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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 20 2025, 06:14
Post #641
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QUOTE(Tenboro @ Nov 13 2025, 23:55) *

Seems fair to me seeing as it increases both stats.

Mage may rarely use melee attack. Is it possible to make some adjustment like changing magic accuracy to 1.5 and attack accuracy to 1.
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post Nov 20 2025, 10:21
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QUOTE(Tenboro @ Nov 20 2025, 06:09) *

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.

This is not actually the case. When facing survival pressure, players will inevitably stun all monsters at least once, either actively or passively. Stunned monsters cannot evade Deprecating Spell to begin with. Therefore, regarding player survivability, whether Deprecating Spell is affected by evasion is not important. Considering factors such as the cooldown of Deprecating Spell and ensuring player survival for a specific duration, players aim for the spell to be fully effective once and only once, rather than sacrificing the probability of full effect to reduce the probability of it failing entirely.

Additionally, with the nerf to the anti-resistance capabilities of spells like Sleep, even equipping two Greater Penetrators won't reduce monster resistance to 0. If everyone wants to obtain the Greater Penetrator charm, it will face a shortage similar to that of the Void Seekers. Currently, the Battlecaster suffix equipment and Arcanist armor are also difficult to obtain. Moreover, these choices mean players must sacrifice offensive capabilities. Opting for cloth armor for Deprecating Spell effects will further reduce both offensive and survivability.

A possible solution could be extending the effect duration of Deprecating Spell to balance out extreme cases where resistance reduces its duration to 25% of the normal duration. Alternatively, modifying the formula could prevent the spell's duration from decaying too drastically when partially resisted. After all, extending the duration of Deprecating Spell on monsters already thoroughly weakened does little good. Or make Deprecating Spell like Penetrated Armor, with some ability to actively break through resistance to ensure player survival.

This post has been edited by lhv520045: Nov 20 2025, 12:44
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post Nov 20 2025, 12:20
Post #643
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Not sure players are actually stunning before trying to debuff in usual cases

Is it really worse though? Just did 20 rounds with weaken to test and it landed on every single one. I haven't checked the durations as I'm using a broken version of monsterbation, but nothing lived long enough for it to matter.

All my stats except int are equal.
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post Nov 20 2025, 12:24
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I noticed Channeling for Player Buffs will sometimes just cast it normally, rather then double the duration from being cast. It seems random and I don't see any change listed that should effect this.

Edit: Yes this is still true with stacking, it will sometimes for example with Heartseeker go up by about 200, and other 400, and in one cast 500 rounds for duraction in a single casting.

This post has been edited by longhairdontcare: Nov 20 2025, 12:29
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post Nov 20 2025, 12:31
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QUOTE(Shank @ Nov 20 2025, 18:20) *

Not sure players are actually stunning before trying to debuff in usual cases

Is it really worse though? Just did 20 rounds with weaken to test and it landed on every single one.

All my stats except int are equal.

There is enough chance to stun monsters when casting Weaken. Currently, the situation remains worse when facing high-level monsters (31x vs 480+), especially when forced to cast Silence and Sleep.

This post has been edited by lhv520045: Nov 20 2025, 12:47
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post Nov 20 2025, 12:40
Post #646
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Not all styles are 1h

In general it feels much more comfortable to debuff to me now (2h), but I'm not particularly high level as I hell grinded to extend early bird until the other day, so guess I'll just wait until lvl 310 before I make more comment on it.
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post Nov 20 2025, 12:55
Post #647
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QUOTE(Shank @ Nov 20 2025, 18:40) *

Not all styles are 1h

In general it feels much more comfortable to debuff to me now (2h), but I'm not particularly high level as I hell grinded to extend early bird until the other day, so guess I'll just wait until lvl 310 before I make more comment on it.

personally I think the current depr works fine in arena, but I do double how it works against high level monsters, I mean in tower and IW where monsters are far higher level than player.
well I'm not at that situation too, we will know how it works few days later.

