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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 1 2025, 21:14
Post #41
pooaa



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QUOTE(Benny-boy @ Nov 2 2025, 02:47) *

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


did a nintendo gf, died at 33 round
762 turns
39 evade
23 parry
23 block

stunned 5 times, maybe 1 more I didn't notice when sparking

it feels...not great (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Nov 1 2025, 22:11
Post #42
Tenboro

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QUOTE(Benny-boy @ Nov 1 2025, 19:47) *
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


Hmm. How many counters are you getting, roughly? And are you using a stun weapon or not?
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post Nov 1 2025, 22:34
Post #43
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QUOTE(Benny-boy @ Nov 1 2025, 14:47) *

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



QUOTE(pooaa @ Nov 1 2025, 15:14) *

did a nintendo gf, died at 33 round
762 turns
39 evade
23 parry
23 block

stunned 5 times, maybe 1 more I didn't notice when sparking

it feels...not great :unsure:

Avoidance
0 Evade
260 Block
235.2 Parry
47.1% Counter-Attack on block/parry

When I had only 170 block, 130 parry, and 34% counter-attack, I could counter-attack once every 3 rounds on average. In the worst case, it was only once over 20 rounds. Very unstable
After shrining for a peerless shield, now I can counter-attack 2-4 times per round.
It seems to grow exponentially (at least quadratic, from my understanding of 10b's release notes). I'll check again after the new dawn
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post Nov 1 2025, 22:34
Post #44
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QUOTE(Tenboro @ Nov 1 2025, 22:11) *

Hmm. How many counters are you getting, roughly? And are you using a stun weapon or not?


Did 19 rounds manually this time, less than 1 counter per round. Stayed on the same shortsword/buckler set, full plate armor.
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post Nov 1 2025, 23:34
Post #45
Tenboro

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If you're not getting counters, it probably has to do with the accuracy vs block scaling, which will be adjusted, but not today.

I did make one further fix to the counter/stun mechanics to prevent the stun chance from being affected by the hit result - meaning that as long as the counter fires, the chance to stun should be exactly what it was before the update.
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post Nov 2 2025, 00:10
Post #46
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Ah, I see. So everything is working properly, it's just that the new hit/block mechanics had a greater effect than expected or intended.

QUOTE(Tenboro) *
- 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 >4x Evade, and a min of 20% if Evade is >4x 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 400 of a stat to hit the avoidance range cap.

- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 20% success chance, capping at 50% chance if Block/Parry is >4x and 1% chance if Accuracy is >4x, 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.

Ah. So for now the game feels like: Can't Hit Anything, Can't Block Anything. (Not a criticism, I thought the changes were neat upon first reading, but am now trying to analyze the new mechanics more carefully)

Let's first start to imagine that players and monsters are roughly equal in stats (not sure what the actual case is). Doing arenas or something. With legendary gear or exquisite gear, I have no idea. Just crude guesswork.

The status quo that players should now expect is to have 64~80% "old Accuracy" or hit chance. No matter how Peerless we get, as long as monsters are scaling to remotely keep up. We're gonna be whiffing at air a ton. And that's ignoring monster parry. Crit chance not sure, but it would likewise vary based on the enemy strength now. If the enemy is too strong we'd lose our weapon procs, which means Rapiers are going to be ramming turtle monsters on their PMit shells with Penetrated Armor 0, therefore doing about 1/4 the damage of before (note we haven't reached this point in the isekai season yet).

So we could be 2~8x slower than before, on the offensive side.

On the flip side, if players and monsters are roughly equal in stats, we can now expect to have 20% Block, 20% Parry. Even with Peerless gear, as long as the monsters can keep up with us on PFUDOR or Tower. Plus we now need to roll two successes to fully block something (although we can also both block and parry simultaneously, yet if I had to compare to imaginary real life fighting I dunno if you can block monster with both your shield and your sword at the same time heh).

As Scremaz pointed out, 1H players are used to having 70% Block and 70% Parry. World of difference. We used to have a 1 - (1 - 0.7) x (1 - 0.7) ≈ 90% chance to "block" before. Now we have like zero, or very low. So we now take like 10x more damage. On 1H this gets up to 4x worse since we used to be able to Stun all the monster mobs. Now we probably cannot block or stun much. So I'll say a 40x destroyer to our defenses.

