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HentaiVerse Isekai 2025 Season 2, With Update 91 Preview |
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Nov 17 2025, 16:05
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l13763824039
Group: Gold Star Club
Posts: 1,499
Joined: 6-July 21

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QUOTE(Tenboro @ Nov 17 2025, 08:53)  Incidentally, if you are posting scan results, please include your level and base attack/magic accuracy + avoidance stats.
[ imgur.com] https://imgur.com/a/6a1un9sHere are my stats. For IW, I equipped a bad shield because I'm IWing my best shield
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Nov 17 2025, 16:09
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Ramaki
Group: Gold Star Club
Posts: 605
Joined: 18-June 15

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Nov 17 2025, 16:12
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mewsf
Group: Gold Star Club
Posts: 613
Joined: 24-June 14

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QUOTE - 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. This sounds good overall, however when recasting spells, other monsters can be overriden with shorter duration, this is fine before because I can just keep recasting, but now it might be a problem. QUOTE - MagNet was renamed to Immobilize, and now reduces natural resist by 20%. I doubt how often is magnet used. As a mage in persistent, I only use this on bosses like dragons at DwD because it makes them unable to resist spells, even so the spell isn't very useful, now the change sounds like just a nerf to me. QUOTE I feel weird about the UI when switching to isekai, turns out the custom font isn't applied to some parts of the text. In the character page, the character staus panel (the right side) doesn't have the same font as PAB and proficiency stuff (the left side), so the page doesn't look so consistent. Item Inventory and equipment modify page also don't have custom font but I'm totally okay with it because the UI looks fine. Can you please look at this issue? I don't mean to make every text to have custom font available, but make pages look consistent at least.
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Nov 17 2025, 16:21
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l13763824039
Group: Gold Star Club
Posts: 1,499
Joined: 6-July 21

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QUOTE(mewsf @ Nov 17 2025, 09:12)  I doubt how often is magnet used. As a mage in persistent, I only use this on bosses like dragons at DwD because it makes them unable to resist spells, even so the spell isn't very useful, now the change sounds like just a nerf to me.
I use it every round in the high-level tower. The tougher the monster, the better Magnet is. It can boost my clear time by 10-20% shorter, even though I have to recast multiple times per round. Probably IW, too Otherwise, I think only the ring of blood has some space for it
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Nov 17 2025, 16:31
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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I have had a look at 2 equip sets, 1 full light dual wield, the other 1h heavy with light mixed. My weapons suck but the accuracy and parry of the dagger is good compared to non balance/nimble weapons Dual wield light Exquisite Demonic Shortsword of BalanceExquisite Dagger of BalanceLegendary Onyx Kevlar Helmet of the Fire-eaterMagnificent Shade Breastplate of the FleetMagnificent Cobalt Shade Gauntlets of the FleetMagnificent Onyx Shade Leggings of the FleetLegendary Zircon Shade Boots of the ShadowdancerMainhand Attack 696.7 Accuracy Offhand Attack 716.8 Accuracy 491.7 Evade 0.0 Block 729.7 Parry 795.4 Resist 1h Heavy mix Exquisite Dagger of BalanceLegendary Zircon Force Shield of ProtectionMagnificent Power Helmet of SlaughterMagnificent Shielding Plate Cuirass of the Thunder-childMagnificent Zircon Power Gauntlets of ProtectionMagnificent Onyx Shade Leggings of the FleetLegendary Zircon Shade Boots of the ShadowdancerMainhand Attack 775.0 Accuracy 288.2 Evade 551.8 Block 442.2 Parry 449.5 Resist I also decked out my persistent char with a similar 1h heavy mix with a buckler of nimbel 23.5 % evade chance 61.3 % block chance 67.1 % parry chance 46.1 % resist chance With a non nimble weapon my dual wield parry is hitting the avoidance cap easily, With a leg force shield and shieling armour my block is not even half the avoidance cap, and with the same weapon as my dual wield offhand weapon my parry is equal to monster accuracy. my evade in the light armour I have not tested in game but with shadow viel is probably decent-ish, The 1h mix is not really all that usefull only giving around 15-16% avoidance, and with just all heavy It would probably be only slightly lower. I think base weapon/shield parry and block need to be significantly increased, and the dual wield parry bonis can be reduced as it is effortless to hit avoidance cap with a crappy dagger. the avoidance cap should probably also scale with level so the threshold is 400 or more at higher levels because the numerical difference in block between a tower shield and non barrier buckler at lvl 500 would very large in comparisson to the avoidance cap. Increasing evade on armour a bit would then make the heavy light mix a bit better without overpowering full light evade, because my persistant non forgerd light mix offers 8% better evade. This post has been edited by teddy.bear: Nov 17 2025, 16:33
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Nov 17 2025, 17:33
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Nezu
Group: Catgirl Camarilla
Posts: 3,972
Joined: 29-January 12

