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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 1 2025, 11:01
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Tenboro

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New Season Notes (2025 S1 -> 2025 S2)

Early Bird will last until the end of next Sunday, November 9th, at Midnight UTC. During Early Bird, the rate of equipment drops from monsters is increased by a factor of x5 (500%).


The following things have carried over from the previous Isekai season to the current Isekai season:

- Credit balance + value of item inventory + value of equipment inventory, capped to 1 million

- Leftover trophy value for Snowflake's Shrine


The following things have not yet but will be added to Persistent:

- Peerless equipment and all soulfused equipment

- Peerless vouchers and equipment cores

- Credit balance + value of item inventory + value of equipment inventory, exceeding 1 million

- A bonus to all primary stat of +1 for reaching Floor 30, +2 for reaching Floor 40, or +3 for reaching Floor 50

- A peerless voucher for everyone who reached Floor 50

- An additional peerless voucher for everyone who reached Floor 100

- A global damage bonus of 0.1% for each tower floor cleared, capped to Floor 100


(This post will be updated as I finish processing the previous season.)


Update 91 Preview

aka; The Big And Very Overdue Equipment Update

This update has been in closed testing for around a week now (and say thanks to the testers, they found a lot of broken stuff), but it is a very large update that touches almost everything, so let me know if you notice any blatant bugs or other quirkiness.

The update replaces most of the old equipment UI with a new section called The Armory, which can be found under the Bazaar tab. It also fundamentally alters how equipment is handled and upgraded; these changes are detailed below.

Charms

Charms replace the old random Potencies you got from the Item World, as well as the temporary boosts you could add with Enchantments. You can find them after selecting an equipment under the Modify tab.

Every equipment has a number of "Charm Slots", as well as a base number of "Charm Points"; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the Item World, each of which adds +1 point.

Different charms have different point requirements, and come in a "Lesser" and "Greater" variant with different strengths and point requirements.

Charms are consumables, and can "tear" (destroying it) if you are defeated in battle. They are however protected by a "pouch", which can be replaced if it's damaged, or swapped with more durable pouches - and possibly in the future, pouches with other special effects. All charms come inside a free Silk Pouch, which will protect it from tearing once.

Charms also require upkeep items. For example, strike charms and proof charms require elemental infusions, while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. Torn charms still require upkeep items; this is working as intended.

Charms can still be obtained by clearing Item Worlds, but are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering trophies in The Shrine, and can be traded in The Market.

Old potencies will be converted to charms with a special Mithril Pouch that makes them indestructible. (These pouches can also be obtained from The Shrine after the update.) Level 1-3 potencies convert into Lesser Charms, and Level 4-5 potencies convert into Greater Charms.


Upgrades / Item World

Upgrades can be found after selecting an equipment under the Modify tab.

Upgrades have been simplified from the old system; you no longer upgrade stats individually, and it now costs cores (or credits) instead of bindings to do so. (Bindings are now used for something else; see Stat Fusion below.)

If you salvage equipment with upgrades, you will get back 90% of the base materials (low/mid/high-grade mats) and rare materials (repurposed actuator etc) used for this, but not the cores/catalysts/credits spent on the upgrades, nor bindings for legacy upgrades.

In the equipment info of soulbound equipment, you will see a readout like "Tier: 0 / 5 / 10". The meaning of these numbers is:

0 - Upgrade Level
5 - Item World Level (which is also the current upgrade cap)
10 - Level Cap (both for the World Level and Upgrade Level)

Upgrade Levels and Item World Levels boost the stats of the equipment, and increase the number of Charm Points that limit the power and number of charms you can attach to it. Every Upgrade Level and Item World Level add +1 CP each, and boost the base stats by +1% (+2% for attack+magic damage stats).

An equipment's Upgrade Level is capped to its current Item World Level, which is capped based by the quality of the equipment. For example, a Legendary equipment has a cap of 20, giving it maximum of 20 levels of IW + Upgrades, while Peerless equipment has a cap of 25. (Converted Magnificent and Legendary equipment also get 25 levels to minimize issues with converted upgrades exceeding the cap.)

Item Words are now based on the Tower mechanics, meaning that the difficulty level for each floor is fixed. They also now require World Seeds to initiate; these are just renamed Amnesia Shards with a different usage, as "reforging" equipment to reset its potencies is no longer a thing.

Clearing an Item World will increase its World Level by one, and will reward you with a Charm that fits the equipment you just fought in. The chance of this being a Greater Charm increases with the World Level.

You must soulbind equipment before you can enter its Item World, and by extension, upgrade it. Which means you will have to do it yourself.

