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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 17 2025, 09:13
Post #541
Noni



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QUOTE(pooaa @ Nov 17 2025, 03:44) *

That's a tedious style I would say, if you need to rely on skills for defence, a mistake on OC management will have serious outcome, you can't chugg things for oc.
Great cleave is okay imo, if you can go full offense like 1h and use Stance freely that isn't possible for 2h, which is not great cleave's fault.
I would say it's just the OC system isn't friendly to 2h, perhaps reducing skill cost is better than more OC for skill base 2h, otherwise I would just Stance only and solve problem by other means.

btw what cobination of debuff do you use?

almost no debuffs needed. Last rounds I used weaken. Defense is good enough now. And it's not tedious if the monsters die from skills, just like they do with Frenzied Blows and Vital Strike. But you're right. Spirit Stance would also be a viable way to go. Either way, we would need more pips and/or less pips per skill. But even then I feel that Great Cleave is Mediocre Cleave at best. Maybe the skill should be renamed to that? (IMG:[invalid] style_emoticons/default/laugh.gif)

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post Nov 17 2025, 11:01
Post #542
Tenboro

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Small-ish update to address the previously mentioned monster stat bugs, as well as making some balance tweaks and additions.

- Hitting a target with an offhand attack now adds +5 OC for DW and +3 for Niten

- Chaining two-handed attacks now add +1 OC for every hit target

- Deprecating spells are no longer subject to evade. Partially resisting these spells will instead affect their duration, reducing it by 50% for one resist roll and 75% for two resist rolls; three resist rolls will make the spell have no effect.

- MagNet was renamed to Immobilize, and now reduces natural resist by 20%. Sleep now reduces natural resist by 50%. Deep Burns now reduces natural resist by 10%.

- Scan will now show the monster's current accuracy, evade and parry, as well as the current (base) roll chances against the player. Stats and rolls include whatever effects are currently active on both the monster and player, but will not take into account that some effects make attacks bypass evade rolls.

- IW difficulty was tweaked somewhat; monsters will now be at least the player's level, magnificent gear start at the level 100 floor, and legendary+ gear start at the level 200 floor. The curve was tweaked so the difficulty of the final floor should be about the same.

- Corrected the first OC pip never showing up as faded.

Also fixed some significant balance-affecting bugs with stats for player monsters:

- Monster natural accuracy was erroneously capped to 100 since it was still considered a percentage stat in parts of the code; at the same time, accuracy boosts from chaos upgrades were higher than intended. These would somewhat offset eachother, but monsters will probably have somewhat higher accuracy now starting from around level 120-150.

- More significantly, monster damage was increased by 25% instead of 2.5% per chaos upgrade point, causing damage for upgraded monsters to be far higher than intended; this should now be corrected.

Let me know how these fixes affected survivability, as well as how the changes to deprecating feel. There were some significant logic changes to accommodate the Scan additions, so be on the lookout for avoidance/interception oddities.
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post Nov 17 2025, 11:34
Post #543
SIRIUSs



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QUOTE(Tenboro @ Nov 17 2025, 17:01) *

...
- Chaining two-handed attacks now add +1 OC for every hit target
...


Sorry, is "Chaining" here refer to Domino Strike?
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post Nov 17 2025, 11:58
Post #544
Tenboro

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QUOTE(SIRIUSs @ Nov 17 2025, 10:34) *
Sorry, is "Chaining" here refer to Domino Strike?


Yup.
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post Nov 17 2025, 12:05
Post #545
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QUOTE(Tenboro @ Nov 17 2025, 17:01) *



- MagNet was renamed to Immobilize, and now reduces natural resist by 20%. Sleep now reduces natural resist by 50%.


then what's the point to use Immobilize? it has lower resist reducing and lower speed reducing than Sleep and Slow, and the Sleep and Slow even unlock far early than Immobilize

This post has been edited by what_is_name: Nov 17 2025, 12:06
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post Nov 17 2025, 12:23
Post #546
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Thanks for the update , some questions from scans