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QUOTE(Nezu @ Nov 9 2025, 02:46)  Player HP is extremely jumpy at all levels and in all difficulties, so it probably wouldn't be a bad time to make drastic changes to base HP or monster damage scalars either.
Echoing this request again, I still think giving more turns to respond to HP jumps won't change the old standard causes of death: running out of mana or spirit.
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Nov 17 2025, 17:56
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lhv520045
Group: Catgirl Camarilla
Posts: 946
Joined: 10-July 12

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QUOTE(lhv520045 @ Nov 17 2025, 21:12)  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.
As a 1H light armor warrior, I hadn't triggered Spark even once in the past few days. Today, I triggered it so many times that I had to start those nerfed debuffs. This post has been edited by lhv520045: Nov 17 2025, 17:57
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Nov 17 2025, 19:01
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Necromusume
Group: Catgirl Camarilla
Posts: 7,522
Joined: 17-May 12

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Bug: Monsters can now resist debuffs cast from Channeling.
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Nov 17 2025, 19:05
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32Eff
Group: Gold Star Club
Posts: 1,330
Joined: 27-January 20

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QUOTE(Tenboro @ Nov 17 2025, 09:01)  - 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. ... - 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.
Good news for mages, after level 310 I am able to clear more Arenas (with all scolls). Because I can weaken monsters very quickly and the mage doesn't care about the duration. Until then I was struggling with lvl 250 Arenas (Eternal Darkness). However, in the 90 versions, mages hardly need to use scrolls and weaken in lvl 200-300 Arenas. I think this needs some more strengthening. For warriors, the resistance value of high-level monsters is so high that it is almost impossible to offset it. This change will increase the cost of recasting deprecating spells in high-level towers and Item World. I don't know how much Penetrator Charms can help, but I don't think it's consistent with a warrior's nature to cast a lot of deprecating spells. Well, I'm not saying they shouldn't cast deprecating spells. In high-level towers, 1H warriors use sleep to temporarily reduce the number of monsters. Even if the monsters resist, its duration is long enough for the warrior's mana potion to cool down, so they can easily recast sleep (though it is still annoying). This change will increase such operations several times over, and the use of mana elixir will also increase. Anyway, thank you for taking the time to read this nonsense. I hope you can make more adjustments that benefit mages. This post has been edited by 32Eff: Nov 17 2025, 20:50
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Nov 17 2025, 19:59
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Noni
Group: Catgirl Camarilla
Posts: 13,755
Joined: 19-February 16

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QUOTE(Tenboro @ Nov 17 2025, 10:01) 
- 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. ... 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.
Bug? With "Channeling", from gem in this case, my depr. spells still can be resisted. In the past, channeling was 100% hit + longer duration. Now, it's neither? Survivablity 2h in arean's: still good. DW tower, floor 30 Nintendo, feels shaky. Monsters have higher level than me and that's instantly noticable. 2h arena, 85 rounds (schoolgirls): 2,477 turns. So that's 1,000 turns faster than yesterday! Very nice. My plays tyle may not be the optimum yet (I suck at getting the timing just right). This time I used the Rending Blow to get penetrated armor, imperil on the SG, and then spirit whenever I had enough pips. The difference is immense. Thanks, you may have fixed 2h! This post has been edited by Noni: Nov 17 2025, 20:30
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Nov 17 2025, 21:09
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wankmasta
Newcomer
 Group: Members
Posts: 26
Joined: 29-January 12

