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HentaiVerse Isekai 2025 Season 2, With Update 91 Preview |
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Nov 18 2025, 11:59
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Byza
Group: Gold Star Club
Posts: 899
Joined: 2-July 16

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In my testing since yesterday and today, one handed seems to be the most impacted by the avoidance changes, and reaching significant avoidance doesn't seem too achievable, requiring a lot of extra heals and significantly increasing clear times. I'm sort of at the level in which people start "needing" to play PFUDOR (>300) so I can't really "drop the difficulty and call it a day" which is what I would happily do otherwise. I'll also add that this clear speed is really concerning for the new, leveling players that don't play with our level of knowledge and will absolutely not love the first time they click the level 300 arena "if" they can clear it. I love that we can stack debuffs and buffs right now. Hopefully that stays, because it's hilarious on top of useful. I'll add the now classic hit% chance, for a 1h light build, which relies pretty heavily on avoidance. (IMG:[ i.imgur.com] https://i.imgur.com/gE9b8l6.png) Level 302 Avoidance [ i.imgur.com] (all stats here)400.5 Evade 455.3 Block 445.7 Parry 819.2 Resist QUOTE(Ming28561 @ Nov 18 2025, 10:27)  I think the high-level IW difficulty in ISK is fine after the last update.
My impression is entirely the opposite. "Every player needs to clear IW for all their equipment". IW is not a place to experience hard fights for the sake of it, in the same way this isekai season is not just another isekai season but a place to test how persistent will be in the near future. And right now, you need to consider the new player that is building his first decent melee set needs to be able to clear, eventually, the high levels of every equipment they are using. IW is supposed to be available to those players. Right now, IW gets incredibly hard very quickly. The game is not supposed to get harder, and upgrading your first legendary equipment to "usable levels" is outright impossible for a new player with moderate game knowledge and hand-me-down quality equipment. Which is, btw, the quality of equipment you have while doing your IWs for the first time. We will not suffer while IWing our equipment in persistent, but the new players will.
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Nov 18 2025, 12:05
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Tenboro

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QUOTE(teddy.bear @ Nov 18 2025, 10:27)  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. That's still on the to-do list, yeah. QUOTE(teddy.bear @ Nov 18 2025, 10:32)  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
Yeah, that's a bit silly. I changed the effect extension to only apply for castable debuffs. PS: I don't think accuracy is working correctly right now, I was re-testing something and the numbers don't look right. Checking on this.
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Nov 18 2025, 12:07
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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QUOTE(Tenboro @ Nov 18 2025, 12:05)  Yeah, that's a bit silly. I changed the effect extension to only apply for castable debuffs.
Could we keep the affect on player cast spells like regen etc, as that was very nice.
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Nov 18 2025, 12:37
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Tenboro

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Made some further tweaks to the monster accuracy curve. Also the accuracy bonus from chaos upgrades was lowered to 1% per pip to make it less extreme. QUOTE(Byza @ Nov 18 2025, 10:59)  I love that we can stack debuffs and buffs right now. Hopefully that stays, because it's hilarious on top of useful. QUOTE(teddy.bear @ Nov 18 2025, 11:07)  Could we keep the affect on player cast spells like regen etc, as that was very nice. I guess we can do that, sure. Added castable buffs to the whitelist.
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Nov 18 2025, 12:49
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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QUOTE(Tenboro @ Nov 18 2025, 12:37)  Made some further tweaks to the monster accuracy curve. Also the accuracy bonus from chaos upgrades was lowered to 1% per pip to make it less extreme. I guess we can do that, sure. Added castable buffs to the whitelist.
Nice, also is force shield upgrade supposed to be metals?
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Nov 18 2025, 13:03
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Byza
Group: Gold Star Club
Posts: 899
Joined: 2-July 16

