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HentaiVerse Isekai 2025 Season 2, With Update 91 Preview |
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Nov 20 2025, 21:38
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pooaa
Group: Gold Star Club
Posts: 701
Joined: 20-July 14

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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.
Agree not all styles are 1h, but remind you that for 2h, there's great mace and t3 skill provide stun, which helps a lot before patch. (t2->t3 then depr them, high diffculty situation of course) For me debuff is easire to land now, but the duration is miserable, it even won't land on those most needed mobs for a row. The current 36 floor IWBTH tower today, after 30 rounds the 1x resisted weaken can't last enough to finish a round (though my eqquip is good at offensive) full duration only apply on those doesn't even need the debuff. I would say the duration stacking doesn't solve the resist problem, all it provides is qol for support spell (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Nov 20 2025, 21:42
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longhairdontcare
Group: Members
Posts: 447
Joined: 11-November 16

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QUOTE(nekolor @ Nov 20 2025, 19:00)  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.
Pouches I have no clue what they do even after reading and playing the update. The rest make stats more useful and are more like say how Call of Cthulhu or Runequest (the ttrpg) handle it, kinda. It makes things more useful over all, and helps with some end game issues in theory. That being that accuracy was very easy to get to hard cap before, and the like. I will say it lower the grinding a little for IW but otherwise I mostly agree on the pouches and the like thing. I wouldn't mind if the text in the battle shows the math happening, personally I have no issue multiple hits, minus the 1 bug I found. Removing the percentages might be smart, just show the number without the % sign, it does just add to confusion.
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Nov 20 2025, 22:09
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ray5255
Group: Gold Star Club
Posts: 229
Joined: 1-December 24

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QUOTE(what_is_name @ Nov 20 2025, 18:55)  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.
just finished a iw15,iw16 is equal to tw50 already and i must say sleep and silence is important but barely fully work bruh weaken got more duration and 0cd so still relyable glad enemy damage is fixed don't think cost of legendary upgrades or late iw difficulty is reasonable about new stuffs, i'm expecting more fancy on pouch&charm, more possibility ,but now i only want balance could be restored asap and THANK YOU for those who, want more challenge maybe? you guys must finished iw 25 on your peerless already, surely not the kind i meet in helldivers 2,never know why they complain when they only play d6, never d10. and when development team try to stream at d10, they got slaughtered and the stream was cut lol. This post has been edited by ray5255: Nov 20 2025, 22:36
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Nov 20 2025, 22:17
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Xeda
Group: Gold Star Club
Posts: 1,501
Joined: 24-August 18

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I largely agree with the points raised by nekolor regarding the complexity of the changes to hit/crit/avoidance calculations, since the new raw-value system makes it quite unintuitive to predict the effects of our stats without empirical testing or a simulator. Nevertheless, I’d also like to share some feedback from my own perspective. My previous post wasn’t very useful (mea culpa), so I hope to make this one a bit more constructive:
- Scan currently provides information only about player evasion, nothing regarding block/parry/resist. This seems a bit limiting for players who don’t rely primarily on evasion. I understand that adding more data could make Scan more complex, but it might be worth considering ways to make it informative for other defensive stats as well.
- Regarding Stun, is it intended that it no longer benefits from deprecating spells? The idea that you can still resist while unconscious feels somewhat counter-intuitive to me. 🤔
- On the MagNet changes, I agree with previous feedback. I personally used it when Sleep was on cooldown to guarantee its next application. With the current changes, it’s unclear in which scenarios it would remain useful. That said, a full redesign could make sense if it ultimately fulfills a clear and unique role.
- Banshee/Illithid suffixes still feel extremely weak, as Byza pointed out. In my view, either the effect’s strength or its proc chance should be increased, since currently its expected impact per attack is significantly lower than a draught tick. In any case, I like Nezu’s idea regarding 2H weapons applying Siphon to multiple targets.
- It’s a bit unfortunate that there isn’t a particularly useful prefix for Reactive — something like Reinforced could fit well with the defensive intent of this new template.
Finally, a small suggestion (for later): what would you think about adding a mode similar to IW runs in terms of monster scaling, but accessible to max-level players (or under some other requirement) without consuming a world seed? This could allow players to farm charms (and pouches) while also providing a meaningful XP multiplier for proficiency progression. Currently, accessing that gameplay loop necessarily requires IW’ing items, which feels a bit restrictive for Persistent. Just a thought.
Regardless, I’m really thrilled by the direction of the recent changes so far — the fact that it’s no longer obvious which build is best is genuinely exciting for people who enjoy theorycrafting. I also appreciate the idea of reintroducing some challenge for endgame players in Persistent with the upcoming IW changes. 🙂
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Nov 21 2025, 00:00
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l13763824039
Group: Gold Star Club
Posts: 1,497
Joined: 6-July 21

