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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Yesterday, 02:37
Post #121
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Just a joke (IMG:[invalid] style_emoticons/default/sad.gif)
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post Yesterday, 02:44
Post #122
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QUOTE(BlueWaterSplash @ Nov 2 2025, 15:47) *

No rush to weaken Bleeding Wound since we might need all the help we can get this isekai season, and it seems fun to test how it will be at higher levels. If it's like before, then Bleeding Wound will get better at higher levels because it penetrates PMit, similar to a rapier's Penetrated Armor. I mainly think Bleeding Wound and the accuracy system need a second look when the update moves to Persistent, because they probably utterly break the melee meta. (Weapons and suffixes can be adjusted rather than the accuracy system itself, for meta purposes). I don't know if Tenboro wants to change versus preserve the meta, or is indifferent.

Bleed is great, we might just get 2H Longswords and Niten back in vogue.
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post Yesterday, 03:17
Post #123
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QUOTE(Tenboro @ Nov 1 2025, 17:01) *

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.

I cleared floors 11-12, but I only got 1 World Seed from each floor.
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post Yesterday, 03:28
Post #124
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QUOTE(剑行血间 @ Nov 2 2025, 20:17) *

I cleared floors 11-12, but I only got 1 World Seed from each floor.

same here
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post Yesterday, 03:37
Post #125
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QUOTE(剑行血间 @ Nov 2 2025, 22:17) *

I cleared floors 11-12, but I only got 1 World Seed from each floor.

QUOTE(l13763824039 @ Nov 2 2025, 22:28) *

same here


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1.5 ?? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Yesterday, 03:46
Post #126
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You obtained 1.1x [World Seed]

lol, a little oopsie
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post Yesterday, 04:47
Post #127
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QUOTE(SPoison) *
I feel like my mana consumption is pretty high but I can't be sure since I am heavy melee and low level so it might just be how it is.

I feel the same, but more than this, after playing a couple days, I think the chances to trigger Channeling seem more rare than before.

I typically try to play without using Mana Draughts or Potions (I may flee when mana runs out instead of buying Potions) so I'm sensitive when I don't get the expected amount of random Channeling.

Now I'll usually spend my entire Mana bar with Cures and cheaper Buffs, without triggering a single free Channeling for my Regen in this update. In previous game versions, no matter how bad or good your interference was, you'd be equally likely to trigger Channeling if you used your entire Mana bar (i.e. the chances to trigger Channeling used to be based on the percentage of your Mana bar used. Maybe now it has changed to the chances to trigger Channeling are based on actual Mana Points numerically consumed? )

If there have been no changes to interference mechanics, then I guess my MP Tank is just too low still, and the general difficulty of the update is making me imagine it.
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post Yesterday, 04:52
Post #128
unitready



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Monster use/cast spell1,which glance!/hits!/CRITS! you take xxxx element/holy/dark/void damage.
Shouldn't it be <monster><attack><you>FOR<xxxx><type>damage?
The subject should be “the monster deals <for> damage to the player,” not “the player <takes> damage,” right? Isn't the subject wrong either way?
The persistent world is described as “crits you for xxxx <type> damage.”

This post has been edited by unitready: Yesterday, 04:53
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post Yesterday, 05:03
Post #129
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Can the monster special attacks be toned down a bit to compensate for the new spark mechanic, on nintendo am getting crit for over 10k dmg when my health pool is just 7300. I am lvl 167 and it is a long way to go before spirit shield.

I am still getting defeated in arenas on nintendo because of this.

Another option would be to increase the level at which the higher tier monsters are able to be fought.

Lowering the level for spirit shield could also work.

This post has been edited by teddy.bear: Yesterday, 05:39
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post Yesterday, 07:09
Post #130
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I played PFUDOR in the first day last season, but this season I play Nintendo in third day and still die all the time. monster's special attack will anyway empty my HP, so whether survive is only the RNG if they hit me twice in 1000 tick with spark cds
also even exq tier is so rare in shop, so I guess most ppl can't play high difficulty like me
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post Yesterday, 08:04
Post #131
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when I soulbind an equipped gear,I find it doesn't change if I don't unequip→equip again.
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post Yesterday, 08:36
Post #132
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I think the cd for SoL is so brutal for player with the nerf of block. Spirit limitation may be enough.

Is there a way to know the accuracy of monster? We can easily know the block chance before the update. However, we only know the block value after the update, and it seems it is hard to know the block chance because of the lacking of monster accuracy.
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post Yesterday, 09:14
Post #133
Tenboro

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Couple changes:

- Attacks against stunned monsters will always at least glance.