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QUOTE(Tenboro @ Nov 18 2025, 11:37)  Made some further tweaks to the monster accuracy curve. Also the accuracy bonus from chaos upgrades was lowered to 1% per pip to make it less extreme. I guess we can do that, sure. Added castable buffs to the whitelist.
Many thanks. I think most players feel using overcharge on long buffs very satisfying, so this really adds up, lol. Quick follow up on some player numbers on the most recent changes if you want them, sorry for monopolizing: Reliably 10% to 15% less enemy hit% for the same build, level, etc. I also see more parry, stun, etc. (IMG:[ i.imgur.com] https://i.imgur.com/yITJzuO.png) Level 302 Avoidance [i.imgur.com] [ i.imgur.com] (all stats here)400.5 Evade 455.3 Block 445.7 Parry 819.2 Resist On my build quality it feels that arenas are borderline playable without deprecation. The main issue is an extremely jumpy healthbar, lining up with nezu's comments before QUOTE(Nezu @ Nov 17 2025, 16:33)  QUOTE(Nezu @ Nov 9 2025, 03:46)  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. Thanks again This post has been edited by Byza: Nov 18 2025, 13:10
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Nov 18 2025, 13:19
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unitready
Group: Catgirl Camarilla
Posts: 2,571
Joined: 22-May 10

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QUOTE(Tenboro @ Nov 18 2025, 18:37)  Made some further tweaks to the monster accuracy curve. Also the accuracy bonus from chaos upgrades was lowered to 1% per pip to make it less extreme. I guess we can do that, sure. Added castable buffs to the whitelist.
Wonderful,sir!
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Nov 18 2025, 13:28
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BlueWaterSplash
Group: Members
Posts: 3,518
Joined: 15-March 11

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I don't know what the new monster Accuracy curve is like, but it's possible that it's still not giving us the prior Persistent amount of Block/Parry and we might naturally feel more stable in our health bar if were eventually adjusted further (note: I'm not saying that we necessarily have to match prior Persistent numbers). Even if we don't die, if we still "feel weak" and think we should be more survivable with the quality of equipment owned, then Accuracy might be adjusted even further later.
One issue is that it can be hard to judge how survivable we are compared to our Persistent selves if our gear is not the same anymore (mixing Light and Heavy armor, etc). We also are lower level than Persistent, etc.
Minor request. Or not really a request, but with the infinite stacking Overwhelming Strikes problem, this is as good a time as any to bring it up.
One of the reasons that has always caused Overwhelming Strikes to expire is that it can't get afflicted in the turn you KO a monster. With the changes to BW and PA, perhaps this quirk could also be removed. This quirk encourages letting monsters bleed out or die by counter attack (so you don't have to land the KO) and penalizes a player who does too much damage and KOs monsters quickly (DD9, PA, etc). And now that auto scripts will be allowed, they could also play a role in this.
(In my opinion, having Overwhelming Strikes expire is actually a good thing. We don't want 1H to be too strong like that, and Overwhelming Strikes plays an intricate role in Haste balance. But I'm not sure it ever made sense that Overwhelming Strikes expires because you KO monsters).
This post has been edited by BlueWaterSplash: Nov 18 2025, 13:35
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Nov 18 2025, 13:50
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Tenboro

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QUOTE(teddy.bear @ Nov 18 2025, 11:49)  Nice, also is force shield upgrade supposed to be metals? Yes. At least until we add unobtainium or whatever. QUOTE(Byza @ Nov 18 2025, 12:03)  Quick follow up on some player numbers on the most recent changes if you want them, sorry for monopolizing:
Reliably 10% to 15% less enemy hit% for the same build, level, etc. I also see more parry, stun, etc. Cool, thanks for confirming. QUOTE(Byza @ Nov 18 2025, 12:03)  On my build quality it feels that arenas are borderline playable without deprecation. The main issue is an extremely jumpy healthbar, lining up with nezu's comments before 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. There are various things that are based on a multiplier of the health bar so it's not quite as easy as "just increase health lol" but we might be able to increase some HP bonuses. QUOTE(BlueWaterSplash @ Nov 18 2025, 12:28)  One of the reasons that has always caused Overwhelming Strikes to expire is that it can't get afflicted in the turn you KO a monster. With the changes to BW and PA, perhaps this quirk could also be removed. This quirk encourages letting monsters bleed out or die by counter attack (so you don't have to land the KO) and penalizes a player who does too much damage and KOs monsters quickly (DD9, PA, etc). And now that auto scripts will be allowed, they could also play a role in this. Wasn't actually aware of that being a thing, but yeah, that's not really working as intended. Should be fixed now.
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Nov 18 2025, 13:52
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a379808848
Group: Gold Star Club
Posts: 281
Joined: 23-June 14