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Can we have the lock/unlock icon back when attaching equipment in MM? It's inconvenient when you find that what you want to attach is locked.
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Nov 21 2025, 00:08
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Tenboro

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QUOTE(nekolor @ Nov 20 2025, 20:00)  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. Sure. In the original charms design, they would simply be destroyed if they took damage. This had a few issues; most notably, being rather harsh, and being a pretty nasty rugpull for converted potencies. To fix the former, I wanted some sort of mechanism that allowed you to predictably prevent the damage to select charms with some sort of resource. To fix the latter, I wanted a mechanics that allowed them to selectively not be destructible at all, but I also didn't want to add something that would result in superior "pre-nerf" gear that could no longer be created after the update. And seeing that the archetype [ en.wikipedia.org] omamori do in fact come in a silk pouch of sorts, that's what it ended up as. And as it says in the update notes, I'm already planning to add a couple of additional pouch types. Multiple rolls mostly came from the fact that in the current persistent build, some avoidance (i.e. evade) can be detrimental for some styles of play; for example, for proccing effects from blocks. Allowing multiple types of avoidance/intercept to happen at the same time is a catch-all fix for such effects. Glancing hits and partial intercepts were added as a bonus for the previous part, and mostly to make outcomes less binary. There are two main reasons why Condition and Energy were split: The first reason is that it allows condition loss on defeat without having energy loss. This was not really a big deal before when you only had the basic energy cells for magitech gear, but since charm upkeep is rolled into the Energy stat, defeats would be a lot more expensive if this split had not been done; specifically, one or two upkeep items for every single charm on every single equipped gear. The second, less important reason is that it allows different gear to have different durability (i.e. rate of condition loss) without affecting its Energy drain, and by extension, its charm upkeep rate. QUOTE(l13763824039 @ Nov 20 2025, 23:00)  Can we have the lock/unlock icon back when attaching equipment in MM? It's inconvenient when you find that what you want to attach is locked. Only after the MM UI has been reworked to use the new equipment UI.
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Nov 21 2025, 01:35
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BlueWaterSplash
Group: Members
Posts: 3,518
Joined: 15-March 11

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Since it no longer shows in the equipment display as Condition: 266 / 395 (68%) for example, does Condition and Energy still have an underlying, independent stat roll like before, or is it based on the average now? QUOTE(pooaa @ we are miserable)  For me debuff is easire to land now, but the duration is miserable I would say the duration stacking doesn't solve the resist problem, all it provides is qol for support spell (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Yup, this pretty much sums it up perfectly. (I even have reservations about whether this kind of qol for our buffs is a good thing or not, as it removes an element of mana management tactics). We might do better if our gear is very good and mobs are weak, and high level may help as well since our proficiency and debuff durations will increase with level. Ultimately though, stronger mobs are going to ruin all melee styles at some point. There could even be a realm where mages have both the strongest defense and offense, under this system. There might be some kind of mistake in the thinking to change to this system. The monsters always get 3 resist rolls now, whereas they used to get only 1 resist roll. For every deprecating spell we cast, the monsters always get to try to "block" three times. I wonder if perhaps there is a tiny chance Tenboro miscoded or mis-thought it; like maybe Tenboro thought the monster would get one chance to resist, and the second/third attempts to further resist only occur if the first resist worked?
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Nov 21 2025, 04:27
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JFzz
Group: Members
Posts: 138
Joined: 1-August 21

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spammed some sleep spells on the last three mobs in a round (Isekai tower floor 33):
A pre cast sleep duration B after cast sleep duration C turns gained from cast W target awake
A B C 18 39 21 8 19 11 8 19 11
34 44 10 14 34 20 14 34 20
40 50 10 30 40 10 30 36 6
Empowered cast 46 56 10 36 56 20 32 42 10
51 71 20 W 10 10 37 43 6
67 87 20 W 6 6 39 59 20
83 93 10 2 12 10 55 65 10
88 95 7 7 28 21 60 67 7
90 101 11 23 44 21 62 73 11
96 117 21 39 50 11 68 89 21
empowered cast 112 144 32 45 77 32 84 116 32
139 159 20 72 92 20 111 117 6
155 165 10 88 98 10 113 123 10
161 171 10 94 104 10 119 125 6
So empowered spellcast on sleeping targets still won't affect them making saves. Perhaps deprecating spells could have reduced cooldowns, individual targeting, or charms that boost spell duration to make them more reliable?
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Nov 21 2025, 05:25
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pooaa
Group: Gold Star Club
Posts: 701
Joined: 20-July 14

