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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 18 2025, 03:17
Post #581
unitready



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I'm LV311~312 now.

Due to an early mistake, I missed one floor of the tower battle(Floor 32 at Nintendo monsters at level 320). I just finished today's tower run using my 1H set.
Here's my stats panel:
Mainhand Attack
4341 Void Damage
727.2 Accuracy
1.96x Crit Multiplier
15.2% Attack Speed Bonus
30.0% Overwhelming Strikes on hit
75.0% Counter-Attack on block/parry
Vitals
16312 Base Health
1378 Base Mana
979 Base Spirit
26 Mana Regen
8 Spirit Regen
Avoidance
361.6 Evade
651.5 Block
492.2 Parry
673.3 Resist
Damage Mitigation
69.1% Physical61.5% Magical0.0% Fire25.6% Cold19.0% Elec0.0% Wind0.0% Holy40.2% Dark23.2% Crushing 27.7% Slashing 13.3% Piercing
I used a Peeless Vampire Rapier (0/10/25) + Mag Tower Shield of Barrier (0/15/15), employing a playstyle that did not apply any debuffs.
As the following consumption:
Used: Regen: 9, Heartseeker: 3, Mana Draught: 10, Attack: 1168, Counter: 784, Vital Strike: 98, Spirit: 96, Health Draught: 13, Cure: 65, Mana Gem: 2, Mystic Gem: 1, Spirit Draught: 3, Health Potion: 3, Spirit Gem: 1, Health Gem: 1
My health bar remained quite unstable, requiring frequent Cure usage. Throughout the entire 41-round battle, I only evaded 83 times, parried 135 times, and blocked 241 times.
Seriously, this is Nintendo difficulty, not PFUDOR. My carefully prepared defensive setup feels like a joke. Even on X10 difficulty, it's still this nerve-wracking?


Done with today's 65Rounds arena at PFUDOR.
Scanning Jealous Girl Being Jealous... HP: 30471 / 74638 MP: 18% SP: 55%
Monster Class: Dragonkin, Power Level 2002
Melee Attack: Piercing; Accuracy 421.2 (81.2% hit chance against player)
Avoidance: Evade 548.0 (12.7% base chance vs player attack, 33.7% base chance vs player magic)
Intercept: Parry 616.0 (5.0% base chance vs player attack) Resist 642.0 (36.1% base chance vs player magic)
Resists:
Fire:+37%
Cold:+0%
Elec:+11%
Wind:+9%
Holy:+58%
Dark:+43%
Crushing:+25%
Slashing:+25%
Piercing:+0%
Monsters' accuracy isn't calculated as a 1:1 ratio against my evasion value, right?
My state
Mainhand Attack
4196 Void Damage
757.2 Accuracy
1.99x Crit Multiplier
16.1% Attack Speed Bonus
30.0% Overwhelming Strikes on hit
75.0% Counter-Attack on block/parry
Avoidance
380.1 Evade
499.1 Block
507.8 Parry
673.8 Resist
I used a Mag Dagger Battlecaster(0/15/15) + Ex Kite Shield Battlecaster(0/10/10) to enhance my debuff application.
Then I realized my Evade was utterly laughable against the monsters' accuracy.

To achieve a 20% evade chance against monsters with 420 accuracy, you need at least 420 evade points stacked. But who knows how many Mag/Legendary-quality shade armor pieces it takes to reach 420 evade while maintaining sufficient PMI and block?

This post has been edited by unitready: Nov 18 2025, 05:19
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post Nov 18 2025, 03:20
Post #582
RibbonsCan



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I don't think I'll be doing PFUDOR runs in the arena with making an attempt to fully forge a Mag Tower Barrier Shield, round 15 to 20 of PFUDOR is bringing me back to my old days of turtling for cures and sleep every few turns despite investing in defense. Tower is the same, with minimally forged and IWed gear. DEX has suddenly become important again. Level 300 is going to be a pain.

