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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 19 2025, 09:25
Post #621
teddy.bear



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QUOTE(what_is_name @ Nov 19 2025, 07:26) *

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


Scan some of the monsters and you will see part of the problem. I am lvl 314, monster parry evade around 660 my accuracy 785, their accuracy just under 300 i think, with
286.9 Evade
563.8 Block
444.0 Parry
I should have almost max block now with decent parry and usefull evade however I still get hit constantly. They don't really hurt much but regen can't keep up so in later rounds it's cure, wack a few, cure wack a few, etc.
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post Nov 19 2025, 10:17
Post #622
teddy.bear



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Tenboro could the avoidance calculations be changed such that if an attack is partially avoided by the first avoidance roll, it reduces the chance of breaking through the rest of the avoidance rolls. For example, if an attack is partially blocked the chance of it being parried and or resisted would increase depending on how much it was blocked. Right now it just seems we get partially hit far too much.
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post Nov 19 2025, 13:18
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Not a bug, but a feature request if it's trivial enough

When finishing an IW, it takes you back to the IW page, but could it be set so it goes to the corresponding tab of the equip you finish the IW for?

So for example, if I IW a 2h weapon, after ending the battle, it takes me to the 2h tab on the IW page, instead of defaulting to 1h. Even better if the equip can just be automatically selected to enter IW again
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post Nov 19 2025, 13:50
Post #624
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Could you please put all the updates in the OP?(IMG:[invalid] style_emoticons/default/blush.gif)

This post has been edited by mirroricecola: Nov 19 2025, 13:51
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post Nov 19 2025, 15:10
Post #625
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"It will also roll twice"
" To-Hit, Block, Parry and Resist rolls now happen independently, which means it is possible to evade+block+parry the same attack"

Does this not mean that monsters actually get 6 chances to hit us each time, 8 if its a spell? Before depnding on which avoidance was calculated first a succesfull avoidance means attack is stopped no further avoidance calculations occur, now each avoidance gets rolled twice, there is no circuit breaker where if 1 avoidance was successful all further rolls are stopped and no dmg is dealt.

I think that the avoidance cap for block and parry needs to be increased to beyond 75% given that block and parry each have 2 rolls to hit us. Evade has 80% chance to avoid attack at max, meaning evade has a better chance of avoidance for us than block or parry. Could you try 80% for block and parry and see if there are as many attacks getting through.

Edit. On further though the chances for resist act as dmg reduction for us like how they used to, but we still went from having 3 chances to AVOID an attack to having 6 chances to be HIT by an attack.

This post has been edited by teddy.bear: Nov 19 2025, 15:39
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post Nov 19 2025, 17:15
Post #626
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Can you reveal the exact details of the current Accuracy vs Block/Parry/Evade/Resist mechanics?
According to my scan logs, the Block/Parry calculations don't match the update notes.
Example: Accuracy 734 vs Monster Parry 680, Expected Parry chance is ~24%, but scan shows 22.7%.
-0.12*734/680+0.37=0.2405
-0.12*834/780+0.37=0.2417
[www.desmos.com] https://www.desmos.com/calculator/0m3joa8qeh
This seems mathematically incorrect. Is there a hidden modifier? If players are subject to the same math, our survivability is being nerfed.

By the way, logarithms seem to work better?—at least we won't feel like the difficulty spikes when facing enemies with similar attributes.

Also, a note on premature rounding causing decimal deviations.
Example: Magic Acc 216 vs Resist 480
(480 / 316) * 25 = 37.97
But the scan shows 38% instead of the 38.0%.
This implies:
25 * 216 / (216 + 100) = 17.08 (Rounded to 17.1)
17.1 * 480 / 216 = 38
In other cases, this causes slight deviations.

QUOTE(teddy.bear @ Nov 19 2025, 21:10) *

Does this not mean that monsters actually get 6 chances to hit us each time, 8 if its a spell?

Spells can't be parried, so it's also 6.

However, this concern is indeed valid.

The damage reduction formula remains largely unchanged from before, except for the number of attacks.
As Nezu stated: What kills us isn't depleted health, but depleted mana or spirit.
2 massive damage hits + 4 attacks below SP shield threshold would drain 40% of our SP.
Under the new system, 1 massive damage hit + 2 massive glancing hits + n attacks below SP shield threshold would drain 60% of our SP.