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Did a legendary 20 tier IW with 162 magical accuracy, no CR I achieved being full resisted by a mob 9 times, throwing different debuff and not a single one landed. Is this work as intended? I don't see anyway to improve this besides penetrator charm...
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Nov 21 2025, 11:46
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Valdragon
Group: Members
Posts: 163
Joined: 17-May 23

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I just thought I'd point it out : My Armor currently has a Condition of 110%. Is this a bug or a feature I'm not aware of? This post has been edited by Valdragon: Nov 21 2025, 11:46
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Nov 21 2025, 12:22
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Shank
Group: Global Mods
Posts: 9,944
Joined: 19-May 12

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It's a feature. It allows you to repair/charge your armour without worrying about wasting materials.
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Nov 21 2025, 12:52
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mewsf
Group: Gold Star Club
Posts: 613
Joined: 24-June 14

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QUOTE(Valdragon @ Nov 21 2025, 17:46)  I just thought I'd point it out : My Armor currently has a Condition of 110%. Is this a bug or a feature I'm not aware of? QUOTE All repairs are done in 10% ticks, so if you repair equipment with Condition or Energy above 90%, it will be above 100% after the repair. This is working as intended.
QUOTE(Tenboro @ Nov 8 2025, 23:29)  So I made a change to Penetrated Armor where, whenever an attack procs it, the damage from that attack bypasses base physical mitigation entirely. (Not specific/elemental mitigation.)
I'd like to ask that, since Penetrated Armor can be stacked 3 times only, then how many times can "bypasses base physical mitigation" happens? Not limited or 3 times at most? If it's the latter one, can you please consider changing it? It might save some time when fighting against monsters with huge HP like bosses.
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Nov 21 2025, 13:16
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SPoison
Group: Gold Star Club
Posts: 4,205
Joined: 20-July 10

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QUOTE(mewsf @ Nov 21 2025, 02:52)  I'd like to ask that, since Penetrated Armor can be stacked 3 times only, then how many times can "bypasses base physical mitigation" happens? Not limited or 3 times at most? If it's the latter one, can you please consider changing it? It might save some time when fighting against monsters with huge HP like bosses.
It bypasses everytime it procs and there is no limit to how many times it procs but only stacks to 3. It already works how you want it to.
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Nov 21 2025, 14:09
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Noni
Group: Catgirl Camarilla
Posts: 13,755
Joined: 19-February 16

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QUOTE(pooaa @ Nov 21 2025, 04:25)  Did a legendary 20 tier IW with 162 magical accuracy, no CR I achieved being full resisted by a mob 9 times, throwing different debuff and not a single one landed. Is this work as intended? I don't see anyway to improve this besides penetrator charm...
you could try using a gossamer or even a phase equip to boost your magic accuracy. or a battlecaster item. Hey that could be a cool idea, to make gossamer and ironsilk more usefull: allow battlecaster suffix on them. Or something else that boosts magic accuracy and depr. prof. That way, these cloths could help heavy armor users to cast imperil and sleep and weaken and silence in high towers, at the expense of damage. It would give us more options to fight high floors. In case anyone is interested: 85 arena Dual Wield is significantly faster than 2h atm for me. Leve 290, magnificent weapon(s) with forging, shade armors. in tower, floor 32, 2h is difficult, died in one attempt. then DW: easier to finish. For the SG arena's, 2h is just no able to do enough damage to a single target, once the others are dead. (maybe Great Cleave instead of Mediocre Cleave could be a solution for that?) This post has been edited by Noni: Nov 21 2025, 14:21
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Nov 21 2025, 14:36
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剑行血间
Group: Gold Star Club
Posts: 1,037
Joined: 13-July 20

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The Counter-Resist charm is bugged right now. It's only giving about 1/10th of the effect. 150 magic accuracy vs 610 resist => 60.3% 610*(1-1.2%)/(150+100)*0.25=0.60268 QUOTE(Tenboro @ Nov 1 2025, 17:01)  Damage modifiers are also independent, so an attack that hits but is half-blocked + half-parried does 25% damage.
So, what happens in the following scenarios? full parry + partial block + failed evade: 0, 1/2, or 1? partial parry + partial block + successful evade: 1/4 or 0? QUOTE(teddy.bear @ Nov 19 2025, 16:17)  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.
QUOTE(teddy.bear @ Nov 19 2025, 21:10)  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.
I don't think you'd want this change unless you're up for a war of attrition against the Tower monsters. Our battle against the monsters is fair. This post has been edited by 剑行血间: Nov 21 2025, 17:41
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Nov 21 2025, 14:41
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SPoison
Group: Gold Star Club
Posts: 4,205
Joined: 20-July 10