Tower scan
(IMG:[cdn.imgchest.com] https://cdn.imgchest.com/files/cef509cc8e70.png)
(IMG:[cdn.imgchest.com] https://cdn.imgchest.com/files/602085488a39.png)
(IMG:[cdn.imgchest.com] https://cdn.imgchest.com/files/6a646692a372.png)

This post has been edited by RibbonsCan: Nov 18 2025, 03:34
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post Nov 18 2025, 03:27
Post #583
teddy.bear



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QUOTE(unitready @ Nov 18 2025, 03:17) *

Avoidance
361.6 Evade
651.5 Block
492.2 Parry
673.3 Resist
I used a Peeless Vampire Rapier (IW10) + Mag Tower Shield of Barrier (IW15), employing a playstyle that did not apply any debuffs.


You have 100 more block than my leg force shield with IW 9 one forge and shielding plate...............................................................................................

Do you have any shielding/reactive armour? Can you post shield please, would like to see just how bad mine is in comparison...
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post Nov 18 2025, 03:50
Post #584
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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


After 10b's last patch,
1.
Just finished today's tower, level 330, IWBTH
It's definitely much harder than before. I needed to debuff them (only blind), and my spirit bar was still continuously decreasing. I also needed to cure myself more than Floor 32 without any debuff except IMP.
I have a peerless shield, and I feel much harder. A normal player might struggle.

2. Solved, see math below. it's indeed worse for melee/tower/IW players, unless the nerfed expected average debuff duration (I call it EADD below) is enough for you to kill the monster (especially if you're a mage, then you get buffed except tower/IW)
To sum up, you get less EADD, but a higher chance to land a debuff (including non-full duration debuff).
My math did not consider the chance of refreshing an existing debuff with a lower duration. So, the real EADD <= my calculated EADD

Monsters' resist seems a lot higher than before.
If the monster has the same resist chance as before, the average debuff duration should increase with the new debuff-resist mechanism. (after checking wiki, this assumption is wrong. See math below)
Unfortunately, I had more than 50% chance to land a debuff pre-patch, which means the monster had less than 50% resist chance.
Today, I feel like the monster has more than 80% resist chance, even though its scanned result showed about 34% chance. About 80% of my debuffs did not have full duration.
It might be a mistake in the calculation? Like, no matter the monster resists 1st roll or not, there gonna be 2rd roll for resist.
Or maybe I'm just unlucky (3 arena runs)?
Edit: After checking the wiki, yes, there are 3 independent rolls. Even if the first roll fails, there are still the 2nd and 3rd rolls. So, "about 80%" at least 1 successful resist roll is correct with 34-40% resist chance.
I don't know how debuff-resist works in pre-patch. I can only tell that the average debuff duration seems a lot lower.

MATH: expected debuff duration
[imgur.com] https://imgur.com/a/Xe7qaJa
As the resist chance grow with level, we're in more disadvantage

This post has been edited by l13763824039: Nov 18 2025, 06:42
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post Nov 18 2025, 03:52
Post #585
unitready



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QUOTE(teddy.bear @ Nov 18 2025, 09:27) *

You have 100 more block than my leg force shield with IW 9 one forge and shielding plate...............................................................................................

Do you have any shielding/reactive armour? Can you post shield please, would like to see just how bad mine is in comparison...


Magnificent Mithril Tower Shield of the Barrier with Lesser Featherweight Charm + Lesser Juggernaut Charm

Magnificent Cobalt Reactive Cuirass of Protection no charm

This post has been edited by unitready: Nov 18 2025, 03:55
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post Nov 18 2025, 04:06
Post #586
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QUOTE(unitready @ Nov 18 2025, 03:52) *

Magnificent Mithril Tower Shield of the Barrier with Lesser Featherweight Charm + Lesser Juggernaut Charm

Magnificent Cobalt Reactive Cuirass of Protection no charm


Bloody hell, that is almost 100 block more than my shield, Reactive also appears to have more block than shielding.
Barrier on tower shields and to a lesser extent kite shields make all other shields worthless....
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post Nov 18 2025, 04:24
Post #587
unitready



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QUOTE(teddy.bear @ Nov 18 2025, 10:06) *

Bloody hell, that is almost 100 block more than my shield, Reactive also appears to have more block than shielding.
Barrier on tower shields and to a lesser extent kite shields make all other shields worthless....