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QUOTE(BlueWaterSplash @ Nov 18 2025, 19:28)  I don't know what the new monster Accuracy curve is like, but it's possible that it's still not giving us the prior Persistent amount of Block/Parry and we might naturally feel more stable in our health bar if were eventually adjusted further (note: I'm not saying that we necessarily have to match prior Persistent numbers). Even if we don't die, if we still "feel weak" and think we should be more survivable with the quality of equipment owned, then Accuracy might be adjusted even further later.
One issue is that it can be hard to judge how survivable we are compared to our Persistent selves if our gear is not the same anymore (mixing Light and Heavy armor, etc). We also are lower level than Persistent, etc. Minor request. Or not really a request, but with the infinite stacking Overwhelming Strikes problem, this is as good a time as any to bring it up.
One of the reasons that has always caused Overwhelming Strikes to expire is that it can't get afflicted in the turn you KO a monster. With the changes to BW and PA, perhaps this quirk could also be removed. This quirk encourages letting monsters bleed out or die by counter attack (so you don't have to land the KO) and penalizes a player who does too much damage and KOs monsters quickly (DD9, PA, etc). And now that auto scripts will be allowed, they could also play a role in this.
(In my opinion, having Overwhelming Strikes expire is actually a good thing. We don't want 1H to be too strong like that, and Overwhelming Strikes plays an intricate role in Haste balance. But I'm not sure it ever made sense that Overwhelming Strikes expires because you KO monsters).
You're way too overpowered with your weapons and gear—I wish you'd go naked to slay monsters!
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Nov 18 2025, 14:17
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lhv520045
Group: Catgirl Camarilla
Posts: 946
Joined: 10-July 12

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QUOTE(Tenboro @ Nov 18 2025, 17:07)  - Immobilize now reduces natural resist by 25%, and the Better Immobilize abilities will further increase it to 50%.
Immobilize still seems like an absolute nerf compared to MagNet. Warriors will actively or passively stun monsters and never consider using Immobilize to limit their evasion. Mages prefer using it to reduce monster resistance to 0; otherwise, they'll simply cast more offensive spells. Without improving its long cooldown and limited target count, or reverted to the original Magnet, fewer players will use it.
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Nov 18 2025, 14:59
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dbte
Group: Catgirl Camarilla
Posts: 132
Joined: 8-October 12

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QUOTE(Tenboro @ Nov 18 2025, 11:37)  I guess we can do that, sure. Added castable buffs to the whitelist.
Absolutely love this change.
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Nov 18 2025, 17:20
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lhv520045
Group: Catgirl Camarilla
Posts: 946
Joined: 10-July 12

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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%.
QUOTE(Tenboro @ Nov 18 2025, 17:07)  - 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.)
(IMG:[ i.imgur.com] https://i.imgur.com/ODyEOvq.png) (IMG:[ i.imgur.com] https://i.imgur.com/dSMdD0P.png) Despite the current IW monsters being significantly lower level than last season's 100 Floor Tower, their resistance remains incredibly strong. The frequency of debuffs being completely ineffective has increased significantly. Now, applying at least one Weaken effect to monsters within the same range requires over three times the number of turns. Moreover, the duration of debuffs applied to certain monsters has been drastically reduced to single digits—and these are the strongest monsters among them, which are also the ones most urgently in need of weakening. In extreme cases, debuff durations between monsters can differ by over 200 turns. Under these conditions, Sleep effects also last extremely briefly. With the counter-resistance effect now weakened, extending the Sleep duration of sleeping monsters has become difficult, or even impossible. And now Sleep's effects are already so terrible, it's hard to imagine how crappy Immobilize—with its weaker counter-resistance—has become. This post has been edited by lhv520045: Nov 19 2025, 09:38
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Nov 18 2025, 18:37
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Ramaki
Group: Gold Star Club
Posts: 605
Joined: 18-June 15