Scanning Peerlesssss2 Willow Staff... HP: 55752 / 57780 MP: 74% SP: 31%
Monster Class: Celestial, Power Level 2250
Melee Attack: Crushing; Accuracy 413.1 (83.6% hit chance against player)
Avoidance: Evade 612.0 (14.1% base chance vs player attack, 70.9% base chance vs player magic)
Intercept: Parry 632.0 (0.0% base chance vs player attack) Resist 632.0 (60.0% base chance vs player magic)

Scanning Pure White... HP: 57731 / 57780 MP: 48% SP: 44%
Monster Class: Celestial, Power Level 2250
Melee Attack: Slashing; Accuracy 459.0 (84.9% hit chance against player)
Avoidance: Evade 612.0 (14.1% base chance vs player attack, 70.9% base chance vs player magic)
Intercept: Parry 632.0 (5.0% base chance vs player attack) Resist 632.0 (60.0% base chance vs player magic)

What is going on with parry? Is that chaos tolens? Why is it so low a chance despite being higher than evade?

edit added:
Scanning Peerlesssss2 Longsword... HP: 63235 / 63464 MP: 47% SP: 18%
Monster Class: Mechanoid, Power Level 2250
Melee Attack: Slashing; Accuracy 413.1 (83.6% hit chance against player)
Avoidance: Evade 590.0 (17.3% base chance vs player attack, 68.4% base chance vs player magic)
Intercept: Parry 632.0 (21.2% base chance vs player attack) Resist 586.0 (55.6% base chance vs player magic)



This post has been edited by teddy.bear: Nov 17 2025, 12:25
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post Nov 17 2025, 12:30
Post #547
Tenboro

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QUOTE(what_is_name @ Nov 17 2025, 11:05) *
then what's the point to use Immobilize? it has lower resist reducing and lower speed reducing than Sleep and Slow, and the Sleep and Slow even unlock far early than Immobilize


It doesn't break on damage, for one. Also stacks with the others. Not sure what you mean by "what's the point".

QUOTE(teddy.bear @ Nov 17 2025, 11:23) *
What is going on with parry? Is that chaos tolens? Why is it so low a chance despite being higher than evade?


What is your accuracy? Accuracy vs Evade uses a different formula than Accuracy vs Parry/Resist. Not sure why it said 0.0% on one of those though, I'll have to check that.

PS: Like the notes said, it takes active effects into account. So if you had a 5x stack of Overwhelming Strikes, you would have maxed counter-parry, so no parry.
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post Nov 17 2025, 12:47
Post #548
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QUOTE(Tenboro @ Nov 17 2025, 12:30) *

It doesn't break on damage, for one. Also stacks with the others. Not sure what you mean by "what's the point".
What is your accuracy? Accuracy vs Evade uses a different formula than Accuracy vs Parry/Resist. Not sure why it said 0.0% on one of those though, I'll have to check that.

PS: Like the notes said, it takes current player effects into account. So if you had a 5x stack of Overwhelming Strikes, you would have maxed counter-parry, so no parry.


Oh didn't notice the last part, that mustve been it.

I definately notcied getting hit a lot more times with the changes, but each hit was doing a lot less dmg.

288.2 Evade
551.8 Block
442.2 Parry
446.3 Resist

Legendary Zircon Force Shield of Protection
Magnificent Shielding Plate Cuirass of the Thunder-child

Force shields feel far too weak now, I can't imagine how weak a non barrier of buckler would feel. Also they require metal to upgrade now?
My persistent char has a non barrier buckler and I have 58% block Legendary Reinforced Buckler of the Nimble
woudl my effective block rate on my persistant char be less with the changes, about the same, or more?

This post has been edited by teddy.bear: Nov 17 2025, 12:47
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post Nov 17 2025, 12:47
Post #549
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QUOTE(Tenboro @ Nov 17 2025, 17:01) *

- Deprecating spells are no longer subject to evade. Partially resisting these spells will instead affect their duration, reducing it by 50% for one resist roll and 75% for two resist rolls; three resist rolls will make the spell have no effect.

- MagNet was renamed to Immobilize, and now reduces natural resist by 20%. Sleep now reduces natural resist by 50%. Deep Burns now reduces natural resist by 10%.