QUOTE(mirroricecola @ Nov 20 2025, 00:57) *

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.

that could be a big problem, as we have far less perfect hit now. it's no doubt that stun is the only reason to use the club

This post has been edited by what_is_name: Nov 20 2025, 12:55
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post Nov 20 2025, 12:58
Post #648
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Also while it might be worthless feedback, I'm at 240 and have had no issue with my power armor and rapier with a shield. (1h)

Highest diff, clearing Trio in like 2~ minutes flat.

I have not needed to cast any debuffs to do it, minus a few of the boss mobs. And in such case all I cast was imperial.
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post Nov 20 2025, 13:17
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QUOTE(Shank @ Nov 20 2025, 18:40) *

Not all styles are 1h

In general it feels much more comfortable to debuff to me now (2h), but I'm not particularly high level as I hell grinded to extend early bird until the other day, so guess I'll just wait until lvl 310 before I make more comment on it.

It seems you haven't cleared the Floor 100 Tower before, so it's no surprise you'd say something like that. Without encountering critical survival challenges, you wouldn't heavily rely on Deprecating Spell and stuns.
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post Nov 20 2025, 13:20
Post #650
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Could you adjust the point cost of Juggernaut (Greater)? 50 points is simply too expensive.
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post Nov 20 2025, 13:32
Post #651
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Sir tenboro,I'm curious why the burden of a rapier is significantly higher than other one-handed weapons. My Peerless Demonic Vampire Rapier has a burden of 9.0, while a Legendary Non-Void Presix Axe only has a burden of 6-7.
Even if the current intent is to nerf the rapier, this disparity feels genuinely unreasonable.
Consider that a rapier is essentially a slender sword designed for thrusting. For it to be heavier than a one-handed axe or club is difficult to justify.
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post Nov 20 2025, 13:45
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QUOTE(unitready @ Nov 20 2025, 11:32) *

Sir tenboro,I'm curious why the burden of a rapier is significantly higher than other one-handed weapons. My Peerless Demonic Vampire Rapier has a burden of 9.0, while a Legendary Non-Void Presix Axe only has a burden of 6-7.
Even if the current intent is to nerf the rapier, this disparity feels genuinely unreasonable.
Consider that a rapier is essentially a slender sword designed for thrusting. For it to be heavier than a one-handed axe or club is difficult to justify.

Have you ever held a rapier before? A quality one can easily go over 3 pounds, a good morningstar is 1 pound maybe 2 if it's a heavy one with fancy flanges and a metal handle. About the same if not less for an axe.
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post Nov 20 2025, 14:40
Post #653
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QUOTE(longhairdontcare @ Nov 20 2025, 19:45) *

Have you ever held a rapier before? A quality one can easily go over 3 pounds, a good morningstar is 1 pound maybe 2 if it's a heavy one with fancy flanges and a metal handle. About the same if not less for an axe.


Have you ever played hentaiverse in Persistant before? (IMG:[invalid] style_emoticons/default/laugh.gif)

Sorry, I don't mean to sound aggressive, but you can check the burden of these one-handed weapons in Persistant and compare them.

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post Nov 20 2025, 15:09
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QUOTE(lhv520045 @ Nov 20 2025, 11:17) *

It seems you haven't cleared the Floor 100 Tower before, so it's no surprise you'd say something like that. Without encountering critical survival challenges, you wouldn't heavily rely on Deprecating Spell and stuns.

Pre edits made after replies, it didn't actually sound like we were talking about tower 100 (which is supposed to be difficult), and I generally wouldn't comment on something I've not experienced without at least mentioning it's hypothetical/I'm talking out my arse or something. Not that anyone has reached tower 100 this season...

I expect I'll be able to comment on that more when I get 3 imperil and try later IW levels.