In the past, Spark of Life negated massive damage. However, the new Glancing mechanic now causes us to trigger Sparks more frequently but with lower returns—since single instances of massive damage are being dispersed.
Now our HP fluctuates more often, which further drives up the frequency of triggering Sparks.

This is a unpleasant vicious cycle, especially for The Tower. The current Floor 50 is likely comparable to Floor 60, 70, or even higher from last season.

To achieve true balance, our HP or mitigation should be increased until SP consumption slows to the same level as the old system.
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post Nov 19 2025, 18:35
Post #627
Tenboro

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The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.

QUOTE(Shank @ Nov 19 2025, 12:18) *
When finishing an IW, it takes you back to the IW page, but could it be set so it goes to the corresponding tab of the equip you finish the IW for?


Can probably finagle that, yeah.
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post Nov 19 2025, 18:44
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QUOTE(teddy.bear @ Nov 19 2025, 08:10) *

"It will also roll twice"
" To-Hit, Block, Parry and Resist rolls now happen independently, which means it is possible to evade+block+parry the same attack"

Does this not mean that monsters actually get 6 chances to hit us each time, 8 if its a spell? Before depnding on which avoidance was calculated first a succesfull avoidance means attack is stopped no further avoidance calculations occur, now each avoidance gets rolled twice, there is no circuit breaker where if 1 avoidance was successful all further rolls are stopped and no dmg is dealt.

I think that the avoidance cap for block and parry needs to be increased to beyond 75% given that block and parry each have 2 rolls to hit us. Evade has 80% chance to avoid attack at max, meaning evade has a better chance of avoidance for us than block or parry. Could you try 80% for block and parry and see if there are as many attacks getting through.

Edit. On further though the chances for resist act as dmg reduction for us like how they used to, but we still went from having 3 chances to AVOID an attack to having 6 chances to be HIT by an attack.

Partially right.

If any two rolls of evade/block/parry passed, the remaining 4 rolls from other avoidance don't matter. two rolls must come from the same avoidance type.

The expected damage taken is the same as before if you have the same block/parry/evade chance. But more smooth. Check this proof

Also as 10b stated
QUOTE(Tenboro @ Nov 19 2025, 11:35) *

The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.


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post Nov 19 2025, 18:57
Post #629
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I've noticed that attacks partially evaded/parried by monsters significantly reduce the trigger rate of the club's stun procs, and this happens quite frequently. Sometimes, I need to attack seven or eight times to stun the monster.
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post Nov 19 2025, 20:22
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QUOTE(lhv520045 @ Nov 6 2025, 16:59) *

https://ehwiki.org/wiki/Spells#Supportive
Spirit Damage = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)

Assuming that each instance of damage received can still trigger Spirit Shield after being multiplied by 25%, and the number of damage instances remains fixed, the current damage formula would actually result in a significant increase in both the number of damage instances received and the total damage taken, drastically reducing player survivability.

QUOTE(剑行血间 @ Nov 19 2025, 23:15) *

The damage reduction formula remains largely unchanged from before, except for the number of attacks.
As Nezu stated: What kills us isn't depleted health, but depleted mana or spirit.
2 massive damage hits + 4 attacks below SP shield threshold would drain 40% of our SP.
Under the new system, 1 massive damage hit + 2 massive glancing hits + n attacks below SP shield threshold would drain 60% of our SP.

In the past, Spark of Life negated massive damage. However, the new Glancing mechanic now causes us to trigger Sparks more frequently but with lower returns—since single instances of massive damage are being dispersed.
Now our HP fluctuates more often, which further drives up the frequency of triggering Sparks.

This is a unpleasant vicious cycle, especially for The Tower. The current Floor 50 is likely comparable to Floor 60, 70, or even higher from last season.

To achieve true balance, our HP or mitigation should be increased until SP consumption slows to the same level as the old system.

QUOTE(Tenboro @ Nov 20 2025, 00:35) *

The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.