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The deprecating change is miserable. Have to constantly recast weaken. Last season weaken mostly lasted whole round except for the tower above mid 40s.
Cleared tower 32. The change to accuracy made it nearly impossible. Perhaps I was avoiding too much before, but at least it was possible to keep advancing. This was merely monsters 40 levels above me and actually one difficulty level lower than I do. Last season I had to, and managed to, hit 170 levels above despite higher than maximum difficulty to reach my tower goal. I think this Isekai is over for me.
And I was just getting to IWBTH and thinking of testing PFUDOR in the short arenas, only 20 levels till DWD after all. Now I might not even keep at IWBTH.
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Nov 17 2025, 21:30
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Lady_Slayer
Group: Catgirl Camarilla
Posts: 6,264
Joined: 20-December 16

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QUOTE(Tenboro @ Nov 17 2025, 17:01)  natural resist
excuse me, does this refer to all type of resist, including elemental/holy/dark/depr?
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Nov 17 2025, 21:47
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pooaa
Group: Gold Star Club
Posts: 701
Joined: 20-July 14

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Did a few arena, comparing the new debuff to old, the chance of none is about the same or slightly reduced, 1 resist roll is more than half, 2 resist is more than no resist. In the end the average duration is drastically reduced. 1h style with full heavy, no charms, the only support for spell is PAB Also the advantage of casting on stunned mob is eliminated. As the accurancy fix, the frequency of getting hit increase a lot leads to unstable health bar, this push a lot pressure on avoidance stats. Wonder if this work as intended but it's uncomfortable. QUOTE(Noni @ Nov 17 2025, 15:13)  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) What I mean tedious is the need of leaving few mobs for cumulate OC, if you don't have any skill ready at next round start it's dangerous. It's a problem outside of SG arena. Not a problem with the new change though. This post has been edited by pooaa: Nov 17 2025, 21:55
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Nov 17 2025, 22:41
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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I think the biggest problem balancing this change is actually the rate of accuracy, evade, parry and resist from stat points as the high pl monsters are all chaosed and gaining those at double the rate of the player.
Reducing the rate of gain from stat points for those 4 and adding a much stronger diminishing returns would make it much easier to balance things.
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Nov 18 2025, 01:04
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mathl33t
Group: Gold Star Club
Posts: 1,136
Joined: 9-April 19

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The deprecating spell change should be a buff overall. Since you now have three chances instead of one to win a resist roll, it should be much less likely to fail to land the spell, which was a frustrating result and potentially deadly if you were relying on sleep removing up to three damage sources. The change helps you stay alive when you're weak. (Maybe the shorter duration will suck in the tower, but at least you'll be alive to have to recast debuffs.) When you're strong, you might not get as much debuff duration, but you're probably going to kill the monsters quickly enough that even shorter duration debuffs won't expire. The worst thing about this change is that you can now overwrite full-length debuffs with quarter-length debuffs, which can feel pretty sucky. I tried some mage, 1H mage, and dual wield after these changes, and all of them felt fine. (I think 1H suffers from the more accurate monsters triggering fewer counterattacks, but I didn't play 1H.) For dual wield, I definitely noticed the overcharge buff. The cooldown for frenzied blows might still be the limiter, but at least I can do more stuff while waiting for it to come off CD. Any change Immobilize/MagNet can reduce parry too? It would give melee players more of a reason to use that spell. QUOTE(Noni @ Nov 17 2025, 02:13)  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) Make Cleave Great Again! Let's have some Great Cleavage!
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Nov 18 2025, 01:10
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Basara Nekki
Group: Gold Star Club
Posts: 7,905
Joined: 13-September 12