Catalysts have been removed as staple items. Upgrading equipment will use catalysts if you have them; otherwise it will charge credits directly. Unused catalysts will eventually be deleted; they are not collectibles.

If you are missing Cores for upgrades (or stat fusion), it will allow you spend credits instead. The rates are set at 20 000C per legendary core and 500 000C per peerless core. This is done to cap the prices of these items, to help prevent excessive pressure on salvaging the related equipment.


Stat Fusion - not yet available

Stat Fusion will allow you to permanently sacrifice a piece of equipment of the same type (slot+template) in order to boost the stats of a different equipment. Again, sacrificed equipment are permanently destroyed and cannot be recovered under any circunstances.

Stat Fusion has a fixed cost in credits, and will require one or more bindings for every stat that is improved. The cost addtionally depends on the base stat rolls of the two equips; if the sacrificed gear has a lower base roll, it will additionally require one or more Cores to improve that stat.

Legendary gear can be upgraded to Peerless using this mechanism, but the cost for doing do will be substantial; expect on the order of hundreds of millions to fully upgrade a Legendary into a Peerless.

Optionally, and with a number of new and outrageously expensive hath perks that will be added, you will also be able to further increase the stats beyond that of a base Peerless.

While it allows you to sacrifice soulbound equipment, it will not allow you to sacrifice equipment with any upgrade levels - but you could salvage these to refund the upgrades first if you really wanted to. You can use salvage remains for stat fusion directly, but it will additionally charge you the salvage materials (without the repair penalty) to do so.

Stat Fusion will not be available on Isekai for several reasons; for one, because you cannot get bindings there.


Repair

The old Condition stat was split into two separate values, Condition and Energy. Energy is used for "magitech" gear (phase/shade/power/reactive armor and force shields) and is "repaired" with Energy Cells; unlike Condition, it does not take extra damage if you are defeated.

Energy is also used for all gear with Charms attached, and is used to determine consumption of upkeep items. The initial cost of upkeep items to attach a charm is determined by the current Energy of the equip.

Equipment will no longer suffer from stat degradation as it is damaged. If the Condition (or Energy when applicable) reaches 0%, the equipment will instead become unusable, and no longer counts as being equipped until it is repaired.

Equipment cannot become unusable during a series of battles. To discourage people from taking advantage of this, it will require an additional base material (e.g. a high-grade wood for a legendary staff) to restore equipment from 0% condition, and one additional energy cell to recharge equipment from 0% energy.

A persistent equipment warning will be displayed if the condition or energy is below 20%, any charms are torn, or any charm pouches are damaged. It will also print a warning at the end of every battle series.

All repairs are done in 10% ticks, so if you repair equipment with Condition or Energy above 90%, it will be above 100% after the repair. This is working as intended.


Salvage

Rather than being possible to buy back from the equipment store with little consequence, salvaged equipment will no longer be usable unless you repair it using all the items salvaged from it + the regular repair items required for a full repair.

For upgraded gear, salvaging it will still return 90% of the base materials (low/mid/high-grade mats) and rare materials (repurposed actuator etc) used for this, but not the cores/catalysts/credits spent on the upgrades, nor bindings for converted legacy upgrades. The IW level will not be reset.


Changes to hit/crit/avoidance calculations

The math for hitting stuff has been reworked, with the aim to avoid the situation where increasing certain stats further is meaningless and in some cases detrimental. Most importantly, the crit chance stat has been removed; Accuracy is now used for crit calculations. All stats have also been changed so they are not percentage values; instead, Accuracy now works as a counter-stat to all avoidance stats.

- There are no longer separate rolls for "miss" and "evade". The baseline to-hit roll now rolls Accuracy vs Evade on a linear scale where having Accuracy equal to Evade gives an 80% to-hit chance, capping to a max of 99% if acccuracy is >3x Evade, and a min of 20% if Evade is >3x Accuracy. It will also roll twice, where succeeding either roll results in a glancing hit (half damage + proc chance), and successing both rolls gives a normal hit. Both rolls must succeed to have a chance to roll a crit. For all calculation purposes, Accuracy and Evade both have a +100 base minimum value, meaning you need at least 300 of a stat to hit the avoidance range cap.

- The chance to crit for players is now based on the to-hit chance; the initial crit chance is the hit chance recalculated with half accuracy, capped to 50%. Players can now also continue stacking multiple crits for melee attacks; the chance for stacking crit rolls is the hit chance with one-fourth accuracy, capped to 25%, and keeps rolling until the roll fails or it reaches a 9x crit, which with a x1.5 base crit multiplier gives 1 + (0.5 * 9) = 5.5x damage.

- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, unless the intercept stat is 0, in which case there is no roll. This rolls twice, where getting one success roll gives half damage and half proc chance, and two success rolls give zero damage and full proc chance.

- Resist similarly rolls against Magic Accuracy on the same scale, but still rolls three times with the old damage reductions (50%/25%/10%).

- To-Hit, Block, Parry and Resist rolls now happen independently, which means it is possible to evade+block+parry the same attack. This means no avoidance stats can be detrimental to trigger procs for any other avoidance stat. Damage modifiers are also independent, so an attack that hits but is half-blocked + half-parried does 25% damage.

- Counter-Parry/Block/Resist/Evade still work as a percentage linear reduction of the corresponding stat. So 50% Counter-Parry simply reduces the Parry stat by 50%.

The scaling for the Accuracy, Evade, Block, Resist and Parry stats is still tentative, especially at higher levels, and will be adjusted during the initial Isekai season based on (reasonable) player feedback.


Other balance changes

- Vampire weapons now drain 10% of the weapon's base damage in health per hit and returns it to the player.

- Illithid and Banshee weapons now drain 5% of the weapon's base damage in health and returns it to the player, and damages the monster's mana/spirit by 10% while draining an amount of mana/spirit calculated as 1% (for one-handed) or 2% (for two-handed) of the player's base mana/spirit multiplied by the monster's current (percentage) mana/spirit.

- For dual-wielding, mainhand and offhand attacks are now separate and have separate damage/accuracy/effects. If you hit with your main attack (glance or better, and it's not fully blocked or parried), then it will always initiate an off-hand attack. Off-hand accuracy is modified by your dual-wielding proficiency, starting at half accuracy with no proficiency, and scaling up to full accuracy at 600 proficiency.

- Offhand weapons no longer have a penalty to stats.

- Bleeding Wound is now a "decaying" effect; inflicting it will add a 50x stack (doing 50% base damage), which decays by 20% per turn. The stack is capped to 200x (200% base damage).

- Penetrated Armor no longer expires.

- The armor ability bonuses no longer require wearing all of one type of armor; instead they take effect if you wear at least three of that type.

- Armor burden and interference has been tweaked so that, for example, a helmet has much less burden but much higher interference than a cuirass. The total for a full set still adds up to the same as before.

- Changed the requirement for Spark of Life triggering: it no longer depends on the current health, but it can only trigger once every 1000 time units (10 player actions at the default speed) - the health bar will indicate if it is active or not.

- Monster health increase from tower difficulty boost was halved.


Misc

- A number of previously disabled equipment types can now drop again. These are likely to be balanced over time, which will be retroactive to existing equipment.

- Soul Fragment rewards from The Tower was increased from a fixed 10 fragments per floor, to (10 + floor * 5) fragments per floor, capping at 100 fragments per floor.

- You now get 1x World Seed from each of the first 10 floors of The Tower, 2x for the next ten floors, and so on, capping at 10.


Script policy changes

We are changing the policy on what sort of helper scripts are allowed for HV battles.

Before, scripts that took actions automatically in battle, or automatically remapped actions based on reading the game state, were not allowed. We are now lifting this restriction for in-browser helper scripts.

What this means in practice is that in-browser "auto-battler" scripts are now explicitly allowed. This policy change is specifically limited to battles, and specifically actions taken within a single (round of) battle.

In other words, we still do NOT allow scripts that do fully autonomous/unattended play, such as both automatically playing and automatically advancing battles between rounds, or automatically starting new battles.

Note that these policy changes take effect immediately, both for Isekai and Persistent.
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post Nov 1 2025, 11:27
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Noni



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Question on 'automatically going to next round': this has been a feature in Monsterbation for ages, and was okay within the previous ruling. Should be now disable the automatic next round feature in Monsterbation?

answer: no we can still use current Monsterbation
QUOTE

<Noni> tenboro quick question: monsterbation has auto-next-round, clicking away that popup at end of round, and loading with ajax and stuff. Should we disable that or is it still allowed with the low level of automation in Monsterbation
<tenboro> well, you can't do both, but doing either is fine I guess
<tenboro> it's mostly a "you can't leave it to clear a 1000-round grindfest by itself" clause


Note that we need to check again when more automation is applied - this is only for current Monsterbation version.

