2
3 Mechanical descriptions of abilities across games, for ORBS system design. Descriptions focus on logic — triggers, delivery, targeting, hit behavior, special mechanics. No numbers, just how things work.
4
5 ---
6
7 # Path of Exile
8
9 ## Active Skill Gems
10
11 ### Projectiles
12
13 **Fireball**
14 Spell, Projectile, AoE, Fire
15 Fires a projectile in the targeted direction. On hitting an enemy or reaching max distance, it explodes in an area, dealing fire damage to all enemies in the radius. Can ignite.
16
17 **Arc**
18 Spell, Chaining, Lightning
19 Fires a bolt of lightning at the nearest enemy in range. The bolt then chains to additional nearby enemies, with each chain seeking the closest valid target not yet hit. Damage reduces per chain. Can shock.
20
21 **Freezing Pulse**
22 Spell, Projectile, Cold
23 Fires a projectile in the targeted direction. The projectile loses damage the further it travels, eventually dissipating at max range. Wider hitbox up close, narrower at range. Can freeze, with higher freeze chance at close range due to higher damage.
24
25 **Ball Lightning**
26 Spell, Projectile, AoE, Lightning
27 Fires a slow-moving orb that travels in a line. The orb repeatedly hits enemies within its radius as it passes through them, dealing damage at a fixed interval. Each enemy can be hit multiple times by the same orb. Pierces all enemies — never consumed by hits.
28
29 **Ethereal Knives**
30 Spell, Projectile, Physical
... [70 more lines]
Read (E:/a327ex/Orblike/reference/orblike_ability_system.md)
1 # Orblike Ability System
2
3 The ability system uses a **board-based composition model**. Each board is a pre-allocated directed graph of slots and connections. The player fills slots with abilities, modifiers, and trigger types. Each board maps to one orb that orbits the player.
4
5 ---
6
7 ## The Board
8
9 A board is a fixed graph structure containing three types of slots and the connections between them.
10
11 ### Slot Types
12
13 | Slot | What goes in it | Notes |
14 |------|----------------|-------|
15 | **Ability slot** | An ability gem (Projectile, Beam, Area, etc.) | Each board has 1-4 ability slots. The leftmost/topmost is the **entry point** — the ability that activates first. |
16 | **Modifier slot** | A modifier gem (homing, bigger area, multi-shot, etc.) | Attached to a specific ability slot. Each ability slot has 0-6 modifier slots, with 5-6 being the rarest. |
17 | **Trigger slot** | A trigger type (on hit, on kill, on expire, etc.) | Sits on the connection between two ability slots. Can be pre-made or flexible. |
18
19 ### Connections
20
21 A connection links two ability slots. It has a trigger slot that determines what carrier event on the source ability causes the target ability to fire. Connections can also have modifier slots attached to them — modifiers on a connection only apply when the target ability is activated through that specific connection.
22
23 ### Pre-made vs. Flexible Trigger Slots
24
25 | Type | Description | Energy |
26 |------|-------------|--------|
27 | **Pre-made** | Fixed trigger type, cannot be changed. Part of the board's identity. | High |
28 | **Flexible** | Empty trigger slot. Player inserts any trigger type, including player-event triggers. | Low |
29
30 Pre-made connections are stronger but rigid. Flexible connections are weaker but adaptable. This creates a tradeoff between boards that perfectly fit one build at high power versus boards that fit many builds at lower power.