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I have done an arena after the last update. It is better. Somewhat. The number of Counters appears to be lower than after the initial accuracy patch. Which is a bit baffling. But it is understandable that the number is low overall since I am at approximately 35%~ Parry and 50%~ Block against PFUDOR monsters of my level. Please, do let me know if I should refrain from posting images such as this one. [ imgur.com] CountersThis post has been edited by Ramaki: Nov 18 2025, 19:28
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Nov 18 2025, 21:32
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wankmasta
Newcomer
 Group: Members
Posts: 26
Joined: 29-January 12

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Weaken is back to tolerable. Stacking regen is a nice improvement for when I get channeling I have no other use for.
Scan says enemies had ~80% odds of hitting me in PFUDOR arena in my 1h light gear. Though I am not certain what that means. Average odds of bypassing any of my avoidance checks?
Arena is at least viable to keep doing, and maybe with PFUDOR I can get some better gear. But I suspect tower will have to wait for more levels and drops. Shame to lose the shared 1st rank though.
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Nov 18 2025, 22:58
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Noni
Group: Catgirl Camarilla
Posts: 13,755
Joined: 19-February 16

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thanks for all the tweaks and changes!
2h seems similar to DW on normal arena's but on SG still a bit slower, but not by much. This time I only used Rending Blow, for the Penetrated Armor, and imperil on the SGs. 85 round arena 2.35k turns, 15 minutes. That's quite good already. What would be great is to be able to do more damage still, to get 2h on par with DW. But for normal arena's I don't really see the need. So a Truly Great Cleave could be the solution, still. Great Cleave does about the same damage as Rending Blow but only 1 target. That's not, well, great. if that would be doubled or trippled it would still be less total damage than Rending Blow and then it could be used against Schoolgirls.
However, all in all, at least 2h is now a viable style already, and perfection is the enemy of good. So yeah I'm sure there are other priorities to tackle first.
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Nov 19 2025, 04:38
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RibbonsCan
Group: Members
Posts: 595
Joined: 1-November 13

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Is Shadowdancer still just Fleet but better? Fleet doesn't even have better Weapon Accuracy or Evade to trade-off against other pre-fixes. It seems as vanilla as before.
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Nov 19 2025, 05:26
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teddy.bear
Group: Members
Posts: 902
Joined: 20-December 09

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QUOTE(RibbonsCan @ Nov 19 2025, 04:38)  Is Shadowdancer still just Fleet but better? Fleet doesn't even have better Weapon Accuracy or Evade to trade-off against other pre-fixes. It seems as vanilla as before.
Legendary Zircon Shade Boots of the ShadowdancerMagnificent Cobalt Shade Boots of the FleetHonestly shadowdancer feels kinda underwhelming really given how much it has been IW with 2 forges, if I had enough accuracy for the crit dmg bonus to really matter maybe it would be different. This post has been edited by teddy.bear: Nov 19 2025, 05:31
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Nov 19 2025, 07:26
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what_is_name
Group: Gold Star Club
Posts: 1,135
Joined: 5-May 19

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QUOTE(what_is_name @ Nov 18 2025, 12:18)  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
battle datas after yesterday's change: damage taken: DwD: 1440 hitting by monsters (1545/560 before yesterday'change/2days ago), overall 20.7% (10%/64.8%) evade and 14.9% (10%/28%) parry T&T(A75): 715 hitting by monsters after change(898/429), overall 12.7% (5.9%/53.4%) evade and 11.3% (10%/30.2%) parry TW34(43 rounds IWBTH, Monster Level 340): 910 hitting by monsters, overall 9.5% evade and 10.4% parry spells dealt: DwD: 18.8% resisted (19.6%/14.5%) similar clear turns to yesterday A75: 23.4% resisted (25%/15%) TW34(43 rounds IWBTH, Monster Level 340): 34.1% resisted little better than before yesterday's change, but still the monster have far higher acc than 2 days ago. I don't know if that's normal for arena, but at least I think the strength of monster in Tower is not normal, the LV340 monsters @IWBTH is not suppose to that stronger than LV318 monsters @ PFUDOR This post has been edited by what_is_name: Nov 19 2025, 07:34
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