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QUOTE(Noni @ Nov 21 2025, 04:09) 
For the SG arena's, 2h is just no able to do enough damage to a single target, once the others are dead. (maybe Great Cleave instead of Mediocre Cleave could be a solution for that?)
I was thinking about ways to improve great cleave and thought maybe at least guaranteeing a crit would be nice then I played 1h and vital strike does massive damage when used on a stunned monster and maybe 2h could get something like that, maybe against mobs who are PA and Stunned it would do massive damage too.
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Nov 21 2025, 15:18
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pooaa
Group: Gold Star Club
Posts: 701
Joined: 20-July 14

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QUOTE(Noni @ Nov 21 2025, 20:09)  you could try using a gossamer or even a phase equip to boost your magic accuracy. or a battlecaster item.
Hey that could be a cool idea, to make gossamer and ironsilk more usefull: allow battlecaster suffix on them. Or something else that boosts magic accuracy and depr. prof. That way, these cloths could help heavy armor users to cast imperil and sleep and weaken and silence in high towers, at the expense of damage. It would give us more options to fight high floors.
In case anyone is interested: 85 arena Dual Wield is significantly faster than 2h atm for me. Leve 290, magnificent weapon(s) with forging, shade armors. in tower, floor 32, 2h is difficult, died in one attempt. then DW: easier to finish.
For the SG arena's, 2h is just no able to do enough damage to a single target, once the others are dead. (maybe Great Cleave instead of Mediocre Cleave could be a solution for that?)
Already considering that, might try curseweaver if I could get one. Don't think those magic accuracy will help, too little added to my little brain. And the expense is not only damage but also mitigation and survival, evade means nothing to my high burden and the potential slot for Reactive of barrier. Right now I just spam depr until channeling pops or mobs giving up. Complaining because there's no such problem last season, at tower 50 failing three in a row is rare and unlucky, and there's stable solution by stun. Right now RnGod could shit on my face. The only skill doesn't have other effect besides damage is Great cleave, and it's not even good at it (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Nov 21 2025, 19:06
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Tenboro

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QUOTE(BlueWaterSplash @ Nov 21 2025, 00:35)  Since it no longer shows in the equipment display as Condition: 266 / 395 (68%) for example, does Condition and Energy still have an underlying, independent stat roll like before, or is it based on the average now?
It is not dependent on quality or some hidden stat roll. Internally, all equipment have a condition between 1 and 65000, where 1 is broken and 32500 is 100%. All templates have a durability, which determines how much condition damage you get per round of combat. There's currently no readout for this, but generally most equips have the baseline durability, while magitech gear has half of this durability. Rare armor is somewhere in between. QUOTE(剑行血间 @ Nov 21 2025, 13:36)  The Counter-Resist charm is bugged right now. It's only giving about 1/10th of the effect. 150 magic accuracy vs 610 resist => 60.3% 610*(1-1.2%)/(150+100)*0.25=0.60268 Yeah, you're right. Looks like this is also affecting the Overpower charm, as well as Oak staffs. Will probably push a fix for it tomorrow. QUOTE(剑行血间 @ Nov 21 2025, 13:36)  So, what happens in the following scenarios? full parry + partial block + failed evade: 0, 1/2, or 1? partial parry + partial block + successful evade: 1/4 or 0? If the avoidance roll or either of the interception rolls have a double success, you take no damage. The multiplicative reduction is only if you have several partials.
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Nov 21 2025, 19:39
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CronoBoA
Group: Gold Star Club
Posts: 788
Joined: 29-December 10

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Suggestion: uncap Item World progression for Legendary and Peerless equipment. When clearing an Item World past the normal cap (20 for Legendary and 25 for Peerless), the equipment does NOT improve. This would only be for the challenge and bragging rights. This would effectively bring The Tower to Persistent and allow players to show off their 25/125/25 Peerless equipment.
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Nov 21 2025, 20:04
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longhairdontcare
Group: Members
Posts: 447
Joined: 11-November 16

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QUOTE(CronoBoA @ Nov 21 2025, 17:39)  Suggestion: uncap Item World progression for Legendary and Peerless equipment. When clearing an Item World past the normal cap (20 for Legendary and 25 for Peerless), the equipment does NOT improve. This would only be for the challenge and bragging rights. This would effectively bring The Tower to Persistent and allow players to show off their 25/125/25 Peerless equipment.
This sounds awsome, however I think it should also maybe have a special title or something, sorta like those tracker items from TF2. Just like having it progress up like 1 verb per 10 over or something. So the title (or whatever) of the item can show on the item. Titles stop changing at like 50 or whatever, but still show the number (assuming it can go forever)
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