Reactive cuirass protection is to keep my PMI and physical mitigation.
All 5 shade set is a build that lack of PMI.

Prefix of Mithril on tower shield also very important,plus Featherweight Charm to reduce my burden,I can still got some evade point.
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post Nov 18 2025, 04:29
Post #588
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QUOTE(teddy.bear @ Nov 17 2025, 18:06) *

Bloody hell, that is almost 100 block more than my shield, Reactive also appears to have more block than shielding.
Barrier on tower shields and to a lesser extent kite shields make all other shields worthless....

Reactive is a random roll, Shielding is based on averages. If your Shielding has sub-average rolls, it's not going to be great compared to Reactive.

If you get a Reactive of Barrier, though? That's a gamechanger.
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post Nov 18 2025, 04:47
Post #589
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Yesterday my A Dance with Dragons was at 2900 rounds, today it's jumped to 3400 rounds. Is the update just relentlessly buffing monsters??
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post Nov 18 2025, 04:49
Post #590
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QUOTE(RibbonsCan @ Nov 18 2025, 04:29) *

Reactive is a random roll, Shielding is based on averages. If your Shielding has sub-average rolls, it's not going to be great compared to Reactive.

If you get a Reactive of Barrier, though? That's a gamechanger.


That is the problem with these changes, there is now way more shields and yet there is only 2 shields worth anything and they both require the barrier, tower maybe not as much, reactive armour also requires the barrier, I still have not found an upgrade to my crappy exq balance dagger.

I have found 8 mag 1h weapons and 1 leg, they are ox, switft, racoon, illith, banshee, slaughter(club), cheetah, balance(club) the leg is Legendary Fiery Club of the Raccoon. Look at that accuracy, assuming I wanted club which I don't I wouldn't hit anything with it... The parry is just as bad.

This post has been edited by teddy.bear: Nov 18 2025, 04:49
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post Nov 18 2025, 06:18
Post #591
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dark mage, battle data before and after change:

damage taken:
DwD: 3x hitting by monsters after change(1545/560), overall 10% evade and 10% parry after change, before change it was 64.8% evade and 28% parry. 50% more heals use after change
T&T(A75): 2x hitting by monsters after change(898/429), overall 5.9% evade and 10% parry after change, before change it was 53.4% evade and 30.2% parry

debuff:
no completely resisted found. before the change there were no debuffs resisted too, that may be a bug or maybe I just miss the keyword. no different in debuffs use, as the duration is no a problem to mage, but it may a problem to melee.

damage spells:
19.6% resisted in DwD and 25% resisted in A75, before change they were about 14.5% to 15%. overall +10%~+16% turns after change

This post has been edited by what_is_name: Nov 18 2025, 10:36
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post Nov 18 2025, 06:24
Post #592
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QUOTE(teddy.bear @ Nov 17 2025, 18:49) *

That is the problem with these changes, there is now way more shields and yet there is only 2 shields worth anything and they both require the barrier, tower maybe not as much, reactive armour also requires the barrier

Frankly, I'm just sucking it up and buying interesting things to test this season. Axes are cheap? Buy the Mag Eth Axe of Balance that no one wants and go to town to see exactly how bad it was, but it was very servicable compared to my Sup Eth Shortsword. I'm going to fully forge it and compare it to a Mag Eth Slaughter Axe later when I replace it for runs, see how big of an impact that player Accuracy has versus raw damage.

QUOTE(a379808848 @ Nov 17 2025, 18:47) *

Yesterday my A Dance with Dragons was at 2900 rounds, today it's jumped to 3400 rounds. Is the update just relentlessly buffing monsters??

Tenboro fixed two bugs:
- damage bugs that added 25% damage instead of 2.5% per chaos upgrade point
- accuracy bugs that capped monster accuracy to 100

The accuracy is a bigger buff then the raw damage, glancing hits is death by papercuts that you have to heal with pots consistently.
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post Nov 18 2025, 07:06
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Iris Strike blind duration
--The blind duration cause by Iris Strike was same duration as blind debuff, Iris Strike blind duration in persistant is longer, was this intended ? also consider longer the Spreading Poison from Backstab, for boss mob with long hp.

