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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 1 2025, 15:08
Post #21
unitready



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I mean,AN OWESOME UPDATE.
It's been ages since I've come across such an exciting update while playing all kinds of games.

This post has been edited by unitready: Nov 1 2025, 15:30
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post Nov 1 2025, 15:43
Post #22
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Regen no longer have an increased duration when cast with channelling for me. Is that intended?

By the way, could we have Regen Innate Arcana now that the rules have change please?

This post has been edited by Jake643: Nov 1 2025, 15:43
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post Nov 1 2025, 15:44
Post #23
Tenboro

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QUOTE(BlueWaterSplash @ Nov 1 2025, 13:38) *
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).


They should, in general, be on the high end compared to the old values.

QUOTE(BlueWaterSplash @ Nov 1 2025, 13:38) *
The proc durations for all weapon types don't show at all any more. How do we know the durations now?


Weapon proc durations should be fixed, equipment quality only affects the proc chance.

QUOTE(BlueWaterSplash @ Nov 1 2025, 13:38) *
Does Bleeding Wound still retain the hard duration limit, since it was changed to gradually dissipate?


It does not expire, it will just decay by max(1, stackcount * 10%) per (monster) turn until it's reduced to zero.

QUOTE(Jake643 @ Nov 1 2025, 14:43) *
Regen no longer have an increased duration when cast with channelling for me. Is that intended?


I don't think there are any intentional changes with channeling + regen, but I'll check.

QUOTE(Jake643 @ Nov 1 2025, 14:43) *
By the way, could we have Regen Innate Arcana now that the rules have change please?


Can't really remember why regen was excluded from Innate Arcana, but, possibly.
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post Nov 1 2025, 16:09
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QUOTE(Tenboro @ Nov 1 2025, 14:44) *


I don't think there are any intentional changes with channeling + regen, but I'll check.



Just to second the previous report, but Channelling does not increase the duration of a Spell (Regen, at the very least). Although, it did work before I slotted better Regen. I have posted screenshots in the Discord as well.

Edit: Unsure if something has changes on my end, but it does appear to be working now.

Edit2: Upon further "testing" and reading, it may be cause by the very first level of the Better Regen ability.

This post has been edited by Ramaki: Nov 1 2025, 17:33
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post Nov 1 2025, 16:31
Post #25
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QUOTE(Tenboro @ Nov 1 2025, 05:01) *

- 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.

So, if I dodge an attack, I can still block/parry and then counter-attack?

QUOTE(Ramaki @ Nov 1 2025, 10:09) *

Just to second the previous report, but Channelling does not increase the duration of a Spell (Regen, at the very least). Although, it did work before I slotted better Regen. I have posted screenshots in the Discord as well.

Work for protection. I don't have regen yet. Will see if it works once I got it
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post Nov 1 2025, 16:51
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Previously(1hr ago?) channeling wasn't working to improve protection duration but as of now channeling seems to be working. Just adding to the conversation about channeling.

Update 2: Seems to be working now.

UPDATE:
(IMG:[media.discordapp.net] https://media.discordapp.net/attachments/797571997017702401/1434199151725510882/image.png?ex=6907758b&is=6906240b&hm=288c4da79e8ede7411968b893c1fe017cfbee2df3fd3d5dbf1c9fd49d0972941&=&format=webp&quality=lossless)(IMG:[media.discordapp.net] https://media.discordapp.net/attachments/797571997017702401/1434199152060793033/image.png?ex=6907758b&is=6906240b&hm=9776e1108ea17d8ae4751d67c4f3877b923d3992a860b38f75aeef80a53ba0f4&=&format=webp&quality=lossless)

As you can see the first thing I do is cast regen which gives me channeling, I proceed to cast regen again and my regen is 30 turns. I thought it would be something like 54 (I randomly recall 54 in the previous arena I played) so maybe I was wrong and I decide to pop some draughts and then cast regen again and I see this time I have 29 turns (this I explain as my action speed being slow so one turn happens). You can check battle history to see everything I did.

Something that changed, between arenas I did SLOT the regen ability and add it to quick cast bar.

That's all I can think of besides being the first action I took in the arena.