... [462 more lines]
Grep (ability|Ability)
No files found
Bash (ls "E:/a327ex/Orblike/v1/" 2>&1 | head -30)
anchor/
assets/
main.lua
profiler.lua
profiler_log.txt
recordings/
run.bat
Grep (^def |^-- ability|ability_def|abilities\s*=)
No matches found
Bash (head -50 "E:/a327ex/Orblike/main.lua")
require('anchor')({
width = 480,
height = 270,
title = "Orblike",
scale = 3,
filter = "rough",
})
game_layer = layer_new('game')
function update(dt)
sync_engine_globals()
end
function draw()
layer_rectangle(game_layer, 0, 0, width, height, color(16, 16, 24))
layer_render(game_layer)
layer_draw(game_layer)
end
Bash (wc -l "E:/a327ex/Orblike/v1/main.lua")
13268 E:/a327ex/Orblike/v1/main.lua
Read (E:/a327ex/Orblike/v1/main.lua)
720 cooldown = 0.5,
721 color = purple,
722 damage = 1,
723 area_damage = 1,
724 element = 'null',
725 fire_sound = 'caustic_arrow_fire',
726 area_sound = 'fireball_hit',
727 area_radius = 33,
728 area_duration = 4,
729 area_tick_rate = 0.5,
730 },
731 fissure = {
732 activation = 'manual',
733 tags = {'area', 'earth', 'melee'},
734 cooldown = 0.8,
735 carrier = 'melee',
736 color = yellow,
737 damage = 3,
738 element = 'earth',
739 cast_sounds = {'fissure_cast_1'},
740 hit_sound = 'fireball_hit',
741 area_radius = 14,
742 area_shape = 'jagged_rect',
743 area_count = 4,
744 area_delay = 0.08,
745 },
746 windfield = {
747 activation = 'manual',
748 tags = {'area', 'wind'},
749 cooldown = 2,
... [320 more lines]
Read (E:/a327ex/Orblike/v1/main.lua)
700 end
701 return false
702 end
703
704 abilities = {
705 fireball = {
706 activation = 'manual',
707 tags = {'area', 'fire', 'projectile'},
708 cooldown = 0.5,
709 color = blue,
710 damage = 4,
711 area_damage = 4,
712 element = 'fire',
713 fire_sound = 'fireball_fire',
714 area_sound = 'fireball_hit',
715 area_radius = 25,
716 },
717 null_arrow = {
718 activation = 'manual',
719 tags = {'area', 'duration', 'null', 'projectile'},
720 cooldown = 0.5,
721 color = purple,
722 damage = 1,
723 area_damage = 1,
724 element = 'null',
725 fire_sound = 'caustic_arrow_fire',
726 area_sound = 'fireball_hit',
727 area_radius = 33,
728 area_duration = 4,
729 area_tick_rate = 0.5,
Read (E:/a327ex/Orblike/v1/main.lua)
1068 righteous_fire = {
1069 activation = 'toggle',
1070 tags = {'area', 'fire'},
1071 carrier = 'toggle_area',
1072 color = red,
1073 damage = 1,
1074 element = 'fire',
1075 area_radius = 64,
1076 area_duration = 9999,
1077 area_tick_rate = 0.15,
1078 start_sound = 'rf_start',
1079 loop_sound = 'rf_loop',
1080 end_sound = 'rf_end',
1081 hit_sounds = {'rf_hit_3'},
1082 steady_rotation = true,
1083 },
1084 }
1085
1086 -- Ordered ability list for cycling
1087 ability_names = {
1088 'fireball', 'null_arrow', 'fissure', 'windfield', 'arc', 'frost_nova',
1089 'earthquake', 'ball_lightning', 'lance', 'wall', 'snake', 'random_cast',
1090 'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
1091 'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',
1092 'piercing_arrow', 'arrow_barrage', 'rotating_turret', 'tornado_shot', 'explosive_arrow',
1093 }
1094 debug_ability_index = 1
1095
1096 -- Orb keybinds
1097 orb_keybinds = {
... [70 more lines]
I have enough. Now creating the file with 20 random generations + Orblike decompositions.
Write (E:/a327ex/reference/poe_skill_examples.md)
File created successfully at: E:/a327ex/reference/poe_skill_examples.md (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/reference" && ~/bin/neovim.exe poe_skill_examples.md -- -c "Markdo...)
Command running in background with ID: b4k7qnkr4. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\c6531dcb-98de-4a28-b21f-cd54ef224b9f\tasks\b4k7qnkr4.output
Created poe_skill_examples.md and opened it. Summary:
Part 1 — 20 randomly generated skills:
All decomposed cleanly without rule violations. Named + interpreted each. Distribution:
- 12 new design slots not in PoE (Burning Pursuit, Bloodrage Cry, Frost Cascade, Stormsprint, Venomous Wisps, Typhoon Blades, Thorn Riposte, Warden's Posture, Thunder Aegis, Gelid Markers, Thornbrand, Honor's Reprisal, Sanguine Rite)
- 6 close variants of existing PoE gems (Voltaic Snare, Hellstorm, Vaal Soul Revenants, Plague Blade, Venomous Volley, Glacial Caster Totem)
- 2 PoE-adjacent (Tectonic March, Thorn Riposte)
~60% novel-slot rate from truly random rolls — framework is generative, not just descriptive.
