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HentaiVerse Isekai 2025 Season 2, With Update 91 Preview |
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Nov 13 2025, 19:22
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Basara Nekki
Group: Gold Star Club
Posts: 7,905
Joined: 13-September 12

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Currently Hollowforged only changes Piercing/Slashing/Crushing Damage to Void Damage.
So, in practice, what is the difference (in numbers) between Greater Hollowforged and Lesser Hollowforged, compared to what we currently have?
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Nov 13 2025, 20:16
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Ramaki
Group: Gold Star Club
Posts: 608
Joined: 18-June 15

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Nov 13 2025, 20:26
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Tenboro

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QUOTE(Jake643 @ Nov 13 2025, 17:55)  However, there are still 2 major nerfs with the new item world mechanics:[list] [*]Limiting CP by quality. We used to be able to get Hollowforged+9 potencies even on our decent exquisite or magnificent weapon for early isekai. Now a greater Hollowforged will leave little space for the rest. [*]Getting Greater Hollowforged charms at all. They are still hard to get. The rarity of greater charms makes sense for non-strike ones as we used to require many amnesia shards until RNG bless us. But not for strikes, they used to be abundant and free. Hollowforged was guaranteed on IW10, we always got it for zero amnesia shards on any weapon that didn't already have Ethereal. It's not intended to be a 1:1 gear progression. Lower-quality gear can fit less stuff than before, this is intended. I don't think anyone is going to go out of their way to make the strongest pre-nerf exquisite gear in the game. I did consider forcing a strike charm on the last round of IW, but I feel like that would just flood the market of those particular charms to the point where people would lobby to make it random instead. QUOTE(Basara Nekki @ Nov 13 2025, 18:22)  Currently Hollowforged only changes Piercing/Slashing/Crushing Damage to Void Damage.
So, in practice, what is the difference (in numbers) between Greater Hollowforged and Lesser Hollowforged, compared to what we currently have? Greater adds a stronger Void Strike.
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Nov 13 2025, 22:54
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BlueWaterSplash
Group: Members
Posts: 3,520
Joined: 15-March 11

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I'm busy and falling behind this isekai season so I hope others can test what I cannot: What are the upkeep costs like for the new strikes, and voidseeker? Is the upkeep cost the same number of infusions/shards per hour? Or is it cheaper, or longer lasting than before? Could it be cheaper if we have Mithril Pouch? QUOTE(Tenboro @ Charmy Soft Toilet Paper)  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. What happens if you don't pay the upkeep cost? (for both working and torn charms) Are Voidseeker charm and/or 1H Overwhelming Strikes still a flat +50% bonus to accuracy or do they use the weird new accuracy calculation instead? I've been assuming the new Shadow Veil adds a flat +20% bonus to natural evade (assuming you had a non-zero amount to begin with, as stated). This post has been edited by BlueWaterSplash: Nov 13 2025, 23:16
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Nov 13 2025, 23:47
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namae56709
Group: Members
Posts: 168
Joined: 15-September 17

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The annihilator charms seem kind of weak. The greater one is 30CP for just +0.1x magic crit damage.
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Nov 14 2025, 03:12
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mirroricecola
Group: Members
Posts: 233
Joined: 15-June 23

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QUOTE(Tenboro @ Nov 13 2025, 23:55)  Not sure why you are confused about Shadow Veil, but the descriptions are correct, and the readouts on the ability screen just parse the actual effects that are applied. For cloth and light, Shadow Veil should be stronger than it used to be, since it gives you both the 20% whiffing chance and a +20% to natural evade for both the scroll and fully upgraded one. I just feel it's a bit weak; I thought scrolls would have a stronger effect, like in persistent. But if it works correctly, so be it. QUOTE(Tenboro @ Nov 13 2025, 23:55)  QUOTE Is it intended that magic accuracy of staff ability is 1.25 while attack accuracy of 1h ability is 2?
Seems fair to me seeing as it increases both stats. QUOTE(Tenboro @ Nov 3 2025, 01:36)  Probably not, but maybe some Gandalf-esque staff-and-sword shenanigans? Is this why staff ability provides a bonus to attack accuracy?
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Nov 14 2025, 03:56
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Valdragon
Group: Members
Posts: 164
Joined: 17-May 23

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I have a Lesser Butcher charm slotted into my weapon and I just dropped a Greater Butcher charm from IW. Yay!
When I go to put the Greater Butcher into a new slot, it tells me "This charm cannot be attached due to the charm in slot 2", with 2 being the Lesser Butcher. Can equipment only have one of each type?
Also, it's allowing me to directly replace the Lesser with my Greater. If I do that, will the Lesser be destroyed? Do they compound at all?
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Nov 14 2025, 04:15
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l13763824039
Group: Gold Star Club
Posts: 1,500
Joined: 6-July 21