This post has been edited by SPoison: Nov 1 2025, 18:33
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post Nov 1 2025, 17:20
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It probably depends on your fighting style, weapon, and playing style (spread versus single targeting) but Bleeding Wound seems stronger now (I have a nice axe).

(Oh, that's interesting. It shows the date and where my axe came from now. I wonder what it will show for old equipments that have been sold and changed owners?)

QUOTE(Old Bleeding Wound @ The Wiki) *
A gushing wound is making this target take damage over time.

5 stacks at maximum
Damage done = ADB * DOT% * 0.4 * Stack count
ADB is as seen on the character sheet (not the weapon's ADB), and the DOT% is either from the weapon (eg 20% on a shortsword, 30% on a longsword) or specific to the skill (50% for Vital Strike, 20% for Skyward Sword).
Bleed damage is consistent and untyped; it is not affected by the monster's mitigations or any other stats.

Does new BW strength still vary among weapon and/or skill type?

I guess old BW strength was 20% * 0.4 = 8% (per turn, for 7 turns) per stack.

The new BW strength is 50% but dropping. If we assume a spread playstyle it might roughly drop to zero each spread cycle, so we could roughly consider the new BW strength to be an average 25% per turn and per stack.

If we assume a single targeting playstyle, the new BW strength is approaching the 50% per turn per stack. Because the decay doesn't really matter when you pound them up to 200% bleeding. So this is where new BW is most improved. I think this was intended, is a good idea, and is working well.

However I think the new BW is just way overpowered overall. I think the old BW was balanced correctly. 1H Rapiers and Shortswords were almost equally balanced when using a full Imperil playstyle, with Shortswords actually being slightly better. (In my opinion, old BW was already very strong and almost as good as Penetrated Armor even without Imperil usage, as long as old BW was used with spread targeting).

If my calculations are correct, the new BW is 25% / 8% = 3x more damaging. That's waaaay broken. I think the new BW needs to have its damage divided by 3. Even then, it would still be tremendously improved over the old BW, just in a proper way.

Come to think of it, Shortswords have very high accuracy, which now translates to crit chance and more hits in general, and so they just might be tremendously tremendously tremendously tremendously better than Rapiers now.
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post Nov 1 2025, 17:31
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i understand it's still early to tell, but i saw many new (or returning) modifiers and in almost all cases they are something that i would never want on my gear.
i feel that they will only serve the purpose of cluttering the mod pool and make way harder to get what you want.

i still haven't looked in the new/returning base types, but i'm also afraid that they will have the same issue.

This post has been edited by Malenk: Nov 1 2025, 17:39
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post Nov 1 2025, 17:59
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Wait, Counter-Attack no longer stuns? And here I was wondering why 1H feels weird
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post Nov 1 2025, 18:32
Post #30
Tenboro

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Duration modification for channeling should be fixed now, it was doing some excessive rounding at one point which meant you would generally get either double or nothing. This could have affected other duration-related stuff as well.

BW might get nerfed a bit if it turned out to be too strong, but I'll hold off on that for now.

QUOTE(Benny-boy @ Nov 1 2025, 16:59) *
Wait, Counter-Attack no longer stuns? And here I was wondering why 1H feels weird


It should?
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post Nov 1 2025, 18:37
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QUOTE(Tenboro @ Nov 1 2025, 17:32) *

It should?

yes, it's always worked that way. some counter-stuns per round, depending on style's proficiency
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post Nov 1 2025, 18:59
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Since Benny's message I've been checking and not seen a single 1H stun with my axe, either.

(Even before though, when you are a low level player the 1H stuns would be more rare. The counter attacks will be more rare, and the stuns when a counter attack did occur are more rare also. The formula for counter attack chance was known, but the old formula for 1H stun chance was never known to us).

Plus you need to block/parry before you can even do the chance calculations for counter attack, then another chance calculation for counter stun. I'm using an axe so my parry sucks.

In any case, yeah I've still seen not a single 1H counter stun. So something might be not working.

Update: I started checking, and now realize I've never seen a single 1H counter attack. So that explains the no 1H counter stuns, which would only be even more rare.