So we are roughly 100x times weaker than before considering both our offense and defense, under this fuzzy analysis.

That was assuming players and monsters are roughly equal. So if we play at lower difficulty, we can get that 100x back down to something playable. If we are getting into high Tower, we could reach 1000x weaker than before, as the monsters obliterate us. We'll see as this isekai season progresses.

(Hopefully this patch does not get to Persistent any time soon. The game is radically changed, I think we need more time to test in the isekai).

(Upon further theorycrafting, maging at present could be the uncontested supreme playstyle. A glass cannon before is still a glass cannon afterward. Doesn't matter if dodging and blocking has been ruined, if you couldn't block to begin with. And it seems like action speed aka Charged or Swift Strike is unaffected, thus is now the way better defense method in comparison).

(A post-patch mage could just be 2x weaker than before. The whiffs might hurt mages more because of their Area of Effect nature, not sure. Crits probably don't matter much to mage. Penetrated Armor / Bleeding Wound issues don't matter to mage. Other melee styles are probably between 2x and 100x weaker than before).

Perhaps the new hit/avoidance needs to go back to the drawing board. The idea was great. But aside from making the game harder overall (which can probably be adjusted) it might be further unbalancing the relationship between mage and melee (which might not be fully adjustable under this scheme).

This post has been edited by BlueWaterSplash: Nov 2 2025, 05:09
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post Nov 2 2025, 01:00
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RibbonsCan



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Will Charms and Pouches attached and unattached to equipment in Isekai carry over to Persistent?
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post Nov 2 2025, 02:25
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on a few occasions, casting a spell with "channeling" still consumed the full mana amount instead of being free.
it seems to be random, i could not reliably reproduce it.

edit: a possibility is that on such occasions i accidentally double clicked on the skill button, please disregard this if nobody else reports the issue.

This post has been edited by Malenk: Nov 2 2025, 02:34
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post Nov 2 2025, 02:47
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Requiring world seeds to do an item world is a pretty severe restriction, as it means very little item worlding in isekai as they are rare and you would not want to waste any.

I have yet to find any which means I cannot do any item world for low tier equipment, not that I would because it would be a waste of world seeds....
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post Nov 2 2025, 02:49
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Infusion on weapon is no longer applicable?
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post Nov 2 2025, 04:00
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Is there an option to turn off the double checkmark confirmation on salvage? I feel like an idiot having to check two checkmarks every time I want to salvage a crude gossamer cap. (IMG:[invalid] style_emoticons/default/tongue.gif)



This post has been edited by JFzz: Nov 2 2025, 06:59
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post Nov 2 2025, 04:26
Post #52
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QUOTE(Tenboro @ Nov 1 2025, 08:36) *

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.

Heartseeker has
CODE

battle.set_infopane_effect('Heartseeker','You are able to see the flow of life in all living beings, increasing your attack damage and crit multiplier by 25%.',6756)

durations. And increases to 1k+ with channeling. Is it the real duration after fix?

QUOTE(teddy.bear @ Nov 1 2025, 20:47) *

Requiring world seeds to do an item world is a pretty severe restriction, as it means very little item worlding in isekai as they are rare and you would not want to waste any.

I have yet to find any which means I cannot do any item world for low tier equipment, not that I would because it would be a waste of world seeds....

I'll second that. Cannot do IW for my exquisite after I soulbind it (I forgot I need world seed and can't find one)

This post has been edited by l13763824039: Nov 2 2025, 04:28
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post Nov 2 2025, 04:43
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I can confirm that there's something fishy going on with Heartseeker. My default cast (with one ability point slotted) is 6600 turns. Channeling brings it to sweet 9900 turns. Can't test Arcane Focus yet.

I imagine this is super low on the list, but tooltips for armor abilities need to be updated, they still say you have to wear all the matching pieces
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post Nov 2 2025, 04:45
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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.
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post Nov 2 2025, 04:54
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Scrolling:
Can't scroll with keyboard (arrows, page up/down).
Scroll bar is too narrow to easily click.