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QUOTE(Valdragon @ Nov 13 2025, 20:56)  [1]When I go to put the Greater Butcher into a new slot, it tells me "This charm cannot be attached due to the charm in slot 2", with 2 being the Lesser Butcher. Can equipment only have one of each type?
[2]Also, it's allowing me to directly replace the Lesser with my Greater. If I do that, will the Lesser be destroyed? Do they compound at all?
I asked similar questions 1. Yes. But you can have the 1 same strike charm as your prefix. Also, ecomonizer on the focus staff. Anyway, not depend on any prefix, suffix. 2. No charm or pouch can be converted back to an item. Must be destroyed.
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Nov 14 2025, 04:37
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Valdragon
Group: Members
Posts: 164
Joined: 17-May 23

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Ah, okay. Bummer. I had another plan in mind to stack a slew of Wind Strike charms and build that thing to 250% xD
It does beg a question about this update going through to Persistent. Won't all charms eventually become near worthless, credit-wise? A player theoretically only needs 6 Greater Butcher charms for a full set, then they're done. No more need to buy six sets of 50 Bindings of Slaughter to maximize damage output. Just remember to replace the pouches when they break.
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Nov 14 2025, 09:52
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AnonDarkMage7
Group: Gold Star Club
Posts: 967
Joined: 1-June 12

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Can frenzied blows not crit nor proc weapon? Feels like it's worthless on high accuracy crit builds.
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Nov 14 2025, 14:36
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mirroricecola
Group: Members
Posts: 233
Joined: 15-June 23

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Sir, weapons with the "Slaughter" and "Balance" suffixes are all the rage right now. I know you've made adjustments to weapons with the other three suffixes(Vampire,Illithid and Banshee), but they haven't performed well. I have some ideas that might make them more useful.Could you please take some time to look at this? For Vampire: When an attack hits a monster, it deals an additional amount of damage equal to a percentage of the monster's current HP. For Illithid: When an attack hits a monster, player consumes MP to deal damage to the monster's MP, and also renders the monster unable to resist one spell. Alternatively, a simpler approach is to add a counter-resist stat to the weapon. For Banshee: When an attack hits a monster, player consumes SP to deal damage to the monster's SP and gains a small amount of overcharge. I hope we can have more choices.Too many suffixes have been added now, and most of them are almost useless.
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Nov 14 2025, 15:44
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SPoison
Group: Gold Star Club
Posts: 4,205
Joined: 20-July 10

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I had an idea for the draining suffixes as well, since the only thing ppl care about is damage why not give them a unique damage boost. For vampire the healthier the monster the more bonus damage it does, illithid the same bonus damage but based on monster current mana, and banshee the same but for spirit.
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Nov 14 2025, 16:47
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良い鯉
Group: Gold Star Club
Posts: 686
Joined: 22-June 17

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QUOTE(unitready @ Nov 10 2025, 16:35)  For Vampire weapons, we could cap the trigger rate at 10%, limit it to 3 activations per target, and apply a 5-tick built-in cooldown. Its effect would be: deal weapon-type damage equal to 10% of the player's base/maximum HP, and restore 5% of the player's base/maximum HP.
For Illithid and Banshee weapons, we could cap the trigger rate at 10%, limit it to 3 activations per target,and apply a 5-tick built-in cooldown. Its effect would be: deal weapon-type damage equal to 5% of the player's base/maximum HP, burns 20 (or 50%?)% of the monster's maximum MP, and restores 2.5% of the player's base/maximum HP and MP.
Given players' finite maximum HP, the data won't be overly exaggerated. The restored values are meaningful without being excessive, and this prevents infinite healing on high-HP boss units.
Compared to regan, the amount of HP restore is reasonable. But it is unnecessary to lower its trigger chance and add CD, otherwise it will still be too weak. Appeal again on giving overcharge to offhand strike and domino strike.
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Nov 14 2025, 22:02
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Noni
Group: Catgirl Camarilla
Posts: 13,759
Joined: 19-February 16

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QUOTE(良い鯉 @ Nov 14 2025, 15:47)  Appeal again on giving overcharge to offhand strike and domino strike.
^
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Nov 15 2025, 00:46
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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force shield upgrade 2 is asking for metals instead of wood
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Nov 15 2025, 03:20
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hsunmao321
Group: Catgirl Camarilla
Posts: 521
Joined: 21-April 11

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My dream of becoming a Level 5 Catgirl seems within reach T.T
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Nov 15 2025, 03:33
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szuhra
Group: Gold Star Club
Posts: 307
Joined: 2-April 15

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Counter-Attack can provide a steady stream of OC for One-Handed style warriors at all times, while warriors of other styles only have Attack as their source of OC. Even with flashy skills, they cannot use them freely, and the skill cooldowns become redundant, because the limiting factor has never been the CD, but the lack of sufficient OC.
Therefore, even if OC gain is added to Offhand-Attack and Domino-Strike, the amount obtained would still be far less than what the One-Handed style acquires. However, it could at least slightly narrow the gap.
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Nov 15 2025, 10:32
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BlueWaterSplash
Group: Members
Posts: 3,520
Joined: 15-March 11