Assume Deprecating Spells A has a duration of 12t. Monster 1 currently has a 12t effect of A. If I recast A on Monster 1 and it suffers 75% resistance, will the effect duration on Monster 1 now be approximately 12t + 3t, or 12t, or reduced to only 3t? When attempting to cast A on all monsters, you'll inevitably encounter situations where you're forced to recast it on monsters already affected by it. Players will use a lot of Deprecating Spells when survival is difficult. Reducing the duration of deprecated spells and increasing monster resistance will severely undermine player survivability.

QUOTE(what_is_name @ Nov 17 2025, 18:05) *

then what's the point to use Immobilize? it has lower resist reducing and lower speed reducing than Sleep and Slow, and the Sleep and Slow even unlock far early than Immobilize


Strongly agree. I only use MagNet—with its high mana cost, long cooldown, and maximum target count of 3—because it reduces monster resistance to 0. There's absolutely no reason to use Immobilize anymore.

This post has been edited by lhv520045: Nov 17 2025, 13:18
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post Nov 17 2025, 12:55
Post #550
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QUOTE(Tenboro @ Nov 17 2025, 18:30) *

It doesn't break on damage, for one. Also stacks with the others. Not sure what you mean by "what's the point".


I just mean it's weak, too weak than no reason to use it.
even before the change the Magnet is weak as it have high unlock level threshold and high CDs and low effect, the almost only usage is to cast on the three Dragons in the end of DwD and TT&T to reduce maybe some turns.
if its resist reducing is now 25%, then I guess it's better to just ignore it, hover and spend few more seconds to wait them die. well as it was already short of usage before change, I think it doesn't really matter maybe

This post has been edited by what_is_name: Nov 17 2025, 13:05
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post Nov 17 2025, 13:28
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QUOTE(Tenboro @ Nov 17 2025, 17:01) *

- Deprecating spells are no longer subject to evade. Partially resisting these spells will instead affect their duration, reducing it by 50% for one resist roll and 75% for two resist rolls; three resist rolls will make the spell have no effect.
oddities.


QUOTE(lhv520045 @ Nov 17 2025, 18:47) *

Assume Deprecating Spells A has a duration of 12t. Monster 1 currently has a 12t effect of A. If I recast A on Monster 1 and it suffers 75% resistance, will the effect duration on Monster 1 now be approximately 12t + 3t, or 12t, or reduced to only 3t? When attempting to cast A on all monsters, you'll inevitably encounter situations where you're forced to recast it on monsters already affected by it. Players will use a lot of Deprecating Spells when survival is difficult. Reducing the duration of deprecated spells and increasing monster resistance will severely undermine player survivability.
Strongly agree. I only use MagNet—with its high mana cost, long cooldown, and maximum target count of 3—because it reduces monster resistance to 0. There's absolutely no reason to use Immobilize anymore.


The duration of an effect will be replaced when it is recast. For example, if I cast Sleep on a monster with a base duration of 24 turns, and then recast it and get 75% resistance, the new duration will be only 6 turns.

I'm very pleased with the new changes. I just tried a World Level 19 IW—fighting level 560 monsters with over 1000 in Parry, Resist, and Evade was thrilling. It truly demands mastery of all your skills. A Sleep spell that used to reliably sleep three targets for 24 turns now feels above average if it can sleep two for just 6 turns. This level of pressure perfectly matches what high-level monsters should impose.

Additionally, I'd suggest limiting the usage of Gems and Vases that can be brought into high-level IWs and Towers. This would help prevent them from disrupting balance between players.

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post Nov 17 2025, 13:49
Post #552
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QUOTE(teddy.bear) *
I definately noticed getting hit a lot more times with the changes, but each hit was doing a lot less dmg.

288.2 Evade
551.8 Block
442.2 Parry
446.3 Resist

Force shields feel far too weak now, I can't imagine how weak...

It's probably just all blocking in general that has gotten tremendously weaker after the update, rather than Force shields in particular.