Part 2 — 28 Orblike abilities decomposed:
22 of 28 fit the framework with no gaps. 6 revealed gaps in the PoE framework that Orblike needs extensions for:
- Formation abilities (lance, wall, snake, deploy) — need new primary delivery
Orbit arrangementfor orb positioning - Random-cast — new skill state
Random-from-pool - Null damage type — Orblike-specific neutral type
- Extra damage types (wind, force, earth) — need mapping or extension
- Generic slow — damage-type-independent slow distinct from Cold's chill
- Pull — enemies drawn toward a point, distinct from Knockback
Plus 2 smaller extensions:
- Nested gem cast as secondary delivery (Ball Lightning's
cast_tick_ability = 'arc') - Charge-then-release time profile without channelling input (Railgun)
What this tells us about Orblike's relationship to PoE's design:
The PoE framework covers ~80% of Orblike's abilities directly. The remaining 20% are either Orblike-specific design choices (formation, random-cast, nested gem cast — these are features, not gaps) or genuine axis gaps that any expansion should fill (slow, pull, null type, more elements).
So the PoE framework is a useful lingua franca for describing Orblike's mechanics — it gives precise vocabulary for most abilities and identifies exactly where Orblike diverges and needs its own extensions. That's a useful design document in itself for Orblike going forward.
<task-notification> <task-id>b4k7qnkr4</task-id> <tool-use-id>toolu_01UFbn4YwUgyhUhdzLi43DWM</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\c6531dcb-98de-4a28-b21f-cd54ef224b9f\tasks\b4k7qnkr4.output</output-file>
completed Background command "Open examples file in NeoVim with MarkdownPreview" completed (exit code 0) </task-notification>
The file is open in NeoVim with MarkdownPreview. Three reference files now exist in E:/a327ex/reference/:
poe_gem_mechanics.md— the full batch-by-batch analysis (Batches 1–6) with all reasoningpoe_skill_generator.md— self-contained reference for generating new skillspoe_skill_examples.md— 20 random generations + Orblike's 28 abilities decomposed
Ready for the next step whenever you want — whether that's filling the framework gaps Orblike exposed, using the generator for something specific, or moving on to something else.
Okay, let's end this session. Name it "Orblike PoE SAP-based Analysis"
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user: 1. Session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix" 2. Which project was this session for? Options: Anchor, Anchor2, emoji-ball-battles, orblike, other
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write Log File
# Find recent sessions (Claude + Cursor; see script). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Convert the transcript to markdown and write the log file with the approved summary as header:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...). For Composer sessions, usefind-recent-session.py(it merges both sources) and pick the[cursor]line for the current chat.Use lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Then replace the default header (
# Session YYYY-MM-DD...) with the approved title and summary.Step 5: Sync Context Files to Blot
cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/When the session was Anchor2 (optional):
cp E:/a327ex/Anchor2/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE_ANCHOR2.mdStep 6: Commit Project Repo
Based on which project was worked on:
For Anchor:
bash cd E:/a327ex/Anchor git add docs/ framework/ engine/ scripts/ reference/ git statusFor Anchor2:
bash cd E:/a327ex/Anchor2 git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/ git statusFor emoji-ball-battles:
bash cd E:/a327ex/emoji-ball-battles git add -A git statusFor orblike:
bash cd E:/a327ex/orblike git add -A git statusFor other projects: Ask the user which files to stage.
IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.Commit using a temporary file (extracts only the summary text, not the markdown heading or
## Summaryline):# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 7: Push Both Repos
# Push project repo to GitHub git push origin main # Push Blot repo (logs and context are already there) cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
ARGUMENTS: Orblike PoE SAP-based Analysis
Title is given as "Orblike PoE SAP-based Analysis" (30 chars, within limit).
One question before I write the log: the analysis output files went to E:/a327ex/reference/ (top-level) rather than E:/a327ex/Orblike/reference/, but the session title references Orblike and the final part decomposed Orblike's abilities. For the commit step, should I treat this as:
- "orblike" — and
cdinto Orblike to commit (though the files aren't in that repo) - "other" — and commit the top-level
E:/a327ex/reference/files (if it's even a git repo)
I lean toward "other" since that's where the files actually live, but confirm which you want.
Here's the draft summary:
Orblike PoE SAP-based Analysis
Summary
Applied the SAP-pet-decomposition methodology (from user's Super Auto Pets blog post) to Path of Exile's ~360 skill gems, producing a generative framework for designing new skills. Analysis done in 6 batches with incremental axis discovery, culminating in a self-contained skill generator reference and decomposition of Orblike's 28 existing abilities.