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QUOTE(Tenboro @ Nov 17 2025, 06:01)  - Hitting a target with an offhand attack now adds +5 OC for DW and +3 for Niten
Excellent! I was even able to use Frenzied Blows with spirit activated, continue attacking until the cooldown ended, and apply the skill again without having to deactivate spirit. (IMG:[ invalid] style_emoticons/default/biggrin.gif) QUOTE(Tenboro @ Nov 17 2025, 06:01)  - 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.
That was also very good. The monsters were actually hitting a lot harder than they used to in previous seasons. (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(Tenboro @ Nov 17 2025, 06:01)  - 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.
OK, it was wrong and has been corrected. However, this generated a new problem. Now the monsters have very high accuracy and therefore start to attack more (that is, more attacks are getting through our defenses) and they also start to defend themselves better (our attacks are less effective than before). (IMG:[ invalid] style_emoticons/default/sad.gif) QUOTE(Tenboro @ Nov 17 2025, 06:01)  - 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.
That was bad. From what I described above, spells are being resisted more often than before, and today I'm seeing many with only half the duration. (IMG:[ invalid] style_emoticons/default/cry.gif) QUOTE(Tenboro @ Nov 17 2025, 06:01)  Let me know how these fixes affected survivability, as well as how the changes to deprecating feel.
As other players have said, I also had more difficulties today than yesterday, using the same equipment (1H Heavy and DW Light), and with only 1 or 2 levels difference. I had to heal more often, and as my attacks were less effective than yesterday and the spells failed more often, I ended up wasting more time (and turns) than yesterday. (IMG:[ invalid] style_emoticons/default/anime_cry.gif) As the numbers stand today, in most cases, especially considering the higher floors of the tower and also the new difficulty levels of the Item World, the monsters will have more of an advantage over the players (which means that our attacks and defenses will be less and less effective as the difficulty increases). I believe it is impossible for a player's numbers to even reach 2x the monsters' numbers; the opposite seems more likely. (IMG:[ invalid] style_emoticons/default/faint.gif)
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Nov 18 2025, 01:46
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namae56709
Group: Members
Posts: 168
Joined: 15-September 17

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The overcharge changes feel amazing with DW. I quite like the change to deprecating spells but a 50% reduction for one resist roll seems like a lot. I guess you're mirroring the behaviour with damaging spells but the debuffs run out really fast. Like everyone else, I'm struggling against monster accuracy. I'm in at least exquisite shade, most of which is fleet or shadowdancer and normally this is plenty of evade for arenas, especially with all the parry that DW has. Does the scan readout for hit chance against the player include all three of evade, block, and parry?
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Nov 18 2025, 02:30
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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Just finished floor 33 at lvl 310, monster accuracy was between 450 and 500, evade parry and resist were around 600 to 660. Just a constant barrage of hits, fortuanately they now don't hit too hard yet.
My Stats 780.7 Accuracy 291.1 Evade 555.3 Block 445.0 Parry 451.4 Resist
I don't know what the new rate of stat to accuracy/parry/evade/resist is but my equip adds the following to my derived stats Accuracy + 405 Evade + 121 Parry + 200 Resist + 317
So my stats are adding Accuracy + 375 Evade + 170 Parry + 245 Resist + 134
If stats points add half as much monster accuracy becomes 250, evade/parry/resist 300 My stats become Accuracy 590 Evade 206 parry 322 resisit 384
It still looks a mess. Evade/parry from equips are still far to low, resist doesn't seem to bad as I only have 2 light pieces, but the evade with 2 light pieces is hopeless.
This post has been edited by teddy.bear: Nov 18 2025, 02:37
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Nov 18 2025, 02:39
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unitready
Group: Catgirl Camarilla
Posts: 2,573
Joined: 22-May 10