Looks like monster Accuracy/Evade/Block stats are comparable to ours, however some or all of those monster stats probably weren't working prior to this update, so it's now time for craziness once again.

With the prior update's tweaked numbers, we were trying to mimic the feel of old Persistent, where we typically have 60~70% block and parry. After today's update, we are probably going to be at around 25% block/parry, with 2 rolls being needed for success. Basically, I suspect we'll be back to Day One where everyone was getting massacred (not code-wise, but rather where we perform).

If the same bugs had previously affected monster Evade/Parry then we may be whiffing our own attacks and having fewer crits. Will see later. (My post is theoretical only, not a reporting of how the patch feels as it's still a bit early, and I think there will be plenty of reports from others).

The removal of Evade working against Deprecating spells might have been in response to monster Evade working now. If so that's fine, but I'm wondering how is melee versus mage going to be balanced regarding Deprecating spells under the new system. Because player mages probably have way more Magic Accuracy than player warriors. Maybe we can just let Deprecating spells use either physical or magical accuracy, whichever is the higher one? (Then we could let Evade work again, without it being disbalanced).
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post Nov 17 2025, 14:02
Post #553
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QUOTE(BlueWaterSplash @ Nov 17 2025, 13:49) *

It's probably just all blocking in general that has gotten tremendously weaker after the update, rather than Force shields in particular.

Looks like monster Accuracy/Evade/Block stats are comparable to ours, however some or all of those monster stats probably weren't working prior to this update, so it's now time for craziness once again.

With the prior update's tweaked numbers, we were trying to mimic the feel of old Persistent, where we typically have 60~70% block and parry. After today's update, we are probably going to be at around 25% block/parry, with 2 rolls being needed for success. Basically, I suspect we'll be back to Day One where everyone was getting massacred (not code-wise, but rather where we perform).

If the same bugs had previously affected monster Evade/Parry then we may be whiffing our own attacks and having fewer crits. Will see later. (My post is theoretical only, not a reporting of how the patch feels as it's still a bit early, and I think there will be plenty of reports from others).


The problem I have with the new system is it punishes players who have a modest amount of each avoidance, my parry is around equal to monster accuracy which is a large nerf compared to before and my block is only 100 higher despite the fact I have shielding plate armour and a leg force shield with both being IW. my evade is also largely uselss.

The update gave us the option to mix armour, but the accuracy and avoidance changes work against that. Would be interesting to see how players testing 2h feel now, I doubt that small amount of block they have is doing anything at all now...
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post Nov 17 2025, 14:17
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QUOTE(teddy.bear @ Nov 17 2025, 20:02) *

The problem I have with the new system is it punishes players who have a modest amount of each avoidance, my parry is around equal to monster accuracy which is a large nerf compared to before and my block is only 100 higher despite the fact I have shielding plate armour and a leg force shield with both being IW. my evade is also largely uselss.

The update gave us the option to mix armour, but the accuracy and avoidance changes work against that. Would be interesting to see how players testing 2h feel now, I doubt that small amount of block they have is doing anything at all now...


Agreed. I play Niten.

In x20 AR, monsters can easily penetrate my evade/parry/block.
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post Nov 17 2025, 14:31
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QUOTE(teddy.bear @ Nov 17 2025, 20:02) *

The problem I have with the new system is it punishes players who have a modest amount of each avoidance, my parry is around equal to monster accuracy which is a large nerf compared to before and my block is only 100 higher despite the fact I have shielding plate armour and a leg force shield with both being IW. my evade is also largely uselss.

The update gave us the option to mix armour, but the accuracy and avoidance changes work against that. Would be interesting to see how players testing 2h feel now, I doubt that small amount of block they have is doing anything at all now...


Great Mace is doing okay since it proc stun, making it slower but safer than DW. I'm not sure about other 2H weapons or Niten though.
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post Nov 17 2025, 15:12
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QUOTE(Tenboro @ Nov 17 2025, 17:01) *

- Monster natural accuracy was erroneously capped to 100 since it was still considered a percentage stat in parts of the code; at the same time, accuracy boosts from chaos upgrades were higher than intended. These would somewhat offset eachother, but monsters will probably have somewhat higher accuracy now starting from around level 120-150.