The trigger of Spark of Life and the resulting Cloak of the Fallen effect and Spirit Shield formula should also be considered, along with SP consumption. Compared to the previous version, even if the total damage dealt by monsters within the same turn remains unchanged, the number of hits players take and the damage per hit under the current mechanism—when Spark of Life and Spirit Shield are active—differ entirely from before. Consequently, the actual total damage dealt to players and the total SP consumed also differ completely. Moreover, SP consumption directly determines whether Spark of Life and Spirit Shield activate.

Or consider this: with Spark of Life and Spirit Shield active as the foundation, stabilize the damage taken and SP consumption each turn while stabilizing Spark of Life's trigger frequency. Might this be a better approach?

This post has been edited by lhv520045: Nov 19 2025, 20:52
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post Nov 19 2025, 21:11
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- 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.

QUOTE(lhv520045 @ Nov 18 2025, 17:20) *

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.


Deprecating spell durations are just all over the place now, even from the recipients of the same cast. I know it's as planned, but feels so bad.
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post Nov 19 2025, 21:30
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QUOTE(Tenboro @ Nov 19 2025, 18:35) *

The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.

QUOTE(l13763824039 @ Nov 19 2025, 18:44) *

Partially right.

If any two rolls of evade/block/parry passed, the remaining 4 rolls from other avoidance don't matter. two rolls must come from the same avoidance type.

The expected damage taken is the same as before if you have the same block/parry/evade chance. But more smooth. Check this proof

Also as 10b stated

I don't understand the probability of multiple events so I will not argue a point I don't understand, however for heavy armour vs light armour, light has 80% evade chance wheras block and parry max at 75%, so 1 in 4 vs 1 in 5. Why is evade given a higher avoidance?

Edit. One thing I have noticed is that since monster dmg was fixed this has significantly reduced my spirirt consumption vs previous season making spirit shield less effective than before. So while we may be taking the same amount of dmg as before spirit shield was negating a lot more of that dmg. i think that needs to be taken into consieration.

This post has been edited by teddy.bear: Nov 19 2025, 21:42
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post Nov 19 2025, 23:25
Post #633
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QUOTE(Tenboro @ Nov 20 2025, 00:35) *

The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.
Can probably finagle that, yeah.



QUOTE(JFzz @ Nov 20 2025, 03:11) *

- 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.
Deprecating spell durations are just all over the place now, even from the recipients of the same cast. I know it's as planned, but feels so bad.

The current mechanism may be designed to equalize situations where Deprecating spells are either fully effective or completely ineffective. But even setting aside the incredibly high resistance of high-level monsters, this system is fundamentally flawed.

In many cases, I require—and need only—a single equivalent of a fully effective Deprecating spell to ensure my survival. Compared to before, I now need to spend more turns to achieve a single instance of a Deprecating spell fully taking effect—after all, this mechanism exists precisely for that purpose.

For clarity, consider the following situation. Assuming resistance and other factors keep the probability of Deprecating spell A taking effect constant, and it provides 20 turns of effect when fully effective, I now need it to last at least 16 turns on a specific monster, as I will kill it within those 16 turns. Under the old mechanism, the duration of A on the monster after each cast might be: +0t...+0t...+20t. Under the current mechanism, the duration might be: +5t+0t...+5t +0t...+5t+0t...+20t. (Complex mathematical expectation calculations omitted here.) It's clear that the current mechanism consumes more turns, yet the extra duration is meaningless.

Spending more turns casting spells like Silence or Sleep is also deadly. Choosing to use these spells indicates the player is in a highly dangerous situation, and these spells all have a certain cooldown.

Furthermore, this mechanism even creates a certain Matthew Effect. As previously stated, monsters with 2250 PL and full Chaos Upgrade have the highest resistance, the strongest offensive capabilities, and the highest HP. They are the most in need of being weakened, yet also the hardest to weaken. Under the current mechanism, extending the duration of already sufficiently deprecating spells on other relatively weaker monsters is pointless, while applying sufficient deprecating spells to these powerful monsters becomes even more difficult.

The accumulation of these factors has created an incredibly terrible situation. It's unimaginable how much player survivability will be nerfed when facing higher-level monsters.
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post Nov 20 2025, 00:09
Post #634
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There were a few reasons for the deprecating change, but it should only be negative for the player if the monster has *significantly* more resist than evade, and the player is stat-dumping.