This post has been edited by Shank: Nov 20 2025, 15:16
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post Nov 20 2025, 15:11
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I can now confirm something is weird going on with buffs, been talking with other people and no one else noticed it really. But randomly channeling spells will give like 1.5x, 2x, or in rare cases 3x. I am a non-mage 1h Power Armor user, and noticed this happening a few times. Only in Isk of course.

I think the stacking effect is working off the new crit system or something.
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post Nov 20 2025, 15:27
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QUOTE(Shank @ Nov 20 2025, 21:09) *

Pre edits made after replies, it didn't actually sound like we were talking about tower 100 (which is supposed to be difficult), and I generally wouldn't comment on something I've not experienced without at least mentioning it's hypothetical/I'm talking out my arse or something. Not that anyone has reached tower 100 this season...

I expect I'll be able to comment on that more when I get 3 imperil and try later IW levels.

High-level monsters appear on Floor 100 Tower. They now also appear in IW. Players may struggle to survive when facing them. It seems you lack understanding of the background, so continuing this argument is pointless.
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post Nov 20 2025, 15:29
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QUOTE(unitready @ Nov 20 2025, 12:32) *
Sir tenboro,I'm curious why the burden of a rapier is significantly higher than other one-handed weapons.


Uh, that's because the burden/intercept calculations are subtly bugged, it's supposed to weight about as much as a shortsword.
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post Nov 20 2025, 15:34
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QUOTE(lhv520045 @ Nov 20 2025, 13:27) *

It seems you lack understanding of the background, so continuing this argument is pointless.

It seems you lack the ability to read.

QUOTE(Shank @ Nov 20 2025, 13:09) *
I expect I'll be able to comment on that more when I get 3 imperil and try later IW levels.
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post Nov 20 2025, 18:45
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QUOTE(Shank @ Nov 20 2025, 10:20) *
I haven't checked the durations as I'm using a broken version of monsterbation

You don't have to update, you have to change exactly one regexp:
https://forums.e-hentai.org/index.php?s=&am...t&p=6764908

It also fixes stop on buffs expiring not working.

With the script rules changes, stop on channeling is now finally a legal feature. People have wanted that for years.

This post has been edited by Necromusume: Nov 20 2025, 19:05
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post Nov 20 2025, 21:00
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IMO with this update you are replacing a lot of convoluted mechanics with different convoluted mechanics (some even more than before).

Can you explain the point of pouches, multiple rolls, glancing hits, partial blocks/parries/resists etc.? What are those adding to player's experience? From what I see, completely nothing useful, only more confusion and making already esoteric design even more obtuse.

What's the point of having condition + energy instead of condition alone? Current energy is just a redressed duplicate of condition with some minuscule insignificant differences.

Charms could just have straightforward discrete condition like pristine/mint/worn/damaged/broken affecting stats and requiring some consumable to repair (other (salvaged?) charms?). Pouches (or rather harness) could be useful if they added qualitatively different effects to the item itself (possibly multiple and varying): extra CP, reducing upkeep, extra charm slots, minor boost to all slotted charms. As of now they are just an extra headache, on top of that abhorrent masochistic Asian MMO gear destruction vibe.

For that multiroll stuff: I strongly implore you — remove that mess completely. You can keep double crits, but that's it. This shit is somewhat like three body problem equivalent of game design — makes things incomprehensible to player and a lot harder to balance to developer. You can see the unfolding disaster right in this topic, which I'm almost certain is partially related to this. Everyone feels something is off (if not broken) and no one can be remotely sure why, because you obfuscated everything with unnecessary complexity that adds nothing valuable.

Same applies to those offence/defense ratings: false percentages were already bad enough, now it's worse with completely abstract numbers. Only thing we can vaguely guess that it likely scales terribly, and intuition tells me simply tweaking the numbers likely won't solve it.

Any mechanics make sense only and only when player can actively utilize or react to them (in non-negligible/non-trivial way). That's an axiom of good game design.
Keep things simple, incomprehensible games full of unpredictable randomness are the opposite of fun.
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