The most obvious sign is that I used Cure more times and spent more time clearing AR. Even though my level is higher than yesterday, I feel weaker than yesterday.
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post Nov 17 2025, 15:19
Post #557
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QUOTE(teddy.bear @ wearing same clothes as me) *
I definately noticed getting hit a lot more times with the changes, but each hit was doing a lot less dmg.

After playing a couple arenas, I feel about the same as you. My general survivability is about the same before and after this update, except now I get hit more and take way less damage. This is consistent with what I had theorized (also, checking my logs).

Both of us should be near invincible to survive, as we are both using the new Super Defense Mix-1H build, which wasn't possible before. (The fact that we aren't completely invincible means the game difficulty is still too hard, compared to Persistent).

My offense seems about the same, so maybe monster Evade/Block/Parry was working already properly before today.

QUOTE(Tenboro) *
There were some significant logic changes to accommodate the Scan additions, so be on the lookout for avoidance/interception oddities.

I didn't finish analyzing so I won't post my logs here yet, but I think Overwhelming Strikes is giving too much counter-parry per stack. Noticeable via looking at repeated Scan results. The math of it, or maybe counter-parry itself, might be wrong under the new system. (Or maybe the math is right, and counter-parry is just effectively not linear under the new system).

Also there might be some bug where there is some kind of 1 turn time delay in the Scan results. For example, I scanned a monster when my Overwhelming Strikes was still active, but blinking and about to run out, and I think his Scan returned to normal (as if I did not have Overwhelming Strikes anymore). Need more testing to be sure.

And not a bug necessarily, but I think Overwhelming Strikes is not giving enough Accuracy boost in this version (note: does not stack). I had wondered from the beginning what amount of Accuracy boost it was going to give, considering the changes. Looks like it is not giving much. The math of it may or may not be wrong, as I would think it needs to be adjusted no matter what (+50% raw Accuracy would be too much under the new system). But I feel like what it is currently giving might be too little.

Considering that Shadow Veil has, for now, been tremendously improved compared to before (still with a very minor penalty, but with half the effect working fully and with no penalty, so actually like 4x more useful than before ~ analytical reasoning omitted). The Accuracy from Overwhelming Strikes can probably be tuned so that Haste provides no overall negative drawback at all to 1H (before, Haste was a drawback, but Overwhelming Strikes roughly reduced the drawback by half). Actually even if Overwhelming Strikes boosted Accuracy from 80% to 100%, it probably wouldn't be that overpowered in the grand scheme of things. (like, Haste might still be hurtful to 1H even then....but 1H might get ~20% stronger overall in relation to other styles, which might not be wanted).
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post Nov 17 2025, 15:44
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QUOTE(Ming28561 @ Nov 17 2025, 06:28) *

The duration of an effect will be replaced when it is recast. For example, if I cast Sleep on a monster with a base duration of 24 turns, and then recast it and get 75% resistance, the new duration will be only 6 turns.

1. As Ming28561 explained, refreshing the debuff duration might lower the duration. I think this is weird
2. Blind would cause the scanned evade and parry to be 0, this might be just a display error. They still parry me but I don't know if the chance is lower.
CODE

Scanning Remilia Scarlet...     HP: 44442 / 45644     MP: 17%     SP: 33%
Monster Class:    Undead, Power Level 2250
Melee Attack:    Slashing; Accuracy 302.4 (85.1% hit chance against player)
Avoidance:    Evade 353.0 (12.2% base chance vs player attack, 33.8% base chance vs player magic)
Intercept:    Parry 378.0 (13.4% base chance vs player attack)   Resist 336.0 (27.1% base chance vs player magic)
Resists:    
Fire:+37%
Cold:+75%
Elec:+50%
Wind:+75%
Holy:+37%
Dark:+75%
Crushing:+25%
Slashing:+0%
Piercing:+25%