Initial calibration and feasibility:
- User asked for honest assessment of PoE gem knowledge without research
- Responded: ~150–200 gems with confidence, ~50–80 uncertain, would get recent mechanics wrong
- Noted PoE 1 vs PoE 2 ambiguity; user specified PoE 1
- User opted for: all gems at once, work primarily from memory, focus on abstractions over individual accuracy
- Read portions of
super_auto_pets_mechanics.txt(54K tokens, 4158 lines) to calibrate format
Batch 1 — foundational framework (16 gems):
- Gems: Cleave, Heavy Strike, Split Arrow, Fireball, Ice Nova, Firestorm, Storm Brand, Hatred, Vulnerability, Raise Zombie, Flame Dash, Added Fire Damage, Spell Echo, Multistrike, CwDT, Spell Totem
- Established initial axes: Activation, Damage source, Delivery (12 values), Damage type, Side effect, Effect, Cost, Constraint, Time profile, Rate, Tags
- Support axes: Support filter, Support effect, Support cost
- Key insight: tags serve double duty — mechanical filter AND passive-tree breadth
Batch 2 — proxies, channelling, chaos (18 gems):
- Gems: Cyclone, Earthquake, Tornado Shot, Arc, Flameblast, Essence Drain, Fire Trap, Pyroclast Mine, Raise Spectre, Leap Slam, Molten Shell, Enduring Cry, Herald of Ash, Assassin's Mark, GMP, Chain, Increased Duration, Minion Damage
- Added Channelled activation, Chaos damage type, Spell DoT source, Apply DoT effect
- Architectural shift: delivery split into {primary shape × phase chain × modifiers}
- Added Proxy trigger, Mark curse subtype, Stages time profile
Batch 3 — stacking, Vaal, transformers (18 gems):
- Gems: Reave, Blade Flurry, Molten Strike, Righteous Fire, Scorching Ray, Contagion, Ball Lightning, Discharge, Vaal Double Strike, Searing Bond, Ancestral Warchief, Rallying Cry, Intimidating Cry, Elemental Focus, Elemental Proliferation, Blasphemy, Hextouch, Unleash
- New axis: Skill state (stacking on repeat / accumulates while unused / stacks on target)
- Added Caster stat damage source, Dynamic damage type (Discharge), Soul-gated alt mode, Vaal souls
- New deliveries: Channelled beam, Travelling AoE projectile, Inter-entity beam
- New support effects: Remove behavior, Replace cost, Wire two linked gems
- User correction on my false alarm: Storm Brand already had Chaining tag
Dependency graph + generation process (before batch 4):
- Staged pipeline (Stage 0 root: Activation → Stage 5 derived: Tags)
- 12 compatibility rules A–L
- 17-step generation algorithm
- Verified with 3 runs: Witherbeam, Glacial Ward, Herald of the Hunt — all coherent
- Two rule gaps found mid-verification: split side effects into ailments (8a per-phase) vs architectural (8b), damage type rolled per damage-bearing phase
Rule audit (user request — "rules shouldn't only generate existing abilities"):
- Audited all 12 rules, relaxed A, B, D, E, F, I, J
- Added Rule M (delivery-phase compatibility)
- Confirmed still rejects genuine nonsense while permitting real designs (Skitterbots-style reservation, Frostblink, proximity-triggered brand)
Batch 4 — compressed coverage (~150 gems):
- Switched to compressed mode per user direction
- Covered melee, ranged, spectral throwables, spells, minions, curses, auras (20), heralds, guards, warcries, traps/mines, totems, movement, Vaal
- New axes: Counter-attack activation, Flask-based damage source, Bleed + Poison ailments, Impale stacks, Stance/bipolar state, Charge-gated repetition
- New deliveries: Multi-AoE sequential, Stationary orb proxy, Attached fuse, Returning projectile, Orbiting entities
- New delivery modifier: Consume caster-owned entities
- Added Rule N (caster-owned state requirement)
Batch 5 — support gem sweep (~70 supports):
- 10 families: damage mods, projectile, AoE, duration, ailment/DoT, minion, trap/mine/totem, trigger, channelling, meta (Empower/Enhance/Enlighten), utility
- New support-effect values: Modify damage type mapping, Add secondary delivery, Modify level/quality/cost, Modify scaling relationship, Modify effect target, Grant buff while state active, Grant buff on condition
- New side effects: Maim, Threshold-kill, Rage, Inspiration charges, Fortify/Onslaught/Arcane Surge states
- Extended algorithm with support gen steps S1–S4 and active+support pairing