- Removed the hidden cooldown on Spark of Life

QUOTE(skillchip @ Nov 3 2025, 00:26) *
With PXP0 no longer visible and some stats being derived, is there even a quality bonus added to the rolls for each stat?


Should work similar to how it used to.

QUOTE(skillchip @ Nov 3 2025, 00:26) *
Is "Coolness" still a thing for Exq/Mag/Leg/Peerless gear of 1.05/1.1/1.2/1.25x?


Equipment get various bonuses with quality tier, but no straight-up boosts to all stats. Looking through the old code is like poking through an avalanche, but I can't find any modifiers like this, so I wonder if they were rolled into the roll ranges at some point?

QUOTE(skillchip @ Nov 3 2025, 00:26) *
Were any of the scalars adjusted outside of the ones that no longer scale?


For the stats that still exist and still do the same (not crit/evade/block/parry/resist), they should all be the same.

QUOTE(Basara Nekki @ Nov 3 2025, 02:37) *
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1.5 ?? (IMG:[invalid] style_emoticons/default/huh.gif)


Should properly round up now.

QUOTE(BlueWaterSplash @ Nov 3 2025, 03:47) *
I feel the same, but more than this, after playing a couple days, I think the chances to trigger Channeling seem more rare than before.


Has not changed.

QUOTE(unitready @ Nov 3 2025, 07:04) *
when I soulbind an equipped gear,I find it doesn't change if I don't unequip→equip again.


Checking this.

Edit: Should be fixed now.
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post Yesterday, 09:15
Post #134
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The problem I have with the way things are now is that progression is fundamentally broken, the game gets too hard too quickly and there is not enough time to acquire gear, and the skill needed to "manage" is to far off.

The number of tower runs we can do early game isn't helping the situation either as we level too quickly and run into a wall and have to start decreasing difficulty. I may need to drop arenas to hell just to be able to complete them as I still have not managed to clear all available.

In Isekai we are time limited both in length of season and how much we can play each day which means there has to be steady progression forwards not backwards like is happening for me now.

I have 304.1 Block and 231 Parry and I am still getting wrecked in nintendo and unable to do IWBTH and this 61.3% Physical
49.8% Magical
is not really the problem as monster special attacks do such a massive amount of dmg.

Just 1 monster special hits me for almost 1.5 times my current health pool so the amount of additional mitigations I would need just to take 1 special is not feasible so early in the game. All my armour is only superior but they all have endurance.

QUOTE(Tenboro @ Nov 3 2025, 09:14) *

- Removed the hidden cooldown on Spark of Life


I didn't really have a problem with a cooldown on spark, it may have been a bit long but I think the problem is monster special dmg is just too extreme.

This post has been edited by teddy.bear: Yesterday, 09:22
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post Yesterday, 09:21
Post #135
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Players report that Force Shield as rare drop right now, seems to lose advantage compare to Tower Shield with certain prefix and suffix. Would you mind checking those again?

https://forums.e-hentai.org/index.php?s=&am...t&p=6765388

This post has been edited by SIRIUSs: Yesterday, 09:27
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post Yesterday, 09:35
Post #136
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Tested some DW weapons (only weapon equiped, without any armor) and found that the parry value seems buggy?

Main-hand: Fair Club (Parry: 0)
Off-hand: (empty)
Effective Parry: 86

Main-hand: Fair Club (Parry: 0)
Off-hand: Fair Dagger (Parry: 93.56)
Effective Parry: 222.3

Main-hand: Fair Club (Parry: 0)
Off-hand: Fair Wakizashi (Parry: 95.08)
Effective Parry: 224.6

Main-hand: Fair Club (Parry: 0)
Off-hand: Exquisite Shortsword of Swiftness (Parry: 104.6)
Effective Parry: 207.5(?)

Main-hand: Fair Club (Parry: 0)
Off-hand: Exquisite Rapier of Swiftness (Parry: 127.1)
Effective Parry: 219.6(?)

Why do the shortsword and rapier which have higher parry values, result in lower effective parry value?
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post Yesterday, 09:42
Post #137
Tenboro

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QUOTE(teddy.bear @ Nov 3 2025, 08:15) *
The problem I have with the way things are now is that progression is fundamentally broken, the game gets too hard too quickly and there is not enough time to acquire gear, and the skill needed to "manage" is to far off.

The number of tower runs we can do early game isn't helping the situation either as we level too quickly and run into a wall and have to start decreasing difficulty. I may need to drop arenas to hell just to be able to complete them as I still have not managed to clear all available.