(What I previously thought was counter attack damage, was just my spike shield. Note that at very low levels, 1H counter attack damage, though rare, should be huge and plainly obvious. I think spike shield damage might be greater and more visible at lower levels too for various reasons, like monsters have less elemental mitigation to reduce your spike shield damage back to them).
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post Nov 1 2025, 19:13
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Right now there seem to be two ways to enter item worlds: By Battle -> Item World and by Bazaar -> The Armory -> Modify Equipment -> Challenge Item World. (Though I can't test if both work, since it have nothing worth soulbinding yet.) Are both going to stay?
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post Nov 1 2025, 19:15
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With the change of spark of life and evade, I doubt it's a nightmare for mage, like when playing LV500 arena or non-imp style mage. Probably will die a lot more than before. Cant't test this in isekai though, just guessing.
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post Nov 1 2025, 19:27
Post #35
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Stun on counter with an axe works for me.

CODE
Mantitcore gains the effect Stunned.
You counter Mantitcore for 119 points of Slashing damage.
You block the attack from Mantitcore.


Note that you have to either fully block or fully parry the attack for the counter to trigger.

Edit: I feel like this may have turned into an inadvertent nerf, I'll look at it a bit more.

QUOTE(Nicosai @ Nov 1 2025, 18:13) *
Right now there seem to be two ways to enter item worlds: By Battle -> Item World and by Bazaar -> The Armory -> Modify Equipment -> Challenge Item World. (Though I can't test if both work, since it have nothing worth soulbinding yet.) Are both going to stay?


The latter is just a shortcut to the former.
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post Nov 1 2025, 19:45
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I like that the UI shows you how much things sell/salvage for so easily now, but I don't like that checkbox to sell salvaged materials. I don't see myself ever using that but I have to turn it off every time. Also, on the armory's modify tab, the square boxes look like check boxes but they behave like radio buttons (only one in the group can be turned on at a time) which I think is counter-intuitive. I think it would make more sense for them to be circular.
Edit: Also, a tooltip for the Upgrade Tier: X/Y/Z to say what X, Y, and Z are would be good.

This post has been edited by namae56709: Nov 1 2025, 19:48
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post Nov 1 2025, 19:48
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QUOTE(Tenboro @ Nov 1 2025, 18:27) *

Stun on counter with an axe works for me.

CODE
Mantitcore gains the effect Stunned.
You counter Mantitcore for 119 points of Slashing damage.
You block the attack from Mantitcore.


Note that you have to either fully block or fully parry the attack for the counter to trigger.

Edit: I feel like this may have turned into an inadvertent nerf, I'll look at it a bit more.

it's highly likely, yes. prior it worked whenever a hit was blocked or parried, but there was, saying... a 65-70% chance to block a hit at high levels, and another 65-70% chance to parry an unblocked hit.

now, by the way you say "either fully block or fully parry" looks like chances are *dramatically* lowered (albeit to be honest i didn't try it enough)

This post has been edited by Cleavs: Nov 1 2025, 19:48
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post Nov 1 2025, 20:08
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Tenboro

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So I tweaked the way counters work a bit. When you fully block or fully parry you get 100% of the proficiency-based chance to counter/stun, like before. Additionally, when partially blocking + partially parrying you get 50% of the base, and when either partially blocking or partially parrying you get 25%.

This should bring the odds more in line with how it used to work, but keep in mind that at low proficiency, you can still only counter once - this hasn't changed.
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post Nov 1 2025, 20:11
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QUOTE(Tenboro @ Nov 1 2025, 19:08) *

keep in mind that at low proficiency, you can still only counter once - this hasn't changed.

well, yes. that's always been a given.

thanks for checking

This post has been edited by Cleavs: Nov 1 2025, 20:11
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post Nov 1 2025, 20:47
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QUOTE(Tenboro @ Nov 1 2025, 20:08) *

So I tweaked the way counters work a bit. When you fully block or fully parry you get 100% of the proficiency-based chance to counter/stun, like before. Additionally, when partially blocking + partially parrying you get 50% of the base, and when either partially blocking or partially parrying you get 25%.

This should bring the odds more in line with how it used to work, but keep in mind that at low proficiency, you can still only counter once - this hasn't changed.


Still getting 0 stuns (except those from shield bash) for 21 rounds of nintendo grindfest. Current stats ~90 block/parry, 84 prof and 36.6% Counter-Attack

This post has been edited by Benny-boy: Nov 1 2025, 20:50
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