Scanning Remilia Scarlet...     HP: 40758 / 45644     MP: 46%     SP: 48%
Monster Class:    Undead, Power Level 2250
Melee Attack:    Slashing; Accuracy 211.7 (81.7% hit chance against player)
Avoidance:    Evade 0.0 (1.0% base chance vs player attack, 1.0% base chance vs player magic)
Intercept:    Parry 0.0 (0.0% base chance vs player attack)   Resist 336.0 (27.1% base chance vs player magic)
Resists:    
Fire:+37%
Cold:+75%
Elec:+50%
Wind:+75%
Holy:+37%
Dark:+75%
Crushing:+25%
Slashing:+0%
Piercing:+25%

3, MagNet is too weak now. Monster can resist and shrug off (is this miss? I don't think it's 3x resist since I got shruged off twice in a row) my spell.
4. Can confirm accuracy system is broken at high level tower/IW
My stats
QUOTE(l13763824039 @ Nov 17 2025, 09:05) *

[imgur.com] https://imgur.com/a/6a1un9s
Here are my stats.
For IW, I equipped a bad shield because I'm IWing my best shield

This is level 700, IW 22, PFUDOR + 150% MONSTER
CODE

Scanning Her Love Is Too Extreme...     HP: 585622 / 596015     MP: 71%     SP: 100%
Monster Class:    Undead, Power Level 2250
Melee Attack:    Crushing; Accuracy 1050 (99.0% hit chance against player)
Avoidance:    Evade 1338 (32.5% base chance vs player attack, 80.0% base chance vs player magic)
Intercept:    Parry 1420 (16.6% base chance vs player attack)   Resist 1280 (75.0% base chance vs player magic)
Resists:    
Fire:+37%
Cold:+75%
Elec:+75%
Wind:+75%
Holy:+37%
Dark:+75%
Crushing:+25%
Slashing:+0%
Piercing:+25%
Scanning Sistina The Divine Oracle...     HP: 381861 / 449015     MP: 34%     SP: 100%
Monster Class:    Humanoid, Power Level 2250
Melee Attack:    Piercing; Accuracy 945.0 (99.0% hit chance against player)
Avoidance:    Evade 1400 (46.5% base chance vs player attack, 80.0% base chance vs player magic)
Intercept:    Parry 1420 (44.1% base chance vs player attack)   Resist 1420 (75.0% base chance vs player magic)
Resists:    
Fire:+27%
Cold:+27%
Elec:+2%
Wind:+27%
Holy:+62%
Dark:+50%
Crushing:+0%
Slashing:+0%
Piercing:+0%

Parry is possible to reach 1000+ for the player, but block, that's hard. I can't even have 25% block chance versus level 700 monster., even if I'm level 400. I feel they're the player playing me
5. Theoretically, low-level players would feel harder, because they have no equip. I can't test <=200 level anymore.
Mid-level player feel easier than the old patch (the persistent version). I can reach 68 block chance against a level 300 monster with blind.
Tower-level player is in hell.

This post has been edited by l13763824039: Nov 17 2025, 16:06
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post Nov 17 2025, 15:53
Post #559
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QUOTE(Shank @ Nov 15 2025, 20:02) *

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?



A player stuck at level 408 in a persistent world hasn't even cleared the Lv.500 arena, let alone the PXP421 IW battles or the 1000 rounds GFest fights. They'd have absolutely no clue about the difficulty of Isekai's 100 floor tower battle. Such a casual player only knows the 1H style and still thinks the counter-parry buff is too strong?
I wholeheartedly agree with Shank's assessment.
I wonder what expression this player will have when facing the later IW battles with Legendary/Peerless difficulty. Oh wait, he probably won't even see the final IW rounds.

This post has been edited by unitready: Nov 17 2025, 15:54
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post Nov 17 2025, 15:53
Post #560
Tenboro

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Just FWIW, it was always the expectation that avoidance would need further tweaking, it just hasn't happened yet because the bug hid the actual monster scaling. I won't have time to look at it much today, but there will be further adjustments.

Incidentally, if you are posting scan results, please include your level and base attack/magic accuracy + avoidance stats.
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Lo-Fi Version Time is now: 9th December 2025 - 07:17