Armory:
Lacking green/red text for armor that's higher level than the player.
Vertical spacing is way, way too big. Too few items fit onscreen. Combine this with scrolling inconveniences and it's a pain to search up/down. This also applies to personal equipment lists, though it's less of an issue there.
[Liking the grouping by armor subtype and the re-organization of armor slots by impact (ex: legs second instead of fourth).]
edit: is gear disappearing before it should? I opened an equipment page and to compare it to what I had, and it still showed equipment shop as the owner, but it's no longer in the for-sale list (both 30 seconds later and for 2-3 more minutes before giving a "no such equip 20085" blank page).

On the equipment page, after clicking an equipment slot (ex: main hand), the comparison area doesn't display the equipment(s) name(s). There's space to have it there, and it's inconvenient to look back to your equipment list to confirm what you're looking at, especially if you're comparing 3+ things (or if you bump your mouse or forget that you changed equipment).

Might be nice to have a separate tab for pouches+charms(+world seeds?) in the market.

Base stats are sometimes fubar. Examples toward bottom of post 9 in the data collection thread. My misunderstanding. Base stats are now simply on a 1-200 scale.

Slaughter weapons do basically the same damage as non-slaughter, with rare exception, from what I've seen.

Longswords seem strictly worse than scythes.

Cotton, gossamer, and phase currently don't display their burden/interference. Ironsilk is the only cloth that has a display area for burden/interference.

Condition can go above 100%. Seen exactly once and it was in the armory.

Enemies feel brutal now. Hoping for some balance changes. Or maybe I'm just tired.

This post has been edited by hydoc: Nov 2 2025, 19:10
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post Nov 2 2025, 05:42
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I just discovered that I had a bunch of salvaged equipment lying around in my inventory, because I had that checkbox in the salvage menu unchecked. I thought it sold the metal/cloth/whatever but it sells the salvaged equipment. I take back my earlier criticism, it is a good checkbox.
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post Nov 2 2025, 06:11
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Although it might be too early now because we don't know how the difficulty will be when we level up, I still want to ask if such ideas exist behind the mechanism change: Is X20 intended to be more difficult than before? Are some playstyles intended to be nerfed, especially 1H and mage?

And just my wild guess: with the change of SoL I think there's a high chance that mage will suffer in LV500 Arena because my experience is that sometimes I trigger SoL multiple times in the same round now in persistent, or I can say it will be impossible for me.

This post has been edited by mewsf: Nov 2 2025, 06:20
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post Nov 2 2025, 06:26
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QUOTE(Tenboro @ Nov 1 2025, 14:08) *

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.

This is still a very large nerf compared to how it used to be.

For example, 25% block used to effectively net you 1/4 of the proficiency-based chance to counter/stun: if you blocked(1/4 chance), you rolled your full counter chance.

Now, you have 1/16 to full block and 3/8 to partial block if your block chance is 25%.
That is 1/16 + 3/8/4 = 5/32 of the proficiency-based chance to counter/stun instead of 1/4(or 8/32) previously.

To actually make it balanced you need to give a % of the proficiency-based chance to counter/stun equal to % of damage negated. In other words, double partial must be 75% instead of 50% and single partial must be 50% instead of 25%.
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post Nov 2 2025, 07:16
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1. definitely the drop rate of world seed need to heavily increase in Isekai, if it just a rename of Amnesia Shard then the drop rate is super low that I only get 40 in 3 month in Persistent, with all arena clear every day. with that rate in Isekai the drop in full season is not even enough to IW one equip.
2. the change of spark is too tough to play, at least 1000 tick is too long, I don't even think it's necessary to add a cooldown for it, as anyway the SP potion have a 40 turn cooldown already, if you spark too often then you anyway die. you're weak after spark, disable spark again in a long period is hard to survive, maybe increase the SP cost is enough to prevent survive only with spark if necessary

This post has been edited by what_is_name: Nov 2 2025, 07:17
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post Nov 2 2025, 07:24
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QUOTE(what_is_name @ Nov 2 2025, 13:16) *

2. the change of spark is too tough to play, at least 1000 tick is too long, I don't even think it's necessary to add a cooldown for it, as anyway the SP potion have a 40 turn cooldown already, if you spark too often then you anyway die. you're weak after spark, disable spark again in a long period is hard to survive, maybe increase the SP cost is enough to prevent survive only with spark if necessary


agreed with that, my thought is to remove the SoL cooldown and the cooldown of SP potions is enough already.
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