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Sir Tenboro, I'd like to clarify that players who've cleared 100 floors of Tower Battle in past seasons know heavy armor warriors can't withstand normal attacks from more than two monsters (even with Weaken applied to prevent critical hits). Higher floors (≥90?) heavily rely on sleep skills. What I'm getting at is: after the accuracy/evade system overhaul, my magic accuracy now depends on the monster's evade to determine whether my spells hit. So what attribute actually reduces monster resistance? Is it still the corresponding Proficiency stat? After renaming Magnet, it only provides a 20% percentage reduction (tested as monster resist value -20%). Meanwhile, melee weapons can only equip one Great Penetrator at most, resulting in monster resist chance (percentage) -20% during resolution. Given monsters' overwhelming attack/defense stats, you should at least let me rack my brains using debuffs to weaken them. I believe Imperil should also reduce monster resistance values, with around -30% being appropriate. Why not raise the cap on Deprecating's proficiency gains? In Persistent World, I achieved 1000 Deprof with a Curse-Weaver suffix staff and nearly 600 base proficiency, yielding an average 3.57% resistance rate. Under the new mechanics, how much benefit would stacking high Deprof provide? I'm referring to high floor tower/Legendary&Peerless IW monsters ranging from levels 600 to 1000.
This post has been edited by unitready: Nov 18 2025, 02:41
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Nov 18 2025, 02:55
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BlueWaterSplash
Group: Members
Posts: 3,519
Joined: 15-March 11

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QUOTE Scanning Aoi Nagisa... HP: 9726 / 19142 MP: 64% SP: 71% Monster Class: Sprite, Power Level 1818 Melee Attack: Piercing; Accuracy 299.0 (81.8% hit chance against player) Avoidance: Evade 326.0 (11.4% base chance vs player attack, 41.3% base chance vs player magic) Intercept: Parry 326.0 (5.0% base chance vs player attack) Resist 308.0 (31.0% base chance vs player magic)
Scanning Natsume Remon... HP: 18146 / 18170 MP: 42% SP: 18% Monster Class: Sprite, Power Level 1698 Melee Attack: Slashing; Accuracy 291.0 (81.5% hit chance against player) Avoidance: Evade 311.0 (10.8% base chance vs player attack, 39.5% base chance vs player magic) Intercept: Parry 311.0 (5.0% base chance vs player attack) Resist 294.0 (29.6% base chance vs player magic)
Scanning Ps4... HP: 43094 / 43094 MP: 31% SP: 33% Monster Class: Dragonkin, Power Level 1869 Melee Attack: Piercing; Accuracy 407.0 (87.0% hit chance against player) Avoidance: Evade 460.0 (15.9% base chance vs player attack, 57.5% base chance vs player magic) Intercept: Parry 378.0 (5.0% base chance vs player attack) Resist 526.0 (52.9% base chance vs player magic)
Scanning The Ultimate Tomato... HP: 56426 / 56426 MP: 0% SP: 23% Monster Class: Undead, Power Level 2250 Melee Attack: Slashing; Accuracy 407.0 (87.0% hit chance against player) Avoidance: Evade 520.0 (20.6% base chance vs player attack, 64.7% base chance vs player magic) Intercept: Parry 562.0 (24.2% base chance vs player attack) Resist 498.0 (50.1% base chance vs player magic (All above scans were conducted against monsters without Stun and without any Overwhelming Strikes active for at least a couple turns. My level 271 stats: 506.8 Accuracy, 206.9 Evade, 429.9 Block, 328.2 Parry, 370.2 Resist) edit #2: Bugs seem gone now. My newer tests (not shown in above log): Overwhelming Strikes is what makes Parry drop to 5.0%, which is the minimum cap. The minimum Parry is 0.0% for Stun. If the monster only has low parry to begin with, like ~300 for me, then it only takes one stack of Overwhelming to drop the monster parry to 5%. Typical monsters, it takes about Overwhelming Strikes x3 to drop the monster's effective parry to 5%. The Accuracy (counter-evade) boost of Overwhelming Strikes is very low, it's like maybe half of the counter-parry of Overwhelming Strikes x1. Aside from that, monster % parry perhaps looks slightly lower than expected, given their stats? (standard Evade=20%, standard Parry=25%, when Accuracy=Evade/Parry) QUOTE(Noni @ Longsword Destroyer)  2h arena, 85 rounds (schoolgirls): 2,477 turns. So that's 1,000 turns faster than yesterday! Very nice. I'm not advocating for anything, but just pointing out that if there was also a change to monster Parry/Evade since yesterday, then you might have improved even more than your measured ~1,000 turns. (Basara said above that he does feel a general weakening in his attacks versus monsters, and after playing more today I do suspect that monster Parry/Evade may have changed after all). This post has been edited by BlueWaterSplash: Nov 18 2025, 08:40
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