IW difficulty
--For the early IW level, I think the IW should provide option to choose higher difficult, instead of only allow to play lower difficult then PFUDOR, mainly for better exp and drop, IW also use stamina.

Element Proof Charm
--The element proof charm effect seem like too small, think it need some additional effect to make it useful a bit, something like make proof charm related to weapon element strike or spike shield in some way or a little bit defense affect like hp or magical/physical mitigation, example could be higher chance for a particular spike shield to trigger or better spike shield effect. I think rainbow proof armor is fun to see.

Scroll of Absorption
--Maybe make it shorter cool down, no one want it and it was so dirt cheap in market.

The charm list in market
--Charm list too long, and the world seed was at bottom, how about another tab specifically for charm in market.

This post has been edited by uyrth02: Nov 18 2025, 07:10
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post Nov 18 2025, 07:39
Post #594
unitready



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QUOTE(uyrth02 @ Nov 18 2025, 13:06) *


IW difficulty
--For the early IW level, I think the IW should provide option to choose higher difficult, instead of only allow to play lower difficult then PFUDOR, mainly for better exp and drop, IW also use stamina.



I think this is perfectly reasonable.
Each battle allows selecting difficulty levels from X1 to X25 (corresponding to the final 25th round of Peerless), with IW experience multipliers differentiated accordingly, and the progress bar determining IW level.
This way, even if my gear isn't great enough to beat the ultimate difficulty at level 1000 (PFUDOR +250%), I can opt for the intermediate difficulty at level 500 (PFUDOR), which just requires more turns and more time.
I don't think the new IW system needs to force players onto a narrow path, right?

For example, if I've currently cleared Round 20 and need to progress to Rounds 21–25, but choose Round 20 instead of the current round's difficulty:
I need to complete Round20 3-times to reach the Round21's progress bar;
I need to complete Round20 9-times to reach the Round22's progress bar;
I need to complete Round20 27-times to reach the Round23's progress bar;
I need to complete Round20 81-times to reach Round24's progress bar;
I need to complete Round20 243-times to reach Round25's progress bar.

The reason I chose the 3x multiplier is inspired by the 1:30 ratio between earthquake intensity and energy.

This post has been edited by unitready: Nov 18 2025, 07:56
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post Nov 18 2025, 08:50
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IW is supposed to be an equipment enhancement system, not another “abyss-level” challenge that ends up being harder than the main game combat.
Since enhancing equipment already requires materials and time, the difficulty should not exceed the game’s highest 20. Ideally, it should scale like the Arena—by increasing the number of monsters—rather than inflating enemy stats to the point where players can’t even complete the enhancement run.

Enhancing gear is already a high-cost system. Players pay credits, materials, and time, so IW doesn’t need to be designed as content that is harder than the main battles. When players enter IW, their goal is to strengthen their equipment, not to clear a dungeon that exceeds their combat capability.

If enhancing gear requires players to defeat a dungeon whose difficulty is higher than the maximum difficulty available in normal gameplay, I personally think that is unreasonable.
After paying materials and credits, the design should simply require players to clear a certain number of stages to finish the enhancement. The difficulty should be low enough that anyone can complete it without struggle.

If the difficulty really has to remain this high, then there should at least be an option to directly unlock equipment potentials with credits. This would give players more flexibility.
Since charms can be traded on the market, players who enjoy difficult challenges can farm the charms themselves, while players who don’t want to spend time on the dungeon can simply unlock the potentials with credits instead.

IW is merely an equipment-enhancement system, not content meant for pushing players into difficult challenges.
The only thing it should consider is how much cost the player needs to pay.
If the process itself feels difficult or punishing, then it is simply a very bad design.

When the enhancement system hadn’t been changed yet, strengthening equipment stats only required materials.
The extra stats had to be obtained from the Item World, but they were random.
Now, however, base stat enhancement is tied together with extra stats — you must clear the Item World before you can enhance equipment. The randomness is still there, except the extra stats have been turned into tradeable charms, and the Item World is even harder than before.