In Isekai we are time limited both in length of season and how much we can play each day which means there has to be steady progression forwards not backwards like is happening for me now.

I have 304.1 Block and 231 Parry and I am still getting wrecked in nintendo and unable to do IWBTH and this 61.3% Physical
49.8% Magical
is not really the problem as monster special attacks do such a massive amount of dmg.

Just 1 monster special hits me for almost 1.5 times my current health pool so the amount of additional mitigations I would need just to take 1 special is not feasible so early in the game. All my armour is only superior but they all have endurance.


Monster damage hasn't changed, and monsters are supposed to hit hard on the hardest difficulty. We still need to scale the new accuracy stuff on higher levels, but wouldn't level 167 be too early for IWBTH even on Update 90?

QUOTE(SIRIUSs @ Nov 3 2025, 08:21) *
Players report that Force Shield as rare drop right now, seems to lose advantage compare to Tower Shield with certain prefix and suffix. Would you mind checking those again?


Tower Shields can have slightly more block than Force Shields, but also have far more burden.
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post Yesterday, 09:45
Post #138
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QUOTE(Tenboro @ Nov 3 2025, 09:42) *

Monster damage hasn't changed, and monsters are supposed to hit hard on the hardest difficulty. Wouldn't level 167 be too early for IWBTH even on Update 90?
Tower Shields can have slightly more block than Force Shields, but also have far more burden.

I am on nintendo, haven't been able to do IWBTH pretty much at all this season, previous seasons I dont recall ever dipping below IWBTH except maybe the first day.
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post Yesterday, 10:14
Post #139
Tenboro

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QUOTE(BlackHimari @ Nov 3 2025, 08:35) *
Tested some DW weapons (only weapon equiped, without any armor) and found that the parry value seems buggy?
...
Why do the shortsword and rapier which have higher parry values, result in lower effective parry value?


Daggers and Wakizashi have a bonus to parry, but this was not working quite as intended (at least not according to the update notes). I've made some tweaks to it, and updated the notes. You have to re-equip a weapon to make it recalculate.

CODE
- 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.

- Offhand weapons no longer have an overall penalty to all stats; instead, there are per-template modifiers to different types of weapons. Daggers and Wakizashi get no damage penalty, a 0.8x penalty to accuracy, and a 1.5x bonus to Parry. Shortswords get a 0.8x damage penalty, a 0.5x accuracy penalty, and a 1.2x bonus to Parry. Other weapons also have a 0.8x damage penalty and a 0.5x accuracy penalty, but no bonus to Parry.

- Off-hand stat penalties are modified by your dual-wielding proficiency; at no proficiency you have the base penalty, scaling up to no penalty at 600 proficiency.


QUOTE(teddy.bear @ Nov 3 2025, 08:45) *
I am on nintendo, haven't been able to do IWBTH pretty much at all this season, previous seasons I dont recall ever dipping below IWBTH except maybe the first day.


I doubt we'll be able to match the old difficulty exactly across all styles and levels, and that's not a goal in itself. If you have to drop down one level of difficulty at early-ish levels I think that's still fine, but you are one of the higher-level people in Isekai right now (there are ~37 people who are higher), so keep letting me know how it feels. I'll take a look at the stat dumps from some of your battles later.

The most important thing is that there's no massive spike in difficulty when it goes to Persistent; if people can't do IWBTH anymore at 300+ with upgrades and stuff, then that would be a big problem.
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post Yesterday, 10:33
Post #140
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Bug reports:
-I had weakened monsters crit me.
-I had weapon skills glance and partially parried.

QUOTE(Tenboro @ Nov 3 2025, 02:14) *

Should properly round up now.

Could you add them for people who ran the floors before they got fixed please? Not sure if your database keeps the clear timestamps.

QUOTE(Tenboro @ Nov 3 2025, 02:42) *

Monster damage hasn't changed, and monsters are supposed to hit hard on the hardest difficulty. We still need to scale the new accuracy stuff on higher levels, but wouldn't level 167 be too early for IWBTH even on Update 90?

I have the same experience as the previous poster. On Update 90, level 167 was far from early for IWBTH assuming good play and debuff usage, even with crappy early isekai gear.
In previous seasons, I don't drop below Nintendo, and switch to IWBTH after level 100.

I did today's runs just before the SoL nerf revert and IWBTH was still too dangerous at nearly level 200. I'll test IWBTH again next reset now that SoL is back to where it was, but I was testing out PFUDOR around this level last season.
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