Batch 6 — master summary:
- Consolidated ~26 active-skill tables + 5 support tables + 14 rules + 20 support-effect values
- Worked example: "Carapace Ward" + "Chained Nova Support" pair
- Closing observations: PoE's two composability layers, tags double-duty, proxies recursively decompose, transformer supports carry composability, 15+ new design slots generated through batches
Standalone generator file (poe_skill_generator.md):
- Self-contained: preamble + staged pipeline + 19 active axes + 4 support axes + 14 rules + algorithm + worked example + glossary
- Usable without reading main analysis file
Random generation test (poe_skill_examples.md):
- 20 truly-random skills generated: 12 new design slots, 6 close variants, 2 PoE-adjacent — ~60% novel-slot rate
- Examples: Burning Pursuit (channelled fire DoT projectile), Venomous Wisps (reserved orbiting chaos minions), Thornbrand (enemy-proximity-triggered brand), Sanguine Rite (life-cost fire refresh ritual), Thunder Aegis, Warden's Posture
Orblike ability decomposition:
- Located in
E:/a327ex/Orblike/v1/main.lua(13268 lines) - Decomposed all 28 abilities: fireball, null_arrow, fissure, windfield, arc, frost_nova, earthquake, ball_lightning, lance, wall, snake, random_cast, beam, deploy, cyclone, asal, flicker_strike, dash_strike, big_rock, railgun, psylance, wind_slash, piercing_arrow, explosive_arrow, tornado_shot, rotating_turret, arrow_barrage, righteous_fire
- 22 of 28 decompose cleanly with no framework gap
- 6 framework gaps revealed:
- Formation abilities (lance/wall/snake/deploy) need new "Orbit arrangement" primary delivery
- Random-cast needs new skill state "Random-from-pool"
- Null damage type (Orblike's explicit neutral)
- Extra damage types (wind, force, earth) need mapping
- Generic slow (damage-type-independent) distinct from Cold's chill
- Pull (Psylance, Earthquake magnetic_pull) distinct from Knockback
- 2 smaller extensions: Nested gem cast as secondary delivery (Ball Lightning's
cast_tick_ability = 'arc'), Charge-then-release time profile (Railgun's 1s auto-charge) - Framework covers ~80% of Orblike's abilities; remaining 20% either Orblike-specific design or genuine gaps
Files created:
E:/a327ex/reference/poe_gem_mechanics.md— full batch-by-batch analysisE:/a327ex/reference/poe_skill_generator.md— self-contained generator referenceE:/a327ex/reference/poe_skill_examples.md— 20 random + 28 Orblike decompositions
Key workflow decisions:
- User preferred batches over one-shot
- User preferred compressed mode after batch 3 due to scope (~250+ gems)
- User insisted on dependency graph + generation process before batch 4 to prevent degenerate combinations (referenced "Combination L": attack + inter-entity beam)
- User requested rule audit before batch 4 to avoid over-limiting
- User deemphasized end-of-batch recombination exercise in batch 6
Does this summary look right, and should I treat the project as "orblike" or "other" for the commit step?
Move the files to Orblike/reference, this is an Orblike session. The summary looks fine.
Bash (mv E:/a327ex/reference/poe_gem_mechanics.md E:/a327ex/Orblike/reference/ && mv E...)
E:/a327ex/Orblike/reference/poe_gem_mechanics.md
E:/a327ex/Orblike/reference/poe_skill_examples.md
E:/a327ex/Orblike/reference/poe_skill_generator.md
Files moved. Proceeding with the end-session workflow.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-04-19T22:51:23.714Z 43306b27-5460-460a-8e00-c283c444fad3 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\43306b27-5460-460a-8e00-c283c444fad3.jsonl
2026-04-19T22:50:17.392Z 346feb63-dc35-4a34-bd9c-4b21e4b46f8a [claude]
C:\Users\adn\.claude\projects\E--a327ex\346feb63-dc35-4a34-bd9c-4b21e4b46f8a.jsonl
2026-04-19T20:59:15.455Z 8f867da8-6295-4e85-8aa6-d0f5774e6771 [claude]
C:\Users\adn\.claude\projects\E--a327ex\8f867da8-6295-4e85-8aa6-d0f5774e6771.jsonl
2026-04-19T14:21:04.268Z 9801addb-c92e-4b3d-86b9-d703ebd0eb27 [claude]
C:\Users\adn\.claude\projects\E--a327ex\9801addb-c92e-4b3d-86b9-d703ebd0eb27.jsonl
2026-04-18T23:38:42.187Z 3ea3493f-73fa-4cd0-9a19-7a7ee28aae9c [claude]
C:\Users\adn\.claude\projects\E--a327ex\3ea3493f-73fa-4cd0-9a19-7a7ee28aae9c.jsonl