The odds of a full resist even at the maximum 75% resistance is like 42%, and you should only see that if you have zero counter-resist and zero spell accuracy. Unlike counter-evade, which didn't actually exist for players the last time I checked.
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post Nov 20 2025, 00:46
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In 3880 rounds of dwd.... I only used 12 spirit draught, 2 of those were because i was in a round full of sprites and didn't bother killing them off first and they actually hit my spirit shield full on. I only used imperil. With simliar gear last season i would have used a lot more draughs and potions as well. i also would have been killing off the dangerouse monsters first. I did have spark trigger once, not from large blows but many smaller hits.

Spirirt shield is absorbing far less dmg now than before.

edit. 1880 rounds of trio and only 2 spirirt draughs. If I had a decent weapon my spirirt consumption would be far less. i think my gear (excpeting weapon is better) and the ability to mix in shade is making things easier than last season. The only difference this time round is spark is far less predictable for when it triggers. You could usually tell when it was going to go off, now you can randomly lose 3/4 of your health in 1 go with no additional spirit dmg taken by spirirt shield. Perhaps that is a good thing for normal battles, I doubt it will be good for the tower though.

This post has been edited by teddy.bear: Nov 20 2025, 01:08
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post Nov 20 2025, 01:07
Post #636
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QUOTE(Tenboro @ Nov 1 2025, 06:01) *

- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, unless the intercept stat is 0, in which case there is no roll. This rolls twice, where getting one success roll gives half damage and half proc chance, and two success rolls give zero damage and full proc chance.


If Block/Parry is equal to Accuracy, then shouldn't the chances be equal for both sides? In this case it should be 50% (and not just 25%).

I think this change would help a lot on the defensive side, reducing this situation of rapid fluctuation in the HP bar.

Another thing: if Accuracy is >3x so we only have a 1% chance for Block/Parry, but if Block/Parry is >3x, why do we "only" have a 75% chance and not 99%?
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post Nov 20 2025, 01:13
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QUOTE(teddy.bear @ Nov 19 2025, 14:30) *

I don't understand the probability of multiple events so I will not argue a point I don't understand, however for heavy armour vs light armour, light has 80% evade chance wheras block and parry max at 75%, so 1 in 4 vs 1 in 5. Why is evade given a higher avoidance?

Edit. One thing I have noticed is that since monster dmg was fixed this has significantly reduced my spirirt consumption vs previous season making spirit shield less effective than before. So while we may be taking the same amount of dmg as before spirit shield was negating a lot more of that dmg. i think that needs to be taken into consieration.



QUOTE(teddy.bear @ Nov 19 2025, 17:46) *

In 3880 rounds of dwd.... I only used 12 spirit draught, 2 of those were because i was in a round full of sprites and didn't bother killing them off first and they actually hit my spirit shield full on. I only used imperil. With simliar gear last season i would have used a lot more draughs and potions as well. i also would have been killing off the dangerouse monsters first. I did have spark trigger once, not from large blows but many smaller hits.

Spirirt shield is absorbing far less dmg now than before.

My wording might be inaccurate. It should be, if you have the same block/parry/evade chance, the expected % of damage taken remains the same.
Currently, in the arena, your block/parry/evade chance is slightly less than before, and monster damage is a little higher.
In the easy case, the arena, you might feel similar or even easier than before.
In the hard case, TW and IW, it's very likely to be harder. Have to wait until players experience it.

If the monster's full attack (no partially block/parry/glance) can still frequently trigger your spirit shield with a weakened debuff, then it's the hard case.

What I mean is, I currently don't think this mechanism is broken (uncertain about TW and IW).
I'm thinking more about the accuracy system and monster stats scaling. 10b updates frequently, so I'm being optimistic about it.
The logarithm is a good choice.
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post Nov 20 2025, 01:18
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QUOTE(Tenboro) *
There were a few reasons for the deprecating change, but it should only be negative for the player if the monster has *significantly* more resist than evade, and the player is stat-dumping.

In practice the new deprecating system is hugely negative for melee players, even to the point of unusability. While I lowered Agi and Int in Persistent, in every isekai season I've always used equal Str, Dex, Agi, End, Int, Wis. Because melee equipment doesn't give any Magic Accuracy, all warriors are dumbos. In Persistent we have ~95% magic accuracy and this isekai I have 149.0 magic accuracy.