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QUOTE(szuhra @ please give wonkers to my offhand)  Even with flashy skills, they cannot use them freely, and the skill cooldowns become redundant
even if OC gain is added to Offhand-Attack and Domino-Strike, the amount obtained would still be far less than what the One-Handed style acquires. 1H doesn't get an overcharge per counter-attack. 1H gets an overcharge for a counter-attack, limited to 1 per turn. It must get less than 1 per turn, and even lesser if 1H uses Haste or Shadow Veil. I'm not sure of the exact amount. Domino Strikes chance is 90%. That might be more than 1H, if it were given overcharge. DW offhand chance was ~90% with decent equips, up to 100% if you had high accuracy offhand equipment. (One difference is that 1H can still get overcharge if the main attack misses, while 2H and DW cannot). I do not know if DW or 2H should be given overcharge. I'm not against it, but if they were given overcharge it would likely be too powerful and need to be balanced out somehow. Maybe when this update hits Persistent we can see the new clear times and decide if overcharge should be adjusted later. DW and 2H have already improved more than 1H in this update, due to them benefitting 2~5x more from the buffed BW and PA procs. DW offhand chance has also now been increased to "over" 100% automatically (since even a glancing blow works). DW and 2H have always had more adb than 1H, and DW has two attacks per turn built-in. I think their skills are more damaging and hit multiple enemies. Damage output-wise, both styles probably already surpass 1H. It's defense where those styles are not as inherently turtly as 1H. DW also has the option to use a club and spread target for better defense, I'm not sure if anyone does that. ----------- If I were you guys, instead of focusing on overcharge, I would ask for something in particular that is entirely different and far more cool, powerful, and awesome for DW. And completely natural. I am afraid to ask for it because it could actually happen, so I never have. (Anyone should be able to guess what this something is, in one guess). This post has been edited by BlueWaterSplash: Nov 15 2025, 10:42
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Nov 15 2025, 14:02
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Shank
Group: Global Mods
Posts: 9,947
Joined: 19-May 12

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So pushing for nerfs on other weapons because how dare they be better than rapier wasn't enough, now it's extending to other styles that aren't even 1h? How about you actually fucking try the other styles first?
All melee could do with being faster, it wouldn't be too strong. Your problem is just that you don't want anything but rapier 1h to be the best. There'll always be a style that will outperform the others, there's no avoiding it, and it's not a problem, but it doesn't always have to be the same one. I say this as someone who's persistent melee set is 1h and all my melee gear is 1h, if 2h or niten ends up being a bit faster, then so be it.
I don't get the impression this update is for the sake of balancing the styles, and likely balancing is just generally against monsters with the new battle mechanics to make sure it's still playable, so any buff to a style I'd just take as a bonus, but if they were to happen, I think they'd be better tested in isekai, not persistent...
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Nov 15 2025, 14:41
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Ming28561
Group: Catgirl Camarilla
Posts: 1,326
Joined: 7-July 17

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QUOTE(BlueWaterSplash @ Nov 15 2025, 16:32)  1H doesn't get an overcharge per counter-attack. 1H gets an overcharge for a counter-attack, limited to 1 per turn. It must get less than 1 per turn, and even lesser if 1H uses Haste or Shadow Veil. I'm not sure of the exact amount.
Domino Strikes chance is 90%. That might be more than 1H, if it were given overcharge. DW offhand chance was ~90% with decent equips, up to 100% if you had high accuracy offhand equipment. (One difference is that 1H can still get overcharge if the main attack misses, while 2H and DW cannot).
I do not know if DW or 2H should be given overcharge. I'm not against it, but if they were given overcharge it would likely be too powerful and need to be balanced out somehow. Maybe when this update hits Persistent we can see the new clear times and decide if overcharge should be adjusted later.
DW and 2H have already improved more than 1H in this update, due to them benefitting 2~5x more from the buffed BW and PA procs. DW offhand chance has also now been increased to "over" 100% automatically (since even a glancing blow works).
DW and 2H have always had more adb than 1H, and DW has two attacks per turn built-in. I think their skills are more damaging and hit multiple enemies. Damage output-wise, both styles probably already surpass 1H. It's defense where those styles are not as inherently turtly as 1H. DW also has the option to use a club and spread target for better defense, I'm not sure if anyone does that.
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If I were you guys, instead of focusing on overcharge, I would ask for something in particular that is entirely different and far more cool, powerful, and awesome for DW. And completely natural. I am afraid to ask for it because it could actually happen, so I never have. (Anyone should be able to guess what this something is, in one guess).
I just switched back from DW to 1H. My clear time went from 1375 turns at 75 AR to 1480 turns at 70 AR, but 1H doesn't require any debuffs. Considering I replaced a 289 parry max IW-level full enhanced charm Magnificent Ethereal Dagger of Balance into a 270 Block Magnificent Agile Buckler of Protection, and given that 1H's T2 skill has some advantages when against schoolgirls, 1H might actually be stronger than DW—better defense, simpler playstyle, and clear speed are very close. This post has been edited by Ming28561: Nov 15 2025, 14:43
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