This post has been edited by Noni: Nov 1 2025, 11:56
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post Nov 1 2025, 11:57
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ultramage



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Hm. A fully automated single round auto battler needs to be able to pick targets (so the rule against targeting needs to go), but if you allow even a bit of targeting, it can be paired with the currend MB script for full autoclearing. I'm curious what the final wording of the updated rules will be.
Aside from that, the ability to read state and make decisions now allows a proper suicide prevention script to be implemented. Yay.
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post Nov 1 2025, 12:00
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what_is_name



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I noticed that the Obsolete type equip are showing in auto sell/salvage setting now, is that mean they will drop again? If no then I guess better remove then like before
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post Nov 1 2025, 12:04
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Tenboro

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QUOTE(Noni @ Nov 1 2025, 10:27) *
Question on 'automatically going to next round': this has been a feature in Monsterbation for ages, and was okay within the previous ruling. Should be now disable the automatic next round feature in Monsterbation?


Changed this to:

QUOTE
In other words, we still do NOT allow scripts that do fully autonomous/unattended play, such as both automatically playing and automatically advancing battles between rounds, or automatically starting new battles.


QUOTE(what_is_name @ Nov 1 2025, 11:00) *
I noticed that the Obsolete type equip are showing in auto sell/salvage setting now, is that mean they will drop again? If no then I guess better remove then like before


There's a note about it, but yes, all "obsolete" equips drop again with a lower chance. Mostly because adding templates for all of them was necessary anyway to allow converting legacy gear.
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post Nov 1 2025, 12:59
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I thought it would never happen but here we are... they fixed SoL
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post Nov 1 2025, 13:21
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Wivers



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I don't know if this is the right thread, but I've got an issue with isekai (I also posted in the HVUtils thread, feel free to delete whichever post is in the wrong place):

I cannot access the equipment shop, nor the equipment inventory. And the equipment display by HVUtils on the Arena, Ring of Blood, Grindfest, etc does not show my equipment.
I also don't know how/if I can access the screen to repair my equipment.

I was wondering if it is because I use HVUtils, and if it affects other players or only me?
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post Nov 1 2025, 13:26
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I recently got Exquisite Ethereal Great Mace of Slaughter, but it has no Void Strike. Was it changed somehow?
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post Nov 1 2025, 13:29
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Tenboro

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QUOTE(Wivers @ Nov 1 2025, 12:21) *
I don't know if this is the right thread, but I've got an issue with isekai (I also posted in the HVUtils thread, feel free to delete whichever post is in the wrong place):

I cannot access the equipment shop, nor the equipment inventory. And the equipment display by HVUtils on the Arena, Ring of Blood, Grindfest, etc does not show my equipment.
I also don't know how/if I can access the screen to repair my equipment.

I was wondering if it is because I use HVUtils, and if it affects other players or only me?


HVUtils has some compatibility issues, apparently. Assuming it doesn't break something else, you could just bookmark this link.

QUOTE(Kyrie80 @ Nov 1 2025, 12:26) *
I recently got Exquisite Ethereal Great Mace of Slaughter, but it has no Void Strike. Was it changed somehow?


Not intentionally, I'll check it.
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post Nov 1 2025, 13:38
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SIRIUSs



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Minor bug report from hc br:
https://forums.e-hentai.org/index.php?s=&am...t&p=6764637

The "Repair Equipment" alert remain cached after repairing all equipment.
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post Nov 1 2025, 13:42
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BlueWaterSplash



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I don't use HVUtils or any management script and I have similar observations. I think it's all supposed to be under Armory now. I guess that answers my question of why Armory is now under the Bazaar tab, when the old and defunct Forge used to have its own tab. Thanks.

Yup spark of life is fixed...so we can die a lot now and lose our pouches haha. I'm not surprised at all, almost expected it from the moment I heard about pouches.

QUOTE(Tenboro) *
If you salvage equipment with upgrades, you will get back 90% of the base materials (low/mid/high-grade mats) and rare materials (repurposed actuator etc) used for this, but not the cores/catalysts/credits spent on the upgrades, nor bindings for legacy upgrades.

We used to get 90% bindings back before. Legacy equipment ought to be able to get back everything that our old Upgrades have converted to. If bindings value became cores, then salvaging legacy equipment should provide cores.

We could even have an option to get legacy bindings back, especially since it was noted earlier that we could salvage our equipment before the update gets to Persistent (if someone is around and active to notice and prepare themselves).

Legacy upgrades should be refunded 100%, not 90%, plus catalyst/credit costs. This was a change that was forced upon players that we did not ask for, and some of us may decide that the update ruined our old equipment due to the extensive changes to the stats system.

(These complaints may be unnecessary if the equipment base stat conversion process occurs in a way that no one can complain about and everyone is thrilled to keep their old equipment, but I doubt we will be that fortunate).