As a minor contributing issue, I play with minimalist script and turn off the depr turns-remaining counters to keep a cleaner screen. (The default screen must hover to check turns manually). In realtime I can't see which debuff is weak, so it's not practical to stack recast them. Some always run out and I get blasted many times before I notice, making debuffing pointless.

I previously thought it was implemented out of necessity, but if the newest deprecating system was purely optional, I much prefer any of the previous systems. If we lose the deprecating and buff stacking along with it, that's completely fine, too.

(While it is strictly beneficial for all players, I'm not sure the buff stacking is a good idea. It alters the strategy of choosing Innate Arcana buffs to hardcast when you get free Channeling. Before it was useful to consider your remaining Regen and Heartseeker durations as you would not want to overwrite and waste them. Now you simply recast Regen and Heartseeker until you have enough that it will never run out.)

QUOTE(Tenboro @ good idea) *
The whole idea is you should take *some* damage more often, but *full* damage less often. So yes, completely avoiding damage won't be as frequent in the new system, this is working as intended.

I immediately liked the idea of this particular aspect of the new system from the beginning, especially for monsters hitting us. If the tuning ends up being this way, then our effective evade/block/parry percentages should eventually end up slightly higher in standard arenas than before (with the chances of two successful intercept rolls being lower than one pre-update roll).

For the case of us hitting the monsters, the tuning can seemingly only result in a weakening, since we now only scale to 99% accuracy versus monster evade, for just a glancing blow. (We might be able to make it up versus monster parry/block if that ends up scaled lower than before).

This post has been edited by BlueWaterSplash: Nov 20 2025, 02:40
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post Nov 20 2025, 01:38
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QUOTE(l13763824039 @ Nov 20 2025, 01:13) *

My wording might be inaccurate. It should be, if you have the same block/parry/evade chance, the expected % of damage taken remains the same.
Currently, in the arena, your block/parry/evade chance is slightly less than before, and monster damage is a little higher.
In the easy case, the arena, you might feel similar or even easier than before.
In the hard case, TW and IW, it's very likely to be harder. Have to wait until players experience it.

If the monster's full attack (no partially block/parry/glance) can still frequently trigger your spirit shield with a weakened debuff, then it's the hard case.

What I mean is, I currently don't think this mechanism is broken (uncertain about TW and IW).
I'm thinking more about the accuracy system and monster stats scaling. 10b updates frequently, so I'm being optimistic about it.
The logarithm is a good choice.


The system should work great outside the tower and IW provided monsters have reasonable stats, their evade/parry/resist is currently too high. One problem with the old system was your attack and avoidance was a simple percentage regardless of how weak or strong the monster was, this system enables their to be a difference, unfortunately from looking at the scans their is very little variation in monsters accuracy and avoidance with the exception of monsters that don't have avoidance.

There is lots of other problems curently as well. dual wield can effortless hit max parry with even the crappiest of weapons while block is much harder for 1h, while easier now with the accuracy changes, in IW and tower having 1000 parry vs 550 to 600 block is a massive problem for 1h. The tower also negates the usefullness of mixed avoidance setups and forces to go all out on just maxing 1 or 2, with evade currently being the best avoidance at 80% so light dual wield will have amazing avoidance whilst 1h heavy will esssentiall have none at higher lvls, with no real means of attaining it (and being able to actually hit monsters).
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post Nov 20 2025, 03:33
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QUOTE(lhv520045 @ Nov 19 2025, 23:25) *

and these spells all have a certain cooldown.



Yeah, the spell cooldowns means against 9 enemies or more I haven't even got around to debuffing everyone, and the first and 2nd casts are already wearing off (sometimes individual recipients of the first cast are already recovering by the 2nd cast). And the durations are individual so I can't even refresh in groups of 3 effectively. Before the high cooldown is at least offset by the reliability of the spells. Now there is nothing reliable about depreciating spells.

*maybe lower the spell cooldown and/or allow individual specific targeting of multi target spells, instead of just the adjacent enemies of the spell target?

This post has been edited by JFzz: Nov 20 2025, 04:48
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Lo-Fi Version Time is now: 8th December 2025 - 23:24