I suggest that strengthening equipment stats should not require running the Item World.
The Item World should be used only to unlock equipment potential, and equipment potential should exist solely to unlock charm slots. That should be the only reason to run the Item World.

Bundling these two systems together is actually more troublesome than the old enhancement system, and the Item World is more difficult than before. The only real change is that the random extra stats have simply been turned into tradeable charms—nothing more.

This post has been edited by xiboly: Nov 18 2025, 10:33
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post Nov 18 2025, 09:43
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An update to my previous post.

"A Dance with Dragons" before and after. I lost 400~ Counters and gained 100+ Cures. The inconsistency of applying Penetrated Armour after the change forces me to use Imperil even with a Rapier. A subpar geared Mage clears that arena in 10~ minutes in the current Isekai. Again, I am aware that this is not a balance update. Just a comparison.

(IMG:[cdn.discordapp.com] https://cdn.discordapp.com/attachments/797571997017702401/1440244523442901096/dancewithdragons.png?ex=691d73bc&is=691c223c&hm=b8970ef8247122657803ae3708641dedfc956e9643bc5906b74ba9fbede9c441)

This post has been edited by Ramaki: Nov 18 2025, 10:40
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post Nov 18 2025, 11:07
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Pushed another small update.

- When overwriting an existing effect, the current remaining tick timer is now added to the effect. Let me know if you notice any weird side-effects of this.

- Monsters now switch to a logarithmic base accuracy formula above 500 DEX/WIS, which should significantly curtail accuracy at higher monster levels. (I don't expect this to be the final revision.)

- Immobilize now reduces natural resist by 25%, and the Better Immobilize abilities will further increase it to 50%.

- Channeling now also grants 100% counter-resist, so the channeled spell cannot be resisted.
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post Nov 18 2025, 11:27
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QUOTE(Tenboro @ Nov 18 2025, 11:07) *

Pushed another small update.

- When overwriting an existing effect, the current remaining tick timer is now added to the effect. Let me know if you notice any weird side-effects of this.

- Monsters now switch to a logarithmic accuracy bonus formula above 500 DEX/WIS, which should significantly curtail accuracy at higher monster levels. (I don't expect this to be the final revision.)

- Immobilize now reduces natural resist by 25%, and the Better Immobilize abilities will further increase it to 50%.

- Channeling now also grants 100% counter-resist, so the channeled spell cannot be resisted.


Any chance of looking at the very large differences in numercial block between shields, as well as numerical accuracy and parry on weapons which only grow as the levels increase. Numerical evade as well, I think that the contribition of stats vs actual bonus from equipment is imbalanced with far too much being contributed by stats, considering the narrow numerical range that the vaoidance cap has of just 300 it makes a difference of 100 massive.
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post Nov 18 2025, 11:27
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I think the high-level IW difficulty in ISK is fine after the last update. The same goes for the Spark cooldown at the start of the season—that was a good design choice, too. We don't need to cling to the old idea that X20 farming or full IW are essential, especially at low levels. Of course, a better approach, and one that players would likely accept, would be to introduce an X25 mode to alter the name X20+.

The high-level IW difficulty now feels like a prelude to the floor 100 tower. This new resist mechanic is brilliant. In this context, I believe it creates a healthy dynamic: the majority of players can rest after reaching floor 50, while a dedicated few can challenge themselves by climbing to floor 100. This is far more compelling than the old era where anyone could floor 100 with low-tier gear and minimal investment.

To improve the playability of climbing the tower, I hope Tenboro can reduce the total number of tower rounds and impose some limits on powerful consumables like Vases and Bubble Gems. Of course, what's even more crucial is to rebalance the rewards to match the current difficulty. While I doubt anyone can reach Floor 100 yet, appropriately increasing the ISK tower rewards would be a great start, for instance, granting players temporary attack and defense buffs in the presistent based on their highest floor cleared would be a fantastic incentive.
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post Nov 18 2025, 11:32
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While very nice I don't think you intended overwhelming strikes to be infinate, at 8 rounds in I have a stack of 96.
edit 371 at round 27, hope it wont trigger an overflow error as am in DWD

This post has been edited by teddy.bear: Nov 18 2025, 11:37
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