If returning bindings and cores absolutely cannot be allowed, perhaps some alternate sort of credits compensation could be offered for legacy equipment. What is the harm in providing legacy equipment the option to abandon and 100% recoup themselves? I hope this will at least be considered. I do think there could be some small harm, but then there is a balance of harm to consider. Right now I'm feeling an aura of apathetically screwing over transitioning players.

I can appreciate the difficulty of the transition, and the desire to make a better underlying gameplay system, but if that's as far as the motivations go, then offering free things to encourage players to like the update is not a sin.
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post Nov 1 2025, 13:44
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SIRIUSs



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Major bug report from sigmaf:
https://forums.e-hentai.org/index.php?s=&am...t&p=6764676

Equipment bought from The Armory can be traded.


This post has been edited by SIRIUSs: Nov 1 2025, 13:47
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post Nov 1 2025, 13:50
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Tenboro

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QUOTE(Kyrie80 @ Nov 1 2025, 12:26) *
I recently got Exquisite Ethereal Great Mace of Slaughter, but it has no Void Strike. Was it changed somehow?


Should be fixed now, but you may have to unequip and re-equip the gear before works properly.

QUOTE(SIRIUSs @ Nov 1 2025, 12:44) *
Major bug report from sigmaf:
https://forums.e-hentai.org/index.php?s=&am...t&p=6764676

Equipment bought from The Armory can be traded.


nvm its a feature. XD


Well, it is supposed to set the "untradeable" flag when you buy stuff, and it didn't. Should be fixed now.
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post Nov 1 2025, 13:53
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The duration on buffs glitches out occasionally and I'm not talking about scripts (I already fixed the issue Monsterbation was having with reading durations).
Auto cast buffs sometimes report a duration of 999 and normal buffs sometimes read as autocast.
CODE
onmouseover="battle.set_infopane_effect('Replenishment','The Mana Restorative is replenishing your magic reserves.','autocast')"
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post Nov 1 2025, 14:07
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Tenboro

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QUOTE(BlueWaterSplash @ Nov 1 2025, 12:42) *
We used to get 90% bindings back before. Legacy equipment ought to be able to get back everything that our old Upgrades have converted to. If bindings value became cores, then salvaging legacy equipment should provide cores.


If you plan to salvage something and you want bindings back, salvage before the update hits persistent. You're not getting a double payout (extra levels for the conversion plus the bindings back).

QUOTE(SIRIUSs @ Nov 1 2025, 12:38) *
Minor bug report from hc br:
https://forums.e-hentai.org/index.php?s=&am...t&p=6764637

The "Repair Equipment" alert remain cached after repairing all equipment.


Should be fixed now, but let me know if you see any more glitching with repairing equipped equipment.
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post Nov 1 2025, 14:17
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After "finishing" my first grindfest (actual result, dying naked after ten rounds) my character's level was increased to level 11 after returning to the menu, then somehow became level 12 after switching to another menu.

It wasn't expected so I did not look carefully. It's possible I hallucinated.
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post Nov 1 2025, 14:29
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You can only level up once per round, from what I can tell but not 100% confident (10bo may be able to explain for sure how it works) you can get in a situation where your exp bar is at 100% but not qualified to level up, but when you flee/progress it adds the level
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post Nov 1 2025, 14:36
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Tenboro

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QUOTE(sigo8 @ Nov 1 2025, 12:53) *
The duration on buffs glitches out occasionally and I'm not talking about scripts (I already fixed the issue Monsterbation was having with reading durations).
Auto cast buffs sometimes report a duration of 999 and normal buffs sometimes read as autocast.
CODE
onmouseover="battle.set_infopane_effect('Replenishment','The Mana Restorative is replenishing your magic reserves.','autocast')"



Should be fixed now, there was just a silly glitch where it would always use the type state for the last effect in the list for this readout.
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post Nov 1 2025, 14:38
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I might be mistaken but I feel like proc chances for a given quality of equipment are higher than before. (If so, I'm hopeful that our transitioned equipment from Persistent will likewise round up, if not having outright higher proc chances than previous limits. Would greatly help in making the conversion process more liked).

The proc durations for all weapon types don't show at all any more. How do we know the durations now?

Does Bleeding Wound still retain the hard duration limit, since it was changed to gradually dissipate?
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post Nov 1 2025, 15:00
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QUOTE
- To-Hit, Block, Parry and Resist rolls now happen independently, which means it is possible to evade+block+parry the same attack. This means no avoidance stats can be detrimental to trigger procs for any other avoidance stat. Damage modifiers are also independent, so an attack that hits but is half-blocked + half-parried does 25% damage.


Shadow Veil becoming useful